MGM’s iconic franchise RoboCop makes Fortnite debut

The iconic “part man, part machine, all cop” cyborg, RoboCop, is landing in one of the most popular free-to-play video games ever made.

Epic Games’ Fortnite and Metro Goldwyn Mayer (MGM) have announced that sci-fi franchise RoboCop is making its highly anticipated Fortnite debut for a limited time only from May 13 to May 21.

Just in time to celebrate RoboCop’s 35th anniversary this year, players will be able to bring the iconic franchise to life with inspired outfits and cosmetics available in the Fortnite Item Shop. The collaboration includes the Robocop Outfit, the LEG-209 Back Bling, and the leg of ED-209 that doubles as a Pickaxe. Additionally there will be a traversal Lil’ ED-209 Emote, where players using this Emote will be able to ride on a mini ED-209.

“RoboCop is celebrating its 35thanniversary this year and the thrilling sci-fi franchise continues to appeal to fans around the world. We are excited to work with Epic Games’ Fortnite on this RoboCop integration and bring dedicated fans new interactive experiences,” says Robert Marick, Executive Vice President of Global Consumer Products and Experiences.

The first RoboCop film in 1987 launched a massive franchise with three film sequels, a live-action and animated television series, video games, books, “inspired-by” media campaigns and comics. The four films grossed over $350 million at the worldwide box office. The franchise continues to resonate with audiences around the world today and has transcended pop culture with a robust consumer products and licensing programme and a strong legacy in the gaming space.

 

ITV brings Saturday night game show The Void to Fortnite Creative

ITV has become the first broadcaster to enter the Fortnite Creative as it launches an in-game version of its new entertainment show, The Void, to the video game.

Marking a whole new step into the Metaverse for the studio, ITV is recreating the Saturday night game show in Fortnite Creative, allowing players to take on their own in-game version of the challenges and tasks undertaken in the programme.

ITV is the latest entertainment giant outside of video games to find its footing within Fortnite Creative as the deal follows a major recent partnership between Fortnite and The O2 that witnessed the entertainment venue launch a digital version into the video game. 

The week-long partnership culminated with an in-game concert performance by the UK group Easy Life.

Fortnite Creative’s link up with ITV marks the first time a UK broadcaster has utilised the platform. ITV is now building up a network of creators on different platforms to activate Metaverse audiences around its programmes.

The Void is hosted by Ashley Banjo and Fleur East and sees contestants put to the test as they take on a range of mental and physical challenges while navigating the prospect of falling into The Void – a chasm of 520,000 litres of water stretching across the arena floor.

Following the initial Fortnite Creative pilot, ITV is planning to roll out the concept to other programme and bring brands on board.

Dan Colton, ITV Group Strategy and Transformation Director, said: “The Void is a really innovative new Saturday night show that fits perfectly with this style of gameplay.

“The Metaverse is a huge opportunity for ITV both from a consumer and advertiser perspective and this is the first step of how we can best make use of our IP in these spaces.”

Little Brother Books on track to sell over one million Annuals this year and reveals Christmas 2021 line-up

Little Brother Books is on track to sell over one million Annuals this year, with more than 2,500 dedicated FSDUs across major retailers in the run up to this Christmas. The feat will make the company the UK’s number one publisher of licensed annuals for the fourth year running.

Supporting its chances, Little Brother Books has details a new line-up of titles for the festive season this year, with 12 new Annuals in the collection, including titles and brands such as Blippi, CoComelon, Gigantosaurus, Roblox, and Minecraft. Each title will be hitting shelves from this September.

In an agreement inked with The Point 1881, there will be 2022 Annuals for the popular children’s YouTube live-action character, Blippi, as well as the educational songs and nursery rhymes brand, CoComelon. Also new to LBB is Gigantosaurus Annual 2022, based on the vibrant animated TV series and book licensed through Riverside Brands, as well as a new Ultimate Guide to Among Us.

The other eight titles featured in the 2022 line-up include Shoot Annual 2022, L.O.L. Annual 2022, Barbie Annual 2022, World of Dinosaurs 2022 by JurassicExplorers, Little Mix 2020 Special by PopWinners, as well as three additional ‘Ultimate Gaming Guides’ – GamesWarrior’s Ultimate Guide to Fortnite, Roblox, and Minecraft.

Little Brother Books reached the number one spot in Annuals publishing sector at the end of 2020, overcoming the plight that struck the market due to the pandemic, and expanding its retail listings and partnerships further. This year, the team is looking ready to strengthen its market position with exclusive retailer support and dedicated displays in high profile stores.

Managing director, Matthew Reynolds, said: “Like many businesses, without doubt 2020 was a rollercoaster but we came through it with flying colours and unbelievably had our most successful year to date. It meant we had to focus more than ever on new and existing retail partnerships to demonstrate that our leading products and brands were the ones to support and will deliver much needed incremental impulse sales for 2020.

“I’m pleased to say that our number one ranges delivered exactly what we promised. This success has given us the perfect opportunity to continue a growth trajectory for 2021. Having four exciting new titles on board with us is testament to the continued demand for Annuals which appeal from preschool to young adults alike.

“We can’t wait to see them hit the market from September this year. Annuals are a very important part of Christmas stocking filler purchases and the significant volumes we and our retailers sell each year shows families love to buy them at Christmas.”

London’s The O2 comes to Fortnite for week-long celebration in Epic Games, O2, and Island Records mash-up

London’s The O2 has made its video game debut, becoming a new location ready for players to explore within the hit gaming franchise, Fortnite. The week-long appearance of the world’s most popular entertainment venue arrives as part of a collaboration between O2, Epic Games, and Island Records.

A celebration of interactive music, the partnership will culminate with a performance by the Leicester R&B group, Easy Life who will become the first UK act to ever play a set in Fortnite Creative.

The project marks the O2’s first appearance in a video game, and was constructed by a team of Fortnite KKslider, DolphinDom and Team Cre8. Beyond the exterior design of the iconic London landmark, its interior features several gameplay additions, including a vast new space packed with hidden rooms, backstage areas and the O2 Blueroom, where players can unlock a Squeezy Life Spray and a Lobby Track created by Fortnite and Easy Life.

During Easy Life’s performance, attendees will be transported to six unique areas, each inspired by a different track from the group’s debut album ‘Life’s a Beach.’

Additionally, O2 customers will have the opportunity to win exclusive rewards in the Priority app, including tickets to future easy life shows at O2 venues.

“We were thrilled when we were approached with the idea to bring The O2, one of the most iconic entertainment venues on the planet, to Fortnite Creative,” said Nate Nanzer, head of global partnerships at Epic Games.

“We’re always looking for exciting and authentic experiences to bring to our players, and we can’t wait for them to get hands-on with this interactive musical journey. We’re excited to have the UK’s breakout band easy life perform in the game, and we think our players are really going to love exploring all that The O2 has to offer in Fortnite Creative over the next week.”

Easy Life front man, Murray Matravers, said: “Being the first UK act to ever perform in Fortnite Creative, and for that performance to take place inside a venue as iconic as The O2, is truly humbling.

“We’re all huge gamers in the band so getting the chance to appear in a game this popular is a childhood dream come true. We’re so excited for people to experience our music in the game – it promises to be a lot of fun and is just a taste of things to come ahead of our UK tour of O2 Academy venues later this year.”

The main stage performance will take place this Thursday, 24th June at 20:30 BST, and the gig will be available to Fortnite players until 23.59 BST, this Sunday, 27th June.

Value Added Tact | The importance of meeting the sensibilities of ‘kids these days’

From Generation Z to Generation Alpha, audiences’ tastes and preferences are ever changing, from awareness of social responsibilities to greater demand for sustainability. Co-founder of Kids Industries, Gary Pope explores the importance of authenticity when meeting today’s youth and their new consumer values

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My favourite game when I was a kid was Buckaroo. The tension, chaos and hysterical laughter caused by a few bits of plastic pulled from a cardboard box kept me happy for hours. If only the youth of today was still that easily pleased, product development and marketing teams would be laughing all the way to the bank.

But they’re not. Far from it. Culturally, societally, we are in a state of flux. So many things are happening that were unthinkable five years ago, all of which are impacting our purchasing decisions. As a result, young people have become increasingly sophisticated consumers, politically savvy, environmentally aware, far more emancipated, and very, very vocal and demanding of the brands they invest time and money in.

They curate rather than collect. The label in itself is no longer enough. They want to know where, how and with what products have been made. They have an incredible understanding of the supply chain; are the workers treated fairly and paid a living wage, is the factory run on wind power, is it safe?

They are increasingly invested in making purchasing decisions that are driven by value and the impact they will have on the planet, rather than by consumption.

“Most of all, they want authenticity; they want to buy from brands that genuinely share their values and are honest and transparent about contributing towards a fairer society.”

Value no longer means cheap, it means quality, longevity, considered and conscious. They understand the importance of sustainability, the circular economy, diversity and humanity. They want to see products  representing all of us, and not just a limited few. Charity shopping and reselling toys and games on eBay are seen as badges of honour, rather than a shameful blot on their social status.

But most of all, they want authenticity; they want to buy from brands that genuinely share their values and are honest and transparent about contributing towards a fairer society and the future of our planet. What they don’t want, is box tickers.

And they know some or all of this at a really young age. Even Generation Alpha (2012-2025) is aware. They  feel strongly about consumer issues, they just don’t have the maturity to decode them or the disposable income to directly influence them. Gen Z (1996-2011) has the powerful  combination of a more sophisticated awareness and their own money, so they can choose to spend – or not – on the brands whose credentials are most important to them.

The way young people relate to media has also changed massively. They are no longer passive consumers; they are active participants. They want to be immersed in interactive, engaging content that adds value to their experiences and fulfills a basic social need. They don’t do one-dimensional.

When it comes to gaming, this means Roblox and Fortnite – games that double up as social platforms; places where they can meet friends, show off, have a voice and be heard, recognised and rewarded. Socialisation is critical to child/youth development, and this is more important than ever given how much face-to-face contact has been eradicated by the pandemic.

Unsurprisingly, Roblox was the most popular mobile  game in the US last year, with users averaging 100 minutes play per day, and the company had a first day valuation of  $38.3 billion when it went public. Equally unsurprisingly, the notion of the metaverse (which is being coined by some as the real future of the internet and the next era of social media) is incredibly powerful to our digital natives and the brands hoping to reach them.

So, two huge things for brands to get right when it comes to R&D and marketing to young people moving forward – both of which I believe will become non-negotiable before long: consciously authentic values and actions, and the integration of social. Nail that, and you’ve got the  equivalent of Buckaroo for the next generation.

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Gary Pope (CEO & Co-Founder, Kids Industries) will be discussing ‘How Priorities are Changing Across Generations of Consumer at Brand & Licensing Innovation Summit, which runs online 9-11 June. Passes are available from https://www.brandlicensinginnovationsummit.com/

Little Brother Books welcomes LOL Surprise, Barbie, and Fortnite to the annuals roster

LOL Surprise, Barbie, Fortnite, Roblox, and Minecraft will each be expanding their presence across the children’s Annuals market, thanks to a bolstered new portfolio of titles to launch from Little Brother Books.

The UK Annuals publisher is preparing to launch a range of six new titles this spring/summer, which will include three Fun, Play and Learn titles hitting shelves this May, featuring the popular toy brands LOL Surprise and Barbie. The pair will be joined by World of Dinosaurs.

This season will also see the launch of three Ultimate Gaming Guides, including GamesWarrior’s Ultimate Guide to Fortnite, Roblox, and Minecraft.

All six titles will feature new content created exclusively by Little Brother Books and will each be priced at £5.99. The series will go on sale this mlnth across Amazon, TJ Morris, Sainsbury’s, Smyths Toys, and other book retailers.

Little Brother Books believes that high visibility at retail is key to driving impulse sales and has been successful in placing 1000s of dedicated FSDU/POS in major retailers over recent years.

Matthew Reynolds, MD at Little Brother Books, said: “Our mid-year Annuals and Gaming Guides launching this season are testament to our success in refreshing this market and I’m thrilled that we have six titles to delight parents and children alike this summer with six of the hottest properties in the market.

“Despite 2020’s challenges, Little Brother Books once again dominated the Annuals market, and we retained our position as the number one publisher in this sector for the third consecutive year with unrivaled distribution for our leading brands.

“2021 is shaping up to be even more successful with other major retailers coming onboard, as well as exciting new brands joining our portfolio.”

Where’s the fun in fungible? | Could the toy industry be key to unlocking the potential of the NFTs market?

For those who remember typing BRB into their MSN chat box, or anyone still wrestling with the WFH concept, there’s a new acronym in town, and it’s potential to shape the future of entertainment and the collectables space is boundless. It’s probably time we all got to know NFTs a little better.

Here’s The Insights Family to help talk us through the concept and what the arrival of Non-Fungible Tokens could mean for the toy industry.

We all know this generation of children are like no other, growing up in a world with an unprecedented level of access to technology.

Even by the age of three, an average 51 per cent of children globally own a tablet device, and by the age of 12, 69 per cent of kids globally own a mobile phone. This generation are as comfortable existing in a virtual world as they are the physical, and they expect a seamless integration between the two.

We have seen many key development milestones just as likely to be reached today in a virtual world as the physical; a child’s first concert for example could just as likely happen within the gaming platform, Fortnite as it could in a real-life venue.

As the physical and digital worlds blur for this generation of kids, we are also seeing children spending and earning money digitally via gaming platforms like Roblox, Minecraft and Fortnite. Kids’ identity now lives online, whether that be on a social media feed or materialised through digital purchases. For these kids, a cosmetic skin they purchased in Fortnite is as much about self-expression and personality, as the t-shirt they put on the same morning.

The speed of innovation in this sector continues to accelerate and its important brands stay ahead of the latest trends and opportunities.

Non-Fungible Tokens (NFT) are currently one of the most popular trends within the cryptocurrency market. A token which verifies legitimacy and singularity of a digital asset, they have primarily been used to sell digital art or assets, such as the first ever Tweet, selling for over $2.9m. The technology has since been adopted by major art auction houses such as Sotheby’s and Christie’s.

According to The Insights Family data, from Q1 2020 vs Q1 2021, there is a 11 per cent increase in kids as young as six to nine who have heard of cryptocurrencies. While information about blockchain is permeating throughout the kids ecosystem, it is still a relatively niche market.

However, as global adoption of cryptocurrencies continues to increase, brands are using the NFT as a real-world use-case for the technology. It’s currently mostly fashion brands – such as Gucci experimenting with NFTs, enabling consumers to buy and ‘wear’ their products via Augmented Reality or in-game on Roblox.

In fact, these fashion sales of clothing for digital versions of yourself are not news anymore. It is a long-standing practice, and a lot of video generate their main income through it. For example, one of the most popular games of recent years – Fortnite, is monetised entirely through cosmetic microtransactions.

What this means to you…

One example of potential NFT integration in the kids’ ecosystem could be as an extension of collectable items – for example, trading cards, a digitised version could be available as a token. The popularity of trading cards in general increased throughout the pandemic – from six per cent of kids aged three to 12 purchasing in Q1 2020 to nine per cent by December.

Within the toy space, in theory, anything in the digital world which has scarcity and value derived from that scarcity could be reimagined as an NFT.

For instance, some collectors are already spending millions on ‘NBA Top Shot’ – a website that allows people to buy, sell and trade basketball highlights as NFTs.

Every year the number of younger kids who spend more of their money online increases. In the UK, since the pandemic began in March 2020 the number of three to 12 year olds has almost doubled from 17 per cent to 28 per cent in February 2021. This, along with fast-paced innovation, means that it’s important brands stay ahead of the latest trends and opportunities.

Therefore, The Insights Family team of researchers, data scientists and developers have created the latest version of our platform, Portal 4.0, which will open more possibilities for brands. The new tools will enable brands to understand the attitudes, behaviours, and consumption patterns of kids, parents, and families.

To learn more about the attitudes, behaviour, and consumption patterns of kids, parents, and families, and to get freemium access to The Insights Family real-time data portal, please visit: https://try.theinsightsfamily.com/toynews

Jazwares extends Epic Games partnership for Fortnite toys and collectables through to 2025

Jazwares has signed a new licensing partnership with Epic Games, extending the toy company’s current Fortnite deal through to 2025 and expanding upon its range of toys and collectables.

The deal, brokered by licensing agency IMG, will start from January 2022 and will see Jazwares become the exclusive toy partner for Fortnite four-inches and under action figures and their compatible play-sets, vehicles, accessories and more.

Jazwares will also continue to produce new R/C vehicles, all of which will be compatible with its full four-inch action figure line, and plush in varying sizes. Also in 2022, fans can expect a new lineup of highly detailed two-inch action figures with multiple points of articulation and accompanying play-sets, vehicles and accessories to build out their world of Fortnite in miniature scale.

The multi-year deal extends Epic Games and Jazwares’ successful three-year partnership.

Since 2018, Jazwares and Epic Games have worked together to bring the Fortnite universe into the real world for fans in over 50 countries, launching more than 350 toys and collectibles at retail that allow fans to interact with their favorite characters and experiences from the game in a brand new way.

“These toys and collectables have opened up the action-packed world of Fortnite, adding a whole new level of detail that fans can connect to like never before,” said Laura Zebersky, president, Jazwares.

“Through the continually evolving four-inch action figure universe and now the new two-inch range, we are expanding collectability to help fans build out the world of Fortnite. We are thrilled to be bringing these new, detailed micro scales to life for the first time, and look forward to working closely with Epic Games to continue growing fans’ Fortnite collections.”

In addition to the new items being released in 2022, Jazwares has unveiled new action figures, R/C vehicles and more, set to rollout at retail through 2021.

Hasbro signs five year Fortnite deal with Epic Games for action figures, vehicles, and more

Hasbro has outlined a five year extension of its partnership with Epic Games and its world-beating MMO gaming title, Fortnite as the toy company looks to expand its product licensing deal beyond outdoor play products and games and into collectable action figures, vehicles, and role-play gear.

The plan was announced last week during Hasbro’s all-virtual investors event, extending the successful two-year deal brokered by IMG between the global entertainment outfit and Epic Games. The partnership kicked off with the launch of a variety of Fortnite themes NERF blasters and a Fortnite Monopoly.

Now, with the growing partnership, Hasbro is excited to bring new products as well as in-game experiences to Fortnite fans of all ages, first with the recent in-game debut of G.I. JOE character, Snake Eyes. Coinciding with the in-game integration of this fan-favorite character, Hasbro released a Fortnite x G.I. Joe Collab Snake Eyes: Zero Point Edition figure available exclusively on Hasbro Pulse for fans aged 16 and older in the US and Canada.

“Hasbro’s expertise in the realm of collectible figure and role-play segments has yielded incredibly positive results for our long roster of entertainment-based action brands,” said Adam Biehl, SVP and GM at Hasbro, Inc.

“We’ve had tremendous success collaborating with Epic Games and the Fortnite brand over the past few years, and this expanded product licensing partnership allows us to deliver an amazing lineup of Fortnite-inspired toys and collector items that we’re confident fans will be excited to experience.”

New Hasbro-licensed Fortnite products are on track to launch in autumn this year.

Fortnite is the completely free multiplayer game where you and your friends collaborate to create your dream Fortnite world or battle to be the last one standing. Fortnite and its Battle Royale and Creative modes are free and available on PC, Mac, PlayStation 4, Xbox One, Switch and Android.

Hasbro signs five year Fortnite deal with Epic Games for action figures, vehicles, and more

Hasbro has outlined a five year extension of its partnership with Epic Games and its world-beating MMO gaming title, Fortnite as the toy company looks to expand its product licensing deal beyond outdoor play products and games and into collectable action figures, vehicles, and role-play gear.

The plan was announced last week during Hasbro’s all-virtual investors event, extending the successful two-year deal brokered by IMG between the global entertainment outfit and Epic Games. The partnership kicked off with the launch of a variety of Fortnite themes NERF blasters and a Fortnite Monopoly.

Now, with the growing partnership, Hasbro is excited to bring new products as well as in-game experiences to Fortnite fans of all ages, first with the recent in-game debut of G.I. JOE character, Snake Eyes. Coinciding with the in-game integration of this fan-favorite character, Hasbro released a Fortnite x G.I. Joe Collab Snake Eyes: Zero Point Edition figure available exclusively on Hasbro Pulse for fans aged 16 and older in the US and Canada.

“Hasbro’s expertise in the realm of collectible figure and role-play segments has yielded incredibly positive results for our long roster of entertainment-based action brands,” said Adam Biehl, SVP and GM at Hasbro, Inc.

“We’ve had tremendous success collaborating with Epic Games and the Fortnite brand over the past few years, and this expanded product licensing partnership allows us to deliver an amazing lineup of Fortnite-inspired toys and collector items that we’re confident fans will be excited to experience.”

New Hasbro-licensed Fortnite products are on track to launch in autumn this year.

Fortnite is the completely free multiplayer game where you and your friends collaborate to create your dream Fortnite world or battle to be the last one standing. Fortnite and its Battle Royale and Creative modes are free and available on PC, Mac, PlayStation 4, Xbox One, Switch and Android.