Protecting Licensed Brands on a Global Stage

by TODD MERTON, Director of Member & Partnership Growth, Ethical Supply Chain Program

Major entertainment launches, viral hits, and global events can elevate a brand overnight. A successful movie, streaming series, or sporting event can drive visibility, demand, and media attention at record speed. For licensors and licensees, those moments create opportunity — and risk.

Traditionally, brand protection focused on trademarks, copyrights, and removing unauthorized products from shelves. Today, the conversation is broader. Supply chain oversight is a critical part of protecting brand value.

OPPORTUNITY BRINGS SCRUTINY

When demand spikes, companies accelerate product development, increase production, and expand sourcing networks. Pressure creates vulnerabilities.

Factories may rely on temporary labor, use unapproved subcontractors, substitute materials, or fall short of labor and environmental standards. When issues emerge, consumers don’t blame the factory. They blame the brand. For licensors, that distinction matters.

BRAND VALUE DEPENDS ON TRUST

Licensed properties represent more than logos and characters. They signal quality, safety, authenticity, and increasingly, responsible business practices.

Retailers and consumers now respond quickly to reports involving unsafe conditions, labor concerns, or environmental harm. Reputational damage can spread fast, and recovery can be costly.

For toy and entertainment brands, trust supports long-term licensing value. Legal ownership protects IP, but consumer confidence helps sustain commercial strength.

REGULATION RAISES THE STAKES

Governments are increasing accountability requirements. Laws such as the Uyghur Forced Labor Prevention Act (UFLPA) in the U.S. and the EU Corporate Sustainability Due Diligence Directive (CSDDD) place greater focus on identifying and addressing risks across supply chains.

That creates added pressure within licensing. Brand owners may not manufacture products directly, but their names remain tied to the goods being sold.

As regulators and retailers demand transparency, licensors increasingly need to show meaningful oversight. Licensees must demonstrate they can meet higher sourcing and compliance standards.

FROM GUIDELINES TO ACTION

Most licensing programs already maintain strict style guides, product specs, and approval processes. Many are now applying that same discipline to responsible sourcing, including:

  • Clear supplier approval requirements.
  • Defined subcontracting expectations.
  • Evidence-based reporting on labor and environmental standards.
  • Corrective action processes and
    follow-up mechanisms.
  • Consistent risk assessment across suppliers and regions.
  • Agile solutions that keep up with the pace of change and trends.

These measures reduce risk and strengthen partnerships by aligning expectations and limiting surprises.

A PRACTICAL TOOL

To manage growing complexity, licensors and licensees need systems that are scalable, repeatable, and efficient. One option is Social & Environmental Impact Assessments (SEIAs).

Unlike one-time audits, these assessments review policies, supplier practices, and operational risks through a broader lens. They help identify priority issues, guide corrective action, and support faster decision-making.

For licensors, assessments can strengthen governance and document proactive oversight. For licensees, they can help demonstrate compliance, satisfy retailer requirements, and build long-term relationships with brand owners.

EXPANDED BRAND PROTECTION

Licensing has always been about extending a brand’s reach. As brands grow globally, protection has expanded.

Today’s strongest brands defend trademarks and fight counterfeits, but they also show that products are responsibly made. In today’s marketplace, ethical supply chain oversight is part of IP protection.

To learn more, request a free copy of the Ethical Supply Chain Program’s 2026 Social & Environmental Impact Assessments Insights Report by contacting assess@ethicalsupplychain.org.

The Toy Book

Stay on the Pulse of Play!

A version of this feature first appeared in The Toy Book‘s 2026 Licensing & Entertainment Issue, featuring The Licensing Book. Read the full issue here!

Want The Toy Book delivered straight to your desk? Subscribe today and get seven big issues a year — packed with the stories, trends, and insights that keep you on the #pulseofplay.

Astra’s Insights: The Licensing Effect

by SUE WARFIELD, President, American Specialty Toy Retailing Association (Astra)

For many years, licensed products were viewed as mass-market items with greater emphasis on packaging than on play value. A few licenses — such as Sesame Street and Disney — were exceptions. For many independent retailers, the conversation began to change after the breakout success of Disney’s Frozen in 2013. Stores that tested select merchandise tied to the film often saw brisk sell-through, which helped ease long-held hesitation around licensing and opened the door to products that could complement a carefully curated specialty assortment.

What draws us to licensed products when we know they often cost more than similar, non-licensed items? The reasons are both similar and different for children and adults.

For kids, recognition is powerful. When they see a familiar character from a movie, book, TV show, or YouTube channel, they immediately connect with the product. Playing with known characters allows them to step into the story, extend it through imagination, and create their own endings. Familiar licenses also help children connect — shared characters can spark conversations, cooperative play, and friendships. In my own experience watching children — including my grandchildren — they often engage longer with products tied to characters they know and love. 

Adults connect in similar ways. Licensed products can spark joy, nostalgia, and shared experiences. Many adults also collect licensed items or keep a small figure or character from childhood on their desk, which serves as a simple reminder to stay grounded and even helps relieve some stress. My husband once wore his Superman T-shirt while we were out getting ice cream. A young child in line ahead of us was wearing the same shirt. They noticed each other, smiled, high-fived, and struck up a conversation — it was a simple yet profoundly memorable moment of connection. 

Many licenses are now cross-generational. My sons loved Transformers, and my daughter loved Strawberry Shortcake. Seeing those brands on store shelves brings back warm memories — and the temptation to buy one again.

Just as specialty retailers carefully curate all their products, licensed items deserve the same thoughtful consideration. Some licensed products are excellent, while others are not — just like products in any other toy category. Rather than dismissing licensed goods as something solely for the majors, the goal is to choose products that inspire play, creativity, and connection — ones that keep the families we serve smiling.

The Toy Book

Stay on the Pulse of Play!

A version of this feature first appeared in The Toy Book‘s 2026 Licensing & Entertainment Issue, featuring The Licensing Book. Read the full issue here!

Want The Toy Book delivered straight to your desk? Subscribe today and get seven big issues a year — packed with the stories, trends, and insights that keep you on the #pulseofplay.

Nintendo, Esports, and Roblox Lead This Week’s Gaming News

Nintendo continues to dominate the gaming conversation this week as new Circana data shows the Nintendo Switch 2 helping push April hardware spending higher, while Tomodachi Life: Living the Dream claims the top spot on monthly sales charts. Elsewhere, the Esports World Cup prepares for its first event outside Saudi Arabia, Brazil’s national soccer team heads to FIFA Super Soccer on Roblox, Nex Playground expands beyond North America, and Nintendo rolls out a new photo-powered mobile game alongside fresh Switch releases.

U.S. Video Game Spending Climbs in April as ‘Tomodachi Life: Living the Dream’ Debuts at No. 1

U.S. consumer spending on video games reached $4.3 billion in April, up 3% year over year, according to new data from Circana. Growth was driven by gains in content and hardware spending, with hardware sales jumping 34% to $261 million as Nintendo Switch 2 continued to fuel momentum in the category. Tomodachi Life: Living the Dream led April software sales following its launch, generating more than $41 million in physical and projected digital spending and debuting as the month’s top-selling game.

Nintendo Switch 2 ranked as April’s best-selling console by both units and dollars, while software spending benefited from new releases including Pragmata and continued demand for titles such as Crimson Desert, Pokémon Pokopia, and Mario Kart World. Circana also reported growth in console content and subscription spending, while accessories dipped 5% year over year despite gains in cases and organizers tied to the new console launch.

Source: The Esports Foundation

Esports World Cup Heads to Paris for 2026 Event

The Esports Foundation announced that the 2026 edition of the Esports World Cup will take place in Paris from July 6 through Aug. 23, marking the first time the competition will be held outside of Riyadh. Organizers said the move aligns with a broader strategy to rotate host markets internationally while maintaining the event’s scale, structure, and competitive format. Additional venue details are expected in the coming weeks.

The 2026 tournament will again bring together more than 2,000 players and 200 clubs from more than 100 countries to compete across 24 games and 25 tournaments for a prize pool topping $75 million. The announcement follows continued growth for the event, which organizers say drew more than 750 million viewers worldwide in 2025 and generated more than 350 million hours watched across nearly 100 broadcast partners and 800 channels.

Brazil Men’s National Team Brings World Cup Kits to ‘FIFA Super Soccer’ on ‘Roblox’

The Brazilian Football Confederation and Gamefam are bringing the Brazil Men’s National Team to FIFA Super Soccer on Roblox through a limited-time event tied to the road to the 2026 FIFA World Cup. Running through May 22, the activation introduces Brazil’s newly unveiled Nike kits to the game ahead of their on-pitch debut, allowing players to compete as the national team in a custom Brazil-themed stadium and complete soccer-inspired quests.

The event also includes appearances from mascot Canarinho, themed gameplay challenges, and exclusive rewards, including a celebratory in-game Brazil crest animation triggered after goals. The collaboration follows similar activations featuring U.S. Soccer and Borussia Dortmund in FIFA Super Soccer, reflecting Gamefam’s continued push to connect sports brands with younger audiences through immersive gaming experiences.

Nex Playground Expands to U.K. and Ireland with First International Launch

Nex is bringing its family-focused active gaming system, Nex Playground, to the United Kingdom and the Republic of Ireland, marking the company’s first expansion outside North America. Preorders opened May 18 through retailers including Amazon U.K., Argos, and Smyths Toys, with wider retail availability planned for late June. The move follows a strong holiday season for Nex as the company approaches one million lifetime units sold in North America and expands its footprint in family gaming.

Nex Playground offers a library of more than 60 motion-based games spanning sports, dance, fitness, and educational play, with upcoming additions tied to franchises including Bluey, Avatar: The Last Airbender, Dora the Explorer, and Rubik’s. Nex says the platform is designed around privacy and family safety, featuring local motion-data processing, no ads or mature content, and controller-free gameplay intended to encourage active, shared screen time.

Nintendo Launches ‘Pictonico!’ Photo-Based Minigame App This Month

Nintendo is introducing Pictonico!, a free-to-play mobile game that transforms personal photos into a collection of comedic minigames. Launching May 28 for iOS and Android devices, the app lets players upload existing images or take new photos to create interactive experiences starring friends and family in scenarios ranging from zombie chases to carnival games and costume challenges. Pre-registration is available now.

Designed as a playful social experience, Pictonico! features a selection of free minigames with optional purchases unlocking up to 80 total activities. Players can also save and share humorous in-game moments as photos or videos. Nintendo says images remain on the device and are not sent to the company, positioning the app as a privacy-conscious way to revisit personal memories through interactive play.

Nintendo Spotlights ‘Yoshi and the Mysterious Book,’ ‘Coffee Talk Tokyo’

This week’s Nintendo releases are led by the debut of Yoshi and the Mysterious Book on Nintendo Switch 2, sending Yoshi on a new adventure alongside a talking book named Mr. E as players explore creature-filled pages and uncover discoveries through exploration and experimentation. Nintendo also launches Coffee Talk Tokyo for Switch and Switch 2, bringing the cozy café simulation series to a Tokyo setting, while Tales of Arise — Beyond the Dawn Edition arrives on Switch 2 May 22 with expanded story content, costumes, and items.

Additional updates include new Yoshi soundtracks added to Nintendo Music and new My Nintendo rewards tied to Yoshi and the Mysterious Book, including a Yoshi Egg zipper pouch and themed wallpapers. This week’s eShop additions also include titles such as R-Type Dimensions III, Bubsy 4D, King of Tokyo — Richard Garfield, and Rugrats: Retro Rewind Collection across Nintendo Switch and Switch 2.

Hasbro Expands Monopoly Collection with Formula 1 Board Game

Hasbro and Formula 1 (F1) have teamed up to introduce a new version of Monopoly to game night. Designed for fans ages 8 and up, Monopoly F1 Edition includes beloved F1 teams and additional details from the sport. Families can preorder it for $24.99, with full retail availability in July.

The new product follows the traditional Monopoly gameplay with engine-revving twists — races replace properties, and players use 11 zinc car and molded helmet tokens to compete in the Monopoly Grand Prix. They can choose between several F1 teams, including McLaren, Atlassian, and Scuderia Ferrari HP.

Families drive through 24 global races toward the Drivers’ and Constructors’ Championships, where they can make pit stops, secure pole position, and activate DRS. When an opposing player lands on a race, they must engage in a dice battle to see who collects points. Players can also modify their vehicles with the Car deck or face a new obstacle with a card from the Driver deck.

When players reach GO, they move their driver helmet token around the Monopoly Grand Prix track (located in the middle of the gameboard) in an attempt to beat their rivals. The first player to finish the Monopoly Grand Prix wins the Drivers’ Championship, while the player with the most points at the end of the game wins the Constructors’ Championship.

Families can preorder Hasbro’s new game from Walmart. To learn more about F1, visit formula1.com.

The Fandom Feed: Lean In

Ah, pop culture — the driving force behind licensing. And in a world where the hits pop up fast — and sometimes from unlikely places — licensing professionals need to be ready to strike at any moment.

While TV, film, gaming, music, and sports seem like classic, reliable source outlets for successful brands, the pop culture landscape is always changing, and niche entertainment franchises are going mainstream faster than ever before.

But lucky for anyone in a position of decision-making power, fans are not quiet, and trends are not mysterious — they are loud, in-your-face, repetitive, and obvious. Capitalizing on them is actually pretty simple: Pay attention.

At The Pop Insider [a sister publication to The Toy Book and spinoff of The Licensing Book], we report on all of the hottest new collaborations that both serious and casual collectors will want to snag. We’ve got our ears to the ground 24/7, watching, listening, engaging, and, most importantly, consuming right alongside other fans. We stay in the know not just because it’s part of the job description, but because we love this stuff. Our Slack channels are overrun with unhinged movie reviews, Spotify Wrapped shame parades, celebrity gossip, meme dumps, and re-watch reccos. Our office buzzes with book swaps, fan theories, and the palpable stress of the Ticketmaster queue. In short: We know fandom because we are fans. And when it comes to spotting the next big thing, a fan is the best thing you can be.

So welcome, gentle reader, to The Fandom Feed: a column full of trends and things to watch in the world of pop culture, as they relate to the licensing biz.

ASK, AND YOU SHALL RECEIVE

We live in a world where anything can exist, and fandoms spread faster than wildfire thanks to social media. Fans are driving demand, both through directly asking companies to make products and by making them themselves — that is, until someone notices.

When Heated Rivalry premiered on HBO last November, the show was an instant success, with more than 10.6 million viewers per episode, according to Variety. Memes of “going to the cottage” flooded TikTok feeds, and fans were immediately ready for the merch.

In the show’s second episode, the main character, Shane Hollander, is seen wearing a chic, cream-colored fleece with “CANADA” scrawled across the back. Soon, a fully fan-driven campaign, #ReleaseTheFleece, skated across social media, and eventually, Canadian lifestyle brand Province of Canada announced they were, in fact, releasing the fleece.

Source: Province of Canada

Fans were loud about what they wanted. They committed to the product before it was even available. Many fans were even DIYing the fleece and selling it on maker sites like Etsy. There was little risk for the licensee here: They went into this agreement knowing that if they made it, it would sell.

Of course, not all licensing deals are easy wins. But the point remains: If you listen, watch, absorb, and enjoy the new content that’s driving conversations, maybe even before the conversations start happening, you’ll be in the game. Pay attention to the details, learn what makes these properties unique, and think about what you wish existed. You can wait for someone to tell you what’s hot and what everyone is buzzing about, or you can be a part of the conversation yourself — which of those sounds faster?

So lean in. Meet fans where they are, and listen to them when they tell you where they are willing to put their money. While legacy is important, evergreen brands aren’t the only ones sweeping fans off their feet these days.

Scope these top pop-culture trends that are impacting licensing right now, or soon will. Stay tuned for our next Fandom Feed when we dive into one of these in depth, and find even more industry insights at toybook.com.

SUPPORTING ARTISTS

As more companies embrace AI in product development and design, others are launching artist-forward products and collections. Soon, you’ll see designer headshots and biographies on product packaging, heavily used in marketing materials, and more. In the same way that people love to “shop small,” they will want to support real artists.

RETAIL SHIFTS

The dollar store is no longer a place for off-brand products. Now, you can find trinkets from dozens of popular brands, including Disney’s Mickey & Friends, Power Rangers, Gabby’s Dollhouse, and so many more.

Plus, social shopping is on the rise. TikTok Shop dominates viral product sales, and new platforms like Whatnot are putting the selling power back in fans’ hands in a new, interactive way.

THE ADULT ENTHUSIAST

The toy industry has identified “kidults”— adult collectors or enthusiasts — as the primary force behind growing toy sales, and licensed products are driving this trend. A resurgence of nostalgic brands, high-end collectibles, and new products designed with adults in mind, like LEGO’s 18+ lineup, proves there’s a massive market here.

CROSS-GENERATIONAL BRANDS

Brands with lasting appeal, like Nintendo, SEGA, and Care Bears, for example, are doing great work in cross-generational marketing. When one brand can appeal to a 5-year-old and a 55-year-old, the audience is so far-reaching that you can’t lose.

LITERARY SERIES

Don’t wait for the movie rights — fans are rabid and searching for licensed products right now. Book franchises like Rebecca Yarros’ Fourth Wing, Matt Dinniman’s Dungeon Crawler Carl, and Sarah J. Maas’ A Court of Thorns and Roses are all selling millions of copies, and fans are ready to bring these brands into other parts of their lives.

The Toy Book

Stay on the Pulse of Play!

A version of this feature first appeared in The Toy Book‘s 2026 Licensing & Entertainment Issue, featuring The Licensing Book. Read the full issue here!

Want The Toy Book delivered straight to your desk? Subscribe today and get seven big issues a year — packed with the stories, trends, and insights that keep you on the #pulseofplay.

Designed to Disrupt

Whatever! Company leans into artist-driven design, blending licensed IP with original concepts and a growing toy line.

A company named Whatever! may sound ambivalent, but its trajectory tells a different story.

Whatever! Company has spent more than 15 years developing private-label and licensed apparel and merchandise for Hot Topic and other retail partners. The business gained new momentum last year when two former Loungefly executives joined its leadership team.

Liz DeSilva, Chief Creative Officer, and Derrick Baca, Chief Merchandising Officer, each bring more than 20 years of experience in licensing and apparel. 

Liz DeSilva and Derrick Baca joined Whatever! Company from Loungefly last year. | Source: Whatever! Company

The pair previously spent more than five years at Loungefly, helping shape the colorful pop-culture-inspired accessories line that defined the Funko-owned brand.

Since joining Whatever!, DeSilva and Baca have expanded the company’s portfolio as founders of Whatever! Makes You Happy, a new brand, featuring licensed bags, charms, jewelry, and accessories inspired by cross-generational properties such as Peanuts, SpongeBob SquarePants, Care Bears, Rainbow Brite, and Polly Pocket.

“Loungefly, more than anything, opened my eyes to how many form factors there are out there and how many different things we can apply pop culture, cute characters, and fun to for adults. You’re not so limited,” DeSilva says. “There’s so much out there to innovate and make better … it’s very easy to take something and figure out how we are going to make it fresh, cute, and fun.”

The Whatever! Company team aims to bring this freshness to popular brands, but also brands that haven’t gotten as much love in the accessories space, including the century-old Kewpie.

“We gravitate towards licenses that are a little bit more fringe and haven’t had as much time to shine,” DeSilva says. “In our first collection drop, we did Kewpie. There hasn’t been much merch for Kewpie, so we did a Halloween take on it, and it went crazy. People didn’t have any Kewpie to buy, so we gave them something.”

The company plans to expand that momentum with returning Kewpie items alongside new collections tied to Universal Monsters and a broader dark romance trend.

Distribution spans major retailers, such as Hot Topic, BoxLunch, and Walmart, but the company prioritizes specialty retailers.

“We believed this when we were at Loungefly, and we believe it now­— mom-and-pops are kind of the forgotten tier of distribution,” Baca says. “We really like to work with a lot of independent boutiques, and so we have our line available for them. We do have some distribution partners as well, but really specialty and mom-and-pops and e-comms are where we focus.”

Beyond licensed products, Whatever! has introduced more than 15 internal IPs, including Ghostees and Burger Babie, developed in collaboration with independent artists. Baca points to the rise of Pop Mart as validation of demand for original, artist-driven concepts.

“We represent over a hundred different independent artists,” Baca says. “Pop Mart taught the industry that it doesn’t have to be a big studio. If it’s cute, it’s going to sell. Regardless of whether Labubu is a one-time thing, it wasn’t necessarily licensed, and it became this thing. It opened people’s eyes to cute stuff out there that isn’t from these big studios. There’s lots of stuff out there.”

Whatever! Company kicked off its Otonagai toy collection with The Cryptids blind box plush. | Source: Whatever! Company

The company is also expanding into toys through its Otonagai collection. Otonagai is a Japanese phrase that roughly translates to “adult buying,” referring to adults who buy toys and collectibles designed for kids. In other words, the much-buzzed-about kidult consumer. The first release, The Cryptids, debuted at Hot Topic during the holiday season with blind-box plush inspired by mythical figures such as Mothman and Bigfoot. A second series arrives in September, followed by two additional Otonagai launches in November.

With plans for new collections of toys and accessories in the year ahead, DeSilva and Baca are just getting started in Whatever! Company’s new journey into creating name-brand products for fans of all types. 

“Our company is literally about whatever makes you happy,” DeSilva says. “We’re making things that we love, that our team loves, and that people out there in the world love, which is great.”

The Toy Book

Stay on the Pulse of Play!

A version of this feature first appeared in The Toy Book‘s 2026 Licensing & Entertainment Issue, featuring The Licensing Book. Read the full issue here!

Want The Toy Book delivered straight to your desk? Subscribe today and get seven big issues a year — packed with the stories, trends, and insights that keep you on the #pulseofplay.

From IP to IRL: Location-Based Experiences

What happens in Vegas stays in Vegas, but if you get married at Taco Bell’s flagship Cantina in Las Vegas, where “marriage is on the menu,” your memories may last forever. For a lucky $777, couples receive custom matrimonial merchandise and an intimate 30-minute ceremony with an ordained officiant in an attached chapel. The reception, which can accommodate up to 25 guests in a private area, includes a Taco Party Pack and a Cinnabon Delights cake. A Taco Bell Sauce Packet bouquet is also available to borrow for a walk down the aisle. Not so long ago  couples had to create their own immersive, hot-sauce-inspired experience from scratch. Not anymore: What can be licensed can be a location-based experience (LBE).

Going Offline to Mine

Minecraft is the best-selling video game of all time. And now, families can go offline through the touring Minecraft Experience: Villager Rescue. The experience, which takes groups of 25 people through different biomes of the Minecraft universe to rescue villagers, first opened in Dallas in 2024 and opened this month in Rosemont, Illinois; additional venues include Toronto, London, Riyadh, Denmark, Mexico, and Singapore. 

Olivier Goulet, Founder and CEO of Supply + Demand and Co-Manager and Investor of Experience MOD, the production company behind the experience, calls Minecraft “one of the rare games that I allow my kids to play without supervision.”

Developing the Minecraft IP made sense for Goulet and his team. “We see it almost as an evergreen,” he explains, noting the game’s depth of material. “It’s an augmented version of our world, which is really amazing.” 

Gamers leap into the Minecraft universe. | Source: Minecraft Experience

For Goulet, a touring experience provides more flexibility than a permanent exhibit. “We keep reinvesting and augmenting the show,” he elaborates, teasing the possibility of an enhanced experience in Chicago in the future. “The touring allows us to reach more people and to come back multiple times if we want to.”

The biggest challenge, Goulet says, is bringing an authentic experience to gamers. “We decided to embrace authenticity in the game more than the discovery aspect of it,” he says. The experience is about crafting, building, and fighting. As the tour continues, the experience evolves, “We are launching a new product targeted towards exploration,” he shares, “in a totally different format.”

Mattel Makes A Splash

Mattel has taken its properties from the playroom to a variety of venues, offering families and kids of all ages numerous opportunities to enjoy Mattel’s suite of brands in new ways. Hot Wheels Monster Trucks Live, Day Out with Thomas, and the Malibu Barbie Café are just three examples.

“Toys are just one of the many ways fans engage with our IP,” says Mattel’s Chief Consumer Products and Experiences Officer, Natalia Premovic.

Little conductors ride a life-size Thomas the Tank Engine on heritage railways nationwide, including Baltimore’s B&O Railroad and Felton, Colorado’s Roaring Camp Railroads, where Percy also joins the steam-powered fun. “What we’re building now are experiences where families and fans of all ages can step into the brand, share it, and create forever memories around it,” Premovic explains. Day Out with Thomas has toured for more than 30 years, bringing families back to the railroad year after year for rides.

Barbie brings Malibu to cities in North America. | Source: Mattel

The Malibu Barbie Café is an immersive pop-up dining experience with a Barbie-inspired menu and bright decor. The Cafés abound with photo opportunities for anyone who wishes they could step inside Barbie’s Dreamhouse. The experience opened in New York City in 2023 and has been on tour since, feeling closer to fine in Chicago, Mall of America, Miami, and Houston; Melbourne closes soon, while the last chance to stop by for a giant blowout party in Boston with all the Barbies and planned choreography and a bespoke original song is in July. Fans can purchase exclusive merchandise, and select locations have a roller-skating rink. 

“These are all very different formats but rooted in the same idea,” Premovic explains: “Meet fans where they are and give them a way to engage beyond a product.” Mattel does that through a range of live experiences. 

Soon, the company will open Mattel Adventure Parks in Glendale, Arizona and Kansas City, Kansas, and Mattel Wonder Indoor Waterparks in Orlando, Florida, Bradley, Illinois, and Bellevue, Nebraska. The Nebraska park will be 100,000 square feet, and the parks are developed in partnership with Martin Aquatic and American Resort Management and in collaboration with I-dentity Group. 

“If we do it right, a Mattel experience will be just a drive away to most people across the U.S.,” Premovic says.

For Mattel, the experience connects fully with consumers. “What we’ve learned is that our brands are incredibly strong when they move into physical space,” Premovic says. “It hits differently than something you buy or watch.” Mattel sees that with its Hot Wheels Monster Trucks Live and Hot Wheels Legends Tours, which fill arenas and parking lots, respectively. The El Segundo stop for the Legends Tour welcomed 20,000 people to Mattel headquarters.

“These experiences aren’t just extensions of the brand — they deepen fandom,” she says. As a result, Mattel sees repeat engagement, new audiences, and an emotional connection that “enhances the core play business.”

At the end of the day — or the top of the water slide — Mattel aims to bring properties and experiences where people already are. “It’s about taking our brands out of the toy aisle and putting them into the real world in a way that people can actually live,” Premovic shares.

Going Beyond Borders

Miraculous Corp is opening multiple experiences this year. “At Miraculous Corp, we see LBEs as one of the most important drivers of our global business,” shares Roz Nowicki, Global Head of Consumer Products, Miraculous Corp. The company will launch Miraculous Live Stage Spectacular later this year and opened Miraculous Experience: Superhero Training in Paris earlier this year.

The worldwide stage tour offers a new, original story starring Ladybug and Cat Noir with technology, songs, aerial arts, illusion, dance, comedy, puppetry, and more. In Paris, families can explore a five-level, 1,500-square-foot space for immersive storytelling and installations. “Paris was the natural place to debut the concept given the city’s central role in the series,” Nowicki explains. The Paris experience is the first of several planned immersive destinations, however. 

“The moment we can engage our audiences in an environment where they can truly immerse themselves in our brand,” Nowicki explains, “we create a fan for life.”

Say “I Do” to LBEs

The future is bright for LBEs. Miraculous Corp plans to open its Ground Control attraction at the Mall of Qatar this summer. At the same time, gamers can build a lighthouse when Minecraft Experience: Moonlight Trail, a more than half-mile evening hike outside, opens later this year in Argentina.

“Our philosophy is rooted in the idea that everyone can ‘live like a hero,’ and immersive experiences allow fans to step directly into that mindset,” says Nowicki. 

The Hot Wheels Legends Tour is in its ninth year. | Source: Mattel

Meanwhile, Mattel continues its touring experiences. Thomas is chugging across the country through October, while the Hot Wheels Legends Tour, now in its ninth year, visits 20 countries worldwide and has virtual stops, too. Premovic calls experiential licensing a core part of Mattel’s strategy. “There’s real demand to engage with these brands in the real world,” she says.

“Overall, the focus is simple: more scalable formats, more locations, and more ways for fans and families across the U.S. to engage with Mattel brands in real life.”

Licensing isn’t just about traditional play anymore; it’s about living and immersing in the full character experience.

The Toy Book

Stay on the Pulse of Play!

A version of this feature first appeared in The Toy Book‘s 2026 Licensing & Entertainment Issue, featuring The Licensing Book. Read the full issue here!

Want The Toy Book delivered straight to your desk? Subscribe today and get seven big issues a year — packed with the stories, trends, and insights that keep you on the #pulseofplay.

Zoonicorn, Dream Mechanics Entertainment to Release Film

The Zoonicorn universe, which includes three seasons and 130 animated episodes, will expand next year. Zoonicorn and Dream Mechanics Entertainment are teaming up to release a 90-minute 3D CGI film titled Zoonicorn: The Original Dreamer.

Inspired by the original preschool series, the movie follows a group of kids who enter the Zooniverse, an exciting dreamland that is now in danger. New and returning must work together to save the Zooniverse and maintain everyone’s ability to dream.

The poster features the iconic Zoonicorn horn. | Source: Zoonicorn

The creative team behind Zoonicorn: The Original Dream includes Mark Zaslove, Mike Johnson, J’net Smith, Deb Pierson, Devon Kliger, and more. Zoonicorn Founder Mark Lubratt will serve as an Executive Producer. It will be released in theaters and on streaming sites later next year.

“With Zoonicorn’s global audience and popularity continuing to grow across every corner of the world, now is the ideal time to bring our characters and our message of persistence, optimism, and resilience to the big screen,” Lubratt says. “We are thrilled to have found the perfect partner in Dream Mechanics. They instinctively get the Zoonicorn sensibility, ensuring that the new film will capture everything our fans have come to love about the series — along with some new fun and unexpected surprises along the way!”

Devon Kliger, Founder of Dream Mechanics Entertainment, adds, “Dream Mechanics is thrilled to partner with Mark and the entire Zoonicorn team. They’ve created a world of joyful, emotionally resonant characters that have cultivated a passionate and growing fanbase. We’re very excited to bring the Zoonicorns’ next epic adventure to life and build off of the brand’s undeniable momentum.”

To learn more about Zoonicorn characters, toys, and branding, visit zoonicorn.com.

The Hobby: Building Fandom, One Pack at a Time

Kayou takes an artist-focused approach to trading cards.

Fans worldwide may share different cultures and values, but they still love unique collectibles that perfectly embody their fandoms.

Since 2011, Kayou has been designing trading cards for fans and collectors in China, boasting nearly 100 licenses, including popular Chinese properties like The Land of Warriors, Yeloli, and Ne Zha 2

Kayou makes up the majority of trading card sales in China, capturing around 70% of the market, according to Matthew Ross, Head of Global Licensing at the company. Once the company hit that level of dominance, it turned its attention to a new market. Kayou made its U.S. debut last fall, pushing its My Little Pony, Tokidoki, and Naruto trading cards to a new sect of fans with an activation at New York Comic Con. 

“The response so far has exceeded expectations,” Ross says. “Fans have connected with the quality, artistry, and surprise elements built into the cards. Collectors appreciate the layered rarity and premium finishes, while longtime fans enjoy seeing the characters presented in new ways. It’s been a strong confirmation that the Kayou approach to collectibles resonates with U.S. audiences just as it has internationally.”

Kayou is introducing several new licensed trading card collections in the U.S. this year. | Source: Kayou

Trading cards have always been a staple for sports fans and collectors, but in recent years, entertainment brands have entered the trading card space in numbers not seen since the 1980s, when nearly every film or TV show had a trading card line. Along with its initial three licenses, Kayou plans on introducing new brands to the U.S. market this year, including Monster Jam, Demon Slayer, and KPop Demon Hunters. Ross says that Kayou chooses to collaborate with licenses with vibrant fan communities. 

Source: Kayou

“We always start with the fans. The best partnerships for us are IPs with passionate communities and rich worlds of characters and storytelling,” Ross says. “That gives our design teams the ability to create collectibles that feel authentic and exciting. We also look for brands where we can bring our strengths in design, rarity mechanics, and premium production to life. Ultimately, the goal is to stay true to the DNA of the brand while giving fans something new to discover.”

Kayou’s key to maintaining brand integrity is its artist-focused approach. According to Sergio Godinho, U.S. General Manager at Kayou, the company has 14 studios in China with around 450 artists.

“The fact that we have so many artists that are really working on each IP and they’re able to explore so many different things within canon or backstory, it unlocks it to a new level, in my opinion,” Godinho says. “Obviously, I’m a little bit biased, but I think when you have that many people who are artists working on a brand, undoubtedly you’re going to unlock something special and bring something unique to fans.”


Kayou works with large licenses like My Little Pony and Naruto, but also spotlights independent artists like Malaysian illustrator Zeen Chin’s SKEEN IP. | Source: Kayou

Godinho also explains that artists are dedicated to designing cards that tell a story beyond the standard branding fans are already familiar with. Instead of rehashing the same images and themes, the artists focus on creating a new aspect of the world they are designing within.

“We look at cards as pieces of content that tell different stories,” Godinho says. “The fact that you have so many artists who put their love and devotion into the cards that they put together, we’re not just taking assets. We’re not taking assets that Hasbro would give us from My Little Pony and then putting those assets on a card. We’re really bringing artistry to it. There’s an artist sitting at a desk that’s taking the lore and the canon of My Little Pony, and they’re working with Hasbro to create a new piece of content.”

Marianne James, Senior Vice President of Global Licensing at Hasbro, says that Kayou’s creativity and fandom make it a perfect partner for the My Little Pony brand. 

“What sets Kayou apart is its ability to tap into that emotional layer, particularly with heritage properties like My Little Pony that have transcended generations and continue to capture and engage global audiences today,” James says. “That level of insight takes time to develop. It’s why we prioritize working with partners who are not only commercially strong but also culturally attuned. They bring a keen awareness of how fans engage with the brand, which makes them a natural fit as we continue to evolve our brands within the collectibles space.”

Kayou is introducing accessories based on fan-favorite IPs in China before launching in the U.S. | Source: Kayou

Over the next year, Kayou plans to expand its U.S. offerings, crafting products beyond trading cards that fans can use to express their fandom, including pens, notebooks, collectibles, and more from the company’s top licenses. While these new products aren’t available in the U.S. yet, they were shown at Toy Fair New York and are rolling out in China. 

“What we’ve learned is that once fans start collecting, they want more ways to celebrate the brands they love,” Ross says. “Cards often spark that first connection, but fans quickly want ways to protect, display, and bring those characters into their everyday lives.” 

The Toy Book

Stay on the Pulse of Play!

A version of this feature first appeared in The Toy Book‘s 2026 Licensing & Entertainment Issue, featuring The Licensing Book. Read the full issue here!

Want The Toy Book delivered straight to your desk? Subscribe today and get seven big issues a year — packed with the stories, trends, and insights that keep you on the #pulseofplay.

Q1 Growth at Hasbro Fueled by Magic: The Gathering Momentum

Hasbro reported strong first-quarter 2026 results, posting $1 billion in revenue, up 13% year over year, as continued momentum from Magic: The Gathering powered growth across its Wizards and Digital Gaming segment.

Operating profit increased 58% to $270 million, while adjusted operating profit climbed 29% to $287 million. Net earnings attributable to Hasbro nearly doubled to $198.4 million, up from $98.6 million during the same period last year, and adjusted earnings per diluted share rose to $1.47 from $1.04.

Wizards and Digital Gaming remained the company’s largest growth engine, with revenue increasing 26% to $582 million. Magic sales grew 36% to nearly $470 million, fueled by releases including Lorwyn Eclipsed and the Teenage Mutant Ninja Turtles Universes Beyond collaboration, as well as continued demand for catalog products. 

“The first quarter was a strong start to the year and reflects tailwinds from our Playing to Win strategy,” shares Chris Cocks, CEO. “Wizards continues to break records, supported by Magic: The Gathering’s flywheel of player growth and expanded distribution. In Consumer Products, we delivered another quarter of growth in our toy and game business, and remain on track to grow the entire segment for the full year 2026.”

Cocks notes momentum extends into organized play and live events, noting that MagicCon Las Vegas became the largest event in the brand’s history with more than 23,000 badges sold.

Digital and licensed gaming revenue grew 3%, while Monopoly Go! contributed $41 million in first-quarter revenue.

Consumer Products revenue was effectively flat at $397.9 million, reflecting gains in toys and games offset by more difficult licensing comparisons from the prior year. The segment posted an operating loss of $47.5 million, which the company attributed in part to seasonality, tariff-related costs, and licensing comparisons.

Hasbro executives pointed to an entertainment-driven product pipeline expected to support growth through the remainder of the year. Cocks highlighted theatrical releases including The Mandalorian and Grogu, Toy Story 5, and Avengers: Doomsday as key opportunities for Consumer Products, alongside innovation across brands including Play-Doh and new gaming initiatives.

The Entertainment segment reported revenue of $20.3 million, down 24% year over year because of the timing of deal activity, though operating profit improved to $17.3 million.

The company also disclosed additional details surrounding an unauthorized network access incident first identified in late March. According to executives, Hasbro expects approximately $20 million in remediation costs in 2026, along with temporary delays in invoicing and an estimated $40-60 million shift in Consumer Products revenue from the second half of the year. Company leaders said operations remain active and recovery efforts are ongoing.

Despite those challenges, Hasbro reaffirmed its full-year guidance, maintaining expectations for total revenue growth of 3-5% in constant currency, adjusted operating margins of 24-25%, and adjusted EBITDA between $1.40 billion and $1.45 billion. The company also announced a quarterly dividend of $0.70 per share payable on June 11 to shareholders of record as of June 1.

“Our first quarter results demonstrate continued top-line momentum and disciplined execution,” shares Gina Goetter, CFO and COO. “We remain focused on delivering our annual objectives by driving operating leverage, investing behind our highest-return brands, and returning cash to shareholders as we build on this solid start to the year.”

For more on this year’s biggest licensing and entertainment properties and the toys that go with them, pick up The Toy Book’s 2026 Licensing & Entertainment Issue, featuring The Licensing Book, available now. Subscribe today!

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