Surge Licensing and WEBTOON announce exclusive licensing and merchandising partnership

WEBTOON, the world’s largest digital comics platform, has appointed brand management company Surge Licensing as the exclusive North American licensing agent for the platform. Genuine Entertainment’s Joe LeFavi was instrumental in developing the partnership and will continue to collaborate with WEBTOON and Surge as a strategic advisor in the endeavour.

Surge Licensing has been retained to develop an overall brand licensing strategy for WEBTOON as well as licensing and merchandise programmes in North America for the platform’s individual original IP. Surge Licensing will expand WEBTOON’s licensing and merchandising business, developing franchises through categories that include apparel, fashion collaborations, toys, tabletop games, promotions and more. Among WEBTOON’s existing merchandising work is a capsule collection for Lore Olympus, available at Hot Topic.

WEBTOON is the global leader in digital comics, where some of the world’s biggest comic creators and series have built massive global fandoms. The company has redefined comics for Gen Z and the digital era, with 82 million monthly active users globally and 15 million US users. With 1.3 million titles and 10.5 billion global monthly page views, WEBTOON is home to a new generation of comic creators and fans.

Among WEBTOON’s most exciting creators is Rachel Smythe, whose smash-hit Lore Olympus has more than 1.2 billion global views and 5.7 million subscribers on WEBTOON. The digital comic became a #1 New York Times bestselling graphic novel in autumn 2021, and is in development as an animated series from Wattpad WEBTOON Studios and the Jim Henson Company. The modern retelling of the relationship between the Greek goddess Persephone and god Hades won a Harvey Award and received nominations for an Eisner Award and a Ringo Award.

A growing number of digital comics from WEBTOON have achieved broad awareness through live-action and animated TV adaptations, including the 2022 zombie apocalypse series, All of Us are Dead, which achieved the #1 position on Netflix at launch in January 2022 and spent 11 weeks in the streamer’s global Top 10 (Non-Eng Series); the apocalyptic horror series Sweet Home, which recorded over 1.3 billion views on WEBTOON and was released on Netflix in December 2020; the global rom-com phenomenon True Beauty, which was adapted into a popular drama in 2021, and will be published as a graphic novel from WEBTOON Unscrolled in 2022; and popular anime adaptations such as Tower of God, Noblesse, and The God of High School.

“We’re bringing comics to a new generation of readers around the world,” says Eugene Kim, Head of Business Development at WEBTOON. “WEBTOON comics and creators already have huge global fandoms, so the time is right to begin offering fans new, fresh, and unique ways to  celebrate the comics they love. We’re excited to begin our partnership with Surge Licensing to create memorable experiences beyond our platform.”

“Given that WEBTOON is the #1 comic book entertainment app in the world with massive engagement and awareness, the possibilities for creating dynamic brand programs for their original IP are endless,” says Elan Freedman, Surge Licensing EVP. “In the U.S. alone, WEBTOON touts over 15 million monthly users, which is tremendous with room for major growth. We look forward to introducing the WEBTOON brand and its key titles to potential partners at the upcoming Licensing Expo.”

Genuine Entertainment’s Joe LeFavi stated: “WEBTOON has redefined how creators and fans alike can share and celebrate their favourite stories with a global audience. Boasting one of the biggest fandoms and a veritable treasure trove of IP, it’s an enormous opportunity to build meaningful programmes and give this inclusive community more ways to engage with the content and creators they know and love. And since Surge has been championing comic creators since first taking TMNT from comic racks to riches… suffice it to say, they were an ideal fit for the job.”

Surge Licensing and WEBTOON announce exclusive licensing and merchandising partnership

WEBTOON, the world’s largest digital comics platform, has appointed brand management company Surge Licensing as the exclusive North American licensing agent for the platform. Genuine Entertainment’s Joe LeFavi was instrumental in developing the partnership and will continue to collaborate with WEBTOON and Surge as a strategic advisor in the endeavour.

Surge Licensing has been retained to develop an overall brand licensing strategy for WEBTOON as well as licensing and merchandise programmes in North America for the platform’s individual original IP. Surge Licensing will expand WEBTOON’s licensing and merchandising business, developing franchises through categories that include apparel, fashion collaborations, toys, tabletop games, promotions and more. Among WEBTOON’s existing merchandising work is a capsule collection for Lore Olympus, available at Hot Topic.

WEBTOON is the global leader in digital comics, where some of the world’s biggest comic creators and series have built massive global fandoms. The company has redefined comics for Gen Z and the digital era, with 82 million monthly active users globally and 15 million US users. With 1.3 million titles and 10.5 billion global monthly page views, WEBTOON is home to a new generation of comic creators and fans.

Among WEBTOON’s most exciting creators is Rachel Smythe, whose smash-hit Lore Olympus has more than 1.2 billion global views and 5.7 million subscribers on WEBTOON. The digital comic became a #1 New York Times bestselling graphic novel in autumn 2021, and is in development as an animated series from Wattpad WEBTOON Studios and the Jim Henson Company. The modern retelling of the relationship between the Greek goddess Persephone and god Hades won a Harvey Award and received nominations for an Eisner Award and a Ringo Award.

A growing number of digital comics from WEBTOON have achieved broad awareness through live-action and animated TV adaptations, including the 2022 zombie apocalypse series, All of Us are Dead, which achieved the #1 position on Netflix at launch in January 2022 and spent 11 weeks in the streamer’s global Top 10 (Non-Eng Series); the apocalyptic horror series Sweet Home, which recorded over 1.3 billion views on WEBTOON and was released on Netflix in December 2020; the global rom-com phenomenon True Beauty, which was adapted into a popular drama in 2021, and will be published as a graphic novel from WEBTOON Unscrolled in 2022; and popular anime adaptations such as Tower of God, Noblesse, and The God of High School.

“We’re bringing comics to a new generation of readers around the world,” says Eugene Kim, Head of Business Development at WEBTOON. “WEBTOON comics and creators already have huge global fandoms, so the time is right to begin offering fans new, fresh, and unique ways to  celebrate the comics they love. We’re excited to begin our partnership with Surge Licensing to create memorable experiences beyond our platform.”

“Given that WEBTOON is the #1 comic book entertainment app in the world with massive engagement and awareness, the possibilities for creating dynamic brand programs for their original IP are endless,” says Elan Freedman, Surge Licensing EVP. “In the U.S. alone, WEBTOON touts over 15 million monthly users, which is tremendous with room for major growth. We look forward to introducing the WEBTOON brand and its key titles to potential partners at the upcoming Licensing Expo.”

Genuine Entertainment’s Joe LeFavi stated: “WEBTOON has redefined how creators and fans alike can share and celebrate their favourite stories with a global audience. Boasting one of the biggest fandoms and a veritable treasure trove of IP, it’s an enormous opportunity to build meaningful programmes and give this inclusive community more ways to engage with the content and creators they know and love. And since Surge has been championing comic creators since first taking TMNT from comic racks to riches… suffice it to say, they were an ideal fit for the job.”

When Geek Culture went Pop! | Kids Industries on how we’ve all adopted the geek market (without even realising)

Aleksandra Szczerba, researcher at Kids Industries, explores the ubiquity of geek culture today, and the very real chance that if you’re reading this, you’ve long since become one.

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No longer constrained by the four walls of a dimly-lit basement or the stacks of a comic book store. No longer only openly revered by social outcasts (and covertly by everyone else in fear of being shunned). So-called “geek culture” is – in many ways – no more. Or at least it has evolved to be something vastly different than it has been in the past. The cornerstones of geek culture of decades gone by, from sci-fi to comic books, from video games to anime, don’t just have their footholds in the mainstream. They have become the mainstream, permeating today’s biggest children’s and adult media trends alike. So how have we all become geeks, how did this happen, and what does it mean for the future?

The most obvious way in which geek culture has become a staple in pop culture is of course through screen adaptations of comic books, both feature film and television. Although one would think that DC had the head start, having the rights to iconic characters such as Superman and Batman, it is Marvel that took the movie industry by storm in the past decade. The Marvel Cinematic Universe, comprising more than 20 films and dozens of characters, became a set of interwoven narratives and franchises, brought together in a grand finale in the form of the highest-grossing movie spectacular of all time (at the time at least). “Avengers: Endgame” earned $2.798B at the global box office, and is now the second highest grossing movie of all time, after being narrowly dethroned by the re-release of James Cameron’s “Avatar”. Notably, it is not the only Marvel film people around the world saw in droves: “Avengers: Infinity War” is fifth in terms of box office earnings, and the first “The Avengers” movie ranks 8th. The dollar signs speak for themselves – it’s not just geeks who are all over superheroes today.

Although “Endgame” brought a sense of finality to the MCU, Marvel is not slowing down – it was only the end of Phase 3, and we are already well into Phase 4 with the release of “Black Widow” and the many streaming titles being released on Disney+. Each series is dedicated to developing fan-favourite side characters, and these have been a hit for the platform, both in drawing in subscribers – and in drawing critical acclaim. The June release of “Loki” coincided with Disney+’s biggest increase in mobile app downloads among major streamers, with a 39% increase in the week ending 27th June, and an 11% increase in streaming sessions, according to Bloomberg’s Apptopia data, and in general Disney+ is currently chipping away at Netflix’s dominance in the streaming space. It definitely takes a bit of a geek to want to watch a multi-episode series about a villain or a supporting character who didn’t get their own feature length movie, and clearly there is no shortage of those out there. They also come in all shapes and sizes – at KI we have interviewed children as young as 6 who report enjoying watching Marvel series with their parents.

To put it simply: superheroes are cool now. And it’s not just the MCU. The “DC Extended Universe” may not have taken off in the same way, but television’s “Arrowverse” definitely has its own very loyal following. Superhero movies and TV shows, like “Logan” or HBO’s “Watchmen”, have received prestigious accolades. Comic book brands are no longer “for kids” or “for geeks” – everyone knows these stories and characters, including their mother, father and brother. Once upon a time everyone knew that Superman was the super strong guy, now everyone has an opinion on where they stand in the Captain America vs Iron Man conflict in “Civil War”. There is something for everyone in comic book stories, from a bit of good old fashioned fisticuffs, in-depth character conflict, to comedy and teenage high school hijinks. Many of today’s superhero stories are also more diverse and more relatable; everyone is bound to find a type of superhero they can enjoy.

To an extent the appeal of comic book movies also translates to other expressions of fandom. Parts of the “geek” industry have seen growth, from collectable merchandise like Funko POP! action figures (Funko reports growth every year and quarter, with the POP! line specifically most recently seeing growth of 33% in US and Europe in the first quarter of 2021), to events (the San Diego Comic Con attracts upwards of 130 thousand attendees every year). Similarly, one would expect this to translate to comic books – and many in the industry do cite MCU’s success as the reason for the U-turn in the decline in comic sales post-1993 (i.e. when the comic book bubble burst – but that’s a story for another day). In the 2010s, comic book sales in the US alone crossed the $1 billion mark in 2015, and grew to a $1.2 billion peak in 2019. However according to retailers the ‘movie-lover-to-comic-reader’ conversion is difficult, and hasn’t been all that successful. Yes, more people come into stores and give comics a try, but they also stick to content that is as close to the adaptation as possible. The industry has seen boosts and has seen increased sales related directly to trending storylines or characters – but the bottom line is this: we might collectively be comic book movie geeks, but we’re not quite comic book geeks (yet).

Similarly to superheroes, once upon a time interest in anime and manga may have been limited to people known as “otakus” or “weebs”, but in the year 2021 things could not be more different once again. The anime industry is worth over $20 billion today, with overseas markets accounting for half of the Japanese animation industry’s profits according to the Association of Japanese Animations. In 2019 the industry reached an all time high of $24 billion, with the overseas market valued at around $11 billion – a 19% increase on 2018, and almost a fivefold increase from 2009. These numbers include everything from animation itself (TV and film), to music, and merchandise, with the latter alone being worth over $5.2 billion globally. The dollar signs don’t lie – they’re all pointing East. Not only are we geeks, we’re also otakus.

Data from various streaming services further backs up the data on anime’s growth. According to the specialist anime streamer Crunchyroll’s data, a whopping 8 in 10 people today watch anime, and the platform has felt this. During last year’s Festival of Licensing the platform boasted of nine consecutive years of record sales (the site doesn’t just offer anime, but also manga and merchandise), and in February 2021 the site had hit 4 million paying subscribers, alongside over 100 million registered users, having grown its paid memberships by 33% in the space of just six months. In December 2020 news emerged regarding a possible monumental merger worth almost $1.2 billion in which Crunchyroll would be acquired by another anime giant: Sony’s Funimation. The deal is still up in the air, but if the deal goes through, it will lead to the creation of a veritable anime giant.

Anime isn’t just something found on niche platforms however; regular mainstream players recognise the power of anime too. In 2020 Netflix reported that more than 100 million households across the globe had watched at least one anime title on the platform between January and September, an increase by 50% from the year before, and that anime titles had appeared in top 10 lists in nearly 100 countries. The company has a Tokyo-based team dedicated to anime production and is regularly producing new content as well as acquiring new titles. Just as an example, earlier this year they released a well-received two-part Sailor Moon movie “Pretty Guardian Sailor Moon Eternal”, and August will see the release of “The Witcher: Nightmare of the Wolf”, an anime prequel to the live-action fantasy “The Witcher” series based on the Polish hit-books-turned-hit-video-games (now how’s that for layers of geekiness?)

Of course, the best known titles today are still the likes of Pokémon, Naruto, Studio Ghibli movies, but people are broadening their horizons. This exploration does not end with animation – manga sales were at an all time record high in 2020. Based on NPD’s BookScan data, across the 20 top selling adult graphic novels in the US in October 2020, 17 were manga titles. One of the biggest hits of today took the top three spots: My Hero Academia, a shōnen superhero-themed series popular with teenagers. This year an ever hotter commodity is the supernatural series Jujutsu Kaisen, particularly following the release of its anime adaptation; as of May this year it has 50 million copies in circulation, it has had successful brand collaborations including Uniqlo, and has topped the list of Japan’s most lucrative franchises of 2021 so far.

Anime and manga are popular enough in the English-speaking world that an element of fandom never previously accessible to these audiences is finally being opened up to them as well. This summer, for the first time ever, stage adaptations of popular anime will be streamed online with English subtitles for non-Japanese speaking audiences. These musical stage productions, also known as “2.5 dimensional musicals”, are a big part of manga, anime and video game fandom in Japan, but overseas audiences haven’t been able to engage with them officially until now. In August musical adaptations of Naruto, Sailor Moon and My Hero Academia will be streaming as part of a special online theatre event.

Geek culture has undoubtedly morphed and evolved over time, and the 21st century has seen it become – for all intents and purposes – pop culture, with previously “geek” franchises and fandoms becoming your standard, everyday, blockbuster fare. How “geek” evolves from this point on, we are yet to see – but it is definitely here to stay. It has made its place in the media landscape and it is seeping into trends everywhere. Geek franchises have bastions of fans, and they’re primed and ready to discover new titles and brands that align with their tastes. It is official: we have all become geeks (probably without even realising it).

Toei Animation teams with LA streetwear brand The Hundreds to celebrate One Piece

Toei Animation has joined forces with the LA-based streetwear brand, The Hundreds to celebrate the international anime series, One Piece, with the launch of a full range of apparel and collectable accessories.

Produced by Toei Animation and based on the top-selling manga title of all time by Eiichiro Oda, the One Piece anime series spans more than two decades with over 975 episodes to date since it first launched on Japanese TV in October 1999. The series follows pirate Monkey D. Luffy and his Straw Hat crew on the quest to fine One Piece – the legendary treasure of the Pirate King Gol D Roger.

The anime series has achieved global pop culture status that has spurred the growth of the franchise to span theatrical films, home videos, video games, and a catalogue of licensed merchandise that includes accessories, toys, novelties, furniture, housewares, and apparel.

The Hundreds X One Piece Collection will feature Monkey D. Luffy, Roronoa Zoro, Nami, TonyTony Chopper, and the rest of the crew across a line of graphic t-shirts, long sleeves, crewnecks, pullover hoodies, sweatpants, and hats, as well as an array of collectable accessories, including stickers, coffee mugs, pin sets, keychains, and post-it notes.

The Hundreds X One Piece Collection arrives on Thursday, June 17, and will be available on The Hundreds App and Online Shop, as well as The Hundreds flagship store at 501 N Fairfax in Los Angeles and in select authorized retailers in the United States, and Canada.

Toei Animation celebrates Goku Day with new Dragon Ball Super movie announcement

Fans worldwide received a special surprise this Goku Day –  the annual Dragon Ball celebration – when Toei Animation revealed that a new Dragon Ball Super film will be released in 2022, marking the second film based on the Dragon Ball Super manga title and anime series launched in 2015.

The Dragon Ball phenomena began in 1984 when Japan’s well-known manga from Akira Toriyama premiered in Shueisha’s Weekly Shonen Jump, becoming a top ranked title throughout its 10 and a half years of publication. Since then, the manga’s popularity has continued to grow with a record of 260 million copies sold worldwide and counting.

Dragon Ball’s ever-increasing popularity has seen it has expand beyond manga to include TV animation, movies, games and merchandising. Now, 37 years after the launch of the original manga, Dragon Ball continues to evolve.

The 2022 film follows the success of its first movie release in 2018, Dragon Ball Super: Broly, which achieved over $120 million at the worldwide box office.

Planning for the new film project was kicked-off in 2018, before the release of Dragon Ball Super: Broly, with the goal of telling a large-scale story that would build on the enthusiastic response for the previous theatrical series and the current global fervor for Broly.

Akira Toriyama himself has picked up his pen to deliver a story ‘for the fans.’ From the story composition to character design to the lines of the script, Toriyama has ‘worked with the greatest attention to detail and highest quality standards’ to create what Toei has billed as a ‘Dragon Ball movie unlike any other in its history and one that will surely be a blockbuster with fans.’

Akira Toriyama, creator of the original story, screenplay, and character design, wrote a special message to Dragon Ball fans. A signed copy of this message is available here.

The art of Hatsune Miku | The virtual pop sensation that’s selling out concerts, inspiring art projects, and growing a global licensing programme

Even by the standards of a generation that grew up on the animated band, Gorillaz or witnessed the explosion of the BT21 brand (a lifestyle brand comprising characters devised by members of the K-Pop brand BTS), Hatsune Miku presents an interesting concept.

Officially, Hatsune Miku is a Vocaloid software voicebank that has been developed by Crypton Future Media that takes on the appearance of a 16 year old singer designed in the style of the Japanese anime art form. To the legions of fans of Hatsune Miku across Japan and increasingly, the Western World, she is a virtual pop sensation.

Utilising Yamaha Corporation’s Vocaloid 2, Vocaloid 3, and Vocaloid 4 singing synthesizing technologies, Hatsune Miku has performed at sell-out concerts onstage as an animated projection with a definitive look that has led to a large scale licensing operation across Japan. And the appeal is spreading.

Most recently, this virtual pop-star was announced the first licensed partner for the Japanese restaurant Shoryu Ramen and its range of DIY Ramen Kits. The partnership marked the latest development for the brand’s move in on the UK market,and, while there is still some distance to go before its popularity hits the same notes as its Japanese reverence, the European licensing agency, Reemsborko is excited by the potential.

Here, Licensing.biz catches up with Max Arguile, director of Reemsborko to learn more about Hatsune Miku’s global licensing plans and understand the deep passion that the virtual pop star’s audience has for the brand.

Hello Max, thanks for chatting. So, Hatsune Miku is an interesting concept. A vocal software package that takes on the shape of an anime 16 year old pop star. It sounds like a hard sell, but we’ve seen the extensive list of licensing partners signed to the brand already. It’s clear this brand works. But what drives it? What is it about Hatsune Miku that caught the audience attention?

It is interesting, and with Hatsune Miku, the fans are involved from the very beginning via the creative aspect of the property. Hatsune Miku and five other characters originate from a voice software package that allows you to generate a song from scratch. Using that software, fans have created music and video contents featuring the characters, and published them on the internet for other fans to enjoy. There are more than half a million of these fan-created videos that can be viewed online.

The fans also make a lot of artwork of Miku and friends, which is also uploaded. The whole thing adds up to a vibrant online community of Miku fans that sometimes don’t even have the chance to meet up in real life, like when the Miku Expos happen.

And what are these Miku Expos, because they sound fun?

Miku Expos are live tours, the last of which was in early 2020 – five dates starting with Brixton Academy in London, then France, Germany, Holland, and Spain. I went to the London date and was blown away by the ardour of the fans, many of whom (men and women) were in cosplay, dressed as Miku or one of the other characters.

The next day, keen for a chance to congregate once more, hundreds of them came to an in-store event at Westfield Shepherds Bush in order to meet up and contribute to a collaborative art project.

OK, let’s explore that a bit more… what do these collaborative art projects look like?

Alongside every Miku Expo, wherever possible, Crypton will organise a meet-up in the same town as the concert. This is advertised in advance and they will have the tour merchandise and other Miku merchandise on sale at the venue for perhaps two weeks in advance of the concert, culminating in a collaborative art project.

The venues can be a local comic shop, but in our case it was a Japanese restaurant/supermarket. The venue gets increased traffic in the lead up to the gig (the merch often sells out and needs to be replenished by the day of the concert) and on the activity day there can be 100 to 200 people that arrive and take part in the project.

It used to be old school felt tip pens and paper but in this case it was mostly digital. On arriving at the front of the queue, the fans were invited to download an app to their phone or tablet – this revealed black and white artwork. The first 50 people got an exclusive Miku stylus to use when doing the colouring. Once they had finished, they uploaded the artwork to a site to be shared with other fans. The venue had a hugely increased footfall on Sunday morning in January and they sold a lot of product in general, the fans loved being able to make Miku artwork together and just hang out.

So, art projects and cosplay events to one side, for the moment, what do you think Hatsune Miku is bringing to the licensing space? Why does it translate well for European audiences, and how does the licensing approach differ between the Japanese and the European markets?

Hatsune Miku is essentially, a fun property based around creativity. It has the loo and feel of anime, which is one of the biggest trends in licensing right now. Miku’s appeal is international, so is perfect for licensees with that distribution but for me it means I can also now talk to licensees in other territories that may only need to service their local market.

In Japan, this is a brand that is licensed on a very large scale, but internationally it still has some distance to go before reaching the same level. Although buyers can still be resistant to change and wary of something unfamiliar, once in-store, it always works. The reactions we’ve had from licensees once their product goes into retail just exceeds all expectations. Trademark has told that the brand has become one of the top selling properties in HMV, and it has sustained that popularity.

Given the brand’s roots and creation, is Hatsune Miku a good representation of the surge in popularity of anime and manga across the European markets?

Yes and no. Unlike most animé, there is no narrative content behind the brand – in that sense it is closer to Hello Kitty than traditional animé, but there is no committee that meets once a week and might get to review your submissions (but might not) so the approval process on Miku is much slicker.

The team at Crypton are not just the best for approvals in animé, they are one of the best I have ever worked with in 25 years of licensing. In terms of markets, Ben Woodman from GB eye put it very well when he told me that “Miku is a key animé property, her popularity has grown across Europe in the last 12 months and despite the pandemic, we’ve seen our Miku sales increase year on year.”

With various streaming platform really ramping up their anime content over the past 12 months, it seems like the pandemic could have presented a real opportunity to tap directly into emerging audiences. What lasting effect do you think the past year will have in the popularity of manga/anime IP?

Licensing around tent-pole theatrical releases will come back, eventually,  but right now, while cinemas are closed, licensees could be forgiven for avoiding film licenses. Everyone stayed home in 2020 and 2021 will unfortunately see much of the same. People have been used to getting entertained at home and the big winners, I have been told umpteen times by licensees, are gaming and animé brands.

Investment in the production of original animé by Netflix is expanding, Amazon and HBO are continuing to secure classic animé properties, and Crunchyroll has just hit 4 million paid subscribers (their fastest growth to date because they only reached 3 million last year).

Beyond that, the purchase of Crunchyroll by Funimation will soon yield an animé powerhouse in the West. So yes, there is a lot of activity in the industry which will ensure not only that classic properties are more available but that new content continues to be created. It is a great time to be an animé fan.

You’ve shown us a list of the licensing partners that Hatsune Miku is already signed up. There are 18 of them, signed in just the past year, including AR badges and pop-up restaurants. It was only a year ago that you had just two deals. That’s some impressive licensing there, Max. How will you continue to innovate and push the envelope in the licensing of the brand?

I have lots of plans in place to keep the Hatsune Miku brand innovative in the licensing space. The adult colouring book from Anthem fits very nicely from a creative perspective, and the WristWorld mobile game (a company run by teenagers in Oklahoma) is also notable. I also love the limited edition screen-prints from Under The Floorboards and the Rubber Road range – the Christmas decoration is sold out and the rubber duck is in progress. If we can do that and it be commercial, then surely the sky is the limit?

What are your expectations for the brand this year and beyond? Will anime/manga continue to grow in popularity across Europe, and what does the future hold for Hatsune Miku?

The expectations are that yes, anime/manga will continue to grow across Europe. For Miku, there should be return to live touring next year but since performing in front of fans is not possible right now (not even for virtual pop stars), Crypton is putting on a free online gig this summer.

Launched on Kickstarter, the target of $240K was reached in 24 hours – the fans sure love Miku. Check out the Kickstarter campaign here.

Japanese restaurant Shoryu Ramen partners with Hatsune Miku for DIY Ramen Kits and more

The Japanese restaurant, Shoryu Ramen has launched a new collaboration with the anime character brand, Hatsune Miku that sees the introduction of a themed DIY Ramen Kit for fans across the UK.

In a deal brokered by the European licensing agency for Hatsune Miku, Max Arguile’s Reemsborko, the partnership marks the first licensed DIY Ramen Kit collection from Shoryu Ramen to date.

Hatsune Miku is a wildly popular Japanese virtual singer and growing international character brand, owned by Crypton Future Media. The holographic pop star is the focus of a growing portfolio of licensing partnerships in the UK and European markets.

Under the new deal, each DIY kit will include a choice of Shoryu’s signature Ganso Tokotsu Ramen, a rich 12-hour broth topped with char siu BBQ pork belly, kikurage mushrooms, spring onion, red ginger, and nori seaweed, while the vegetarian White Natural Ramen features unique tonyu soy milk, miso, konbu and shiitake broth, atsuage fried tofu, kikurage mushrooms, menma bamboo shoots, spring onion, tender broccoli and nori seaweed.

Both come with Hatsune Miku skewer decorations and placemats.

Alongside the ramen kits, the Hatsune Miku matcha detox cocktail serves two and is a unique blend of tropical and sour flavours with matcha tea, pineapple juice, coconut syrup and fresh lime juice. For dessert, customers can tuck into an exclusive Hatsune Miku turquoise cookie with Belgian white chocolate.

Each kit comes with a free limited edition Hatsune Miku X Shoryu Ramen tote bag with a dancing Miku for customers to keep. A range of Hatsune Miku merchandise will also be available online from japancentre.com.

Each kit is priced at £44 and will include a DIY ramen kit and cocktail for two, two Hatsune cookies and a limited-edition tote bag.

Global demand for anime ‘shows no signs of slowing’ as Crunchyroll details international licensing deals

The global anime brand has detailed a full slate of new licensing partnerships across its library of anime series including Jujutsu Kaisen, Bananya, and the Crunchyroll Original series, The God of High School, that sees it span multiple categories across multiple markets.

The roll out arrives in the midst of what Crunchyroll’s head of consumer products, John Leonhardt has described as a market with no signs of slowing down.

“Our latest roundup of deals demonstrates that there is an anime for every fan – from the adorable Bananya, to The Junji Ito Collection of spooky stories or the high-energy sports series Haikyu!! to the Shonen-Jump hit series Dr. STONE, just to name a few,” he said.

Crunchyroll’s European office has secured key deals with partnerships including Captain Tsubasa, My Hero Academia, One Punch Man, JoJo’s Bizarre Adventure, and Great Teacher Onizuka, among others.

“Crunchyroll has been the world’s best home for anime for more than a decade and represents titles that can drive success to your category,” said Waell Oueslati, director of acquisitions and licensing EMEA at Crunchyroll. “We deliver strong merchandising programs for key IP in the year ahead.”

Among Crunchyroll’s latest round of international and domestic licensing partnerships, the firm has tapped Buffalo Games to develop puzzles and Japanime Games to develop board game titles for Bananya, while Black Clover has been signed to Japanime Games for board game, Trademark Productions for apparel, Traly Group for pins, and Tsume Art for figurines.

Burn the Witch was recently granted to Kitsune Statue for figures and statues, while Cardcaptor Sakura was signed by Fukuya USA for plush. Dr. STONE, meanwhile, was signed by Youtooz, Inc. for Figurines and Haikyu!! was granted to Trademark Products for apparel.

Elsewhere, Jujutsu Kaisen was recently granted to Trends International for posters, and to Zumiez for skateboards and accessories. In Europe, the official French manga publisher will produce a school diary.

Mobile Suit Gundam was granted to Loot Crate for the Mobile Suit Gundam Loot boxes, Princess Connect Re:Dive was recently launched as the newest title from Crunchyroll Games and was granted to Ripple Junction for apparel, and That Time I Got Reincarnated as a Slime was offered to Trademark Products for apparel and Youtooz, Inc. for figurines.

The God of High School the action-packed Crunchyroll Original series animated by MAPPA was granted to GB eye for beverage, housewares and home decor, to Great Eastern Entertainment for apparel and accessories and to Youtooz, Inc. for figurines, while the Junji Ito Collection was recently granted to Pyramid International for stationery and home decor.

European specific deals have also been closed for Captain Tsubasa which is partnering with Rhinoshield for phone accessories, Barrado Toys for plushies for France and Spain, and with Funko for Pop! figures.

My Hero Academia will extend its current product range with Studio JG for stationery and accessories in Poland, Barrado Toys for plushies for France and Spain, Jacob Company for back to school accessories, Rhinoshield for phone accessories and Aymax for homeware for Benelux

One Punch Man was recently granted to Indiego Distribution for apparel in the UK, JoJo’s Bizarre Adventure is now in partnership with Bioworld for apparel, and Great Teacher Onizuka is now in partnership with Abysse for gift and collectibles.

Crunchyroll’s global consumer products team provide anime fans worldwide with the best in fashion, home goods, lifestyle and more, managing rights for more than 350 anime series for more than 100 licensees.

Crunchyroll serves more than 100 million registered users and four million subscribers in more than 200 countries and territories. Crunchyroll’s robust online community also includes more than 50 million followers across social media.

Manga and anime powerhouse Viz Media appoints new VP of consumer products

The anime and manga powerhouse, Viz Media, has appointed the former Netflix Consumer Products director, Laura Takaragawa to the role of vice president consumer products, a newly created position for the business as it looks to increase its presence in the licensing and merchandising space.

The new role will see Takaragawa manage licensed merchandise and collaborations, interactive and digital games, location-based engagement, and promotions across all of its properties. She will report into Viz Media’s senior vice president of animation, Brian Ige.

With almost ten years’ experience in licensing and consumer products positions, Takaragawa has previously held roles with Sanrio – where she was vice president of licensing – National Geographic, as vice president of consumer products, and most recently, head of licensing at Netflix Consumer Products.

“Her vast experience in cross-platform licensing and brand storytelling, combined with her content knowledge and passion, make her the ideal leader for this role,” said VIZ Media’s chief marketing officer Brad Woods.

Hit action anime series Baki taps Reemsborko for Europe and Australasia licensing

The popular action anime, Baki is on the path to grow its licensing activity across Europa and Australasia, having appointed the pop culture licensing specialist, Reemsborko to represent the property across all categories.

Baki has been the subject of multiple manga, anime, and video games over the last 30 years and the show is currently confirmed as a top ten Netflix show across 50 countries. The series currently consists of 39 episodes across two seasons, with a third season scheduled to land this year.

Max Arguile of Reemsborko, said: “In the absence of theatrical releases, everyone now gets their entertainment at home, and the only genres showing real growth for merchandise are gaming and animé. Baki has both heritage and current popularity and is on a great platform with more content on the way.

“It has just started venturing into merchandising outside Japan so this is a great opportunity for licensees.”

Cinzia Mariani, Vice President at TMS Paris, added: “Baki brings you all the sweat, tears and blood you could hope for. We’re very excited to team up with Reemsborko to expand in the field of merchandising both in Europe and down under.”

Image: ©Keisuke Itagaki(AKITASHOTEN)/Baki II Film Partners All Rights Reserved.