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Online

The Wild World of Emoji

We’re exploring the wild world of emoji, with a correction for a listing we published back in June. See the most comprehensive list we have yet for the licensees and licensors involved in emoji…

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Video Games

Esports Coming to the Olympic Stage As Sales Go Up

As the video game (licensed and not) business goes up, gaming video competitions are gaining recognition as a real sport. See the top games worldwide…


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Business

M&A: Agents Expand While Rovio Divests

Keep track of the latest business deals to impact the licensing industry.

CPLG and Tycoon Enterprises form a strategic alliance, CAA-GBG expands, and Rovio sells some of its business stateside…

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TLL Chart

Planned Video Game Releases With Licensing Potential

TLL’s ongoing feature of upcoming video game properties with potential for licensing…


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Video Games

Video Games in the Pipeline: 40% Sequels, 30% Licensed, 20% New IP

Over the next two years, releases of video games based on original IP are going to take a backseat to sequels, reboots, and licensed titles. Just…


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Video Games

Video Game Sales Up; Licensed Options Grow

2016 was a big year for retail sales of video games—and while licensed games didn’t make much headlines (with the one obvious exception), the market is stronger than ever…


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Entertainment/Character

2016 Only Gets Better for $100+ Entertainment/Character Brands

For the first time, we’re casting our predictions for what next year’s list will look like for TLL‘s $100+ million entertainment/character brands list. Of the 44 properties that made it for 2015, 43.2% will grow, with…


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Retail Sales

44 Entertainment/Character Brands Make the $100 Million List

Forty-four entertainment/character properties make our list of brands that generate over $100 million in retail sales of licensed merchandise in the U.S./Canada—accounting for $41 billion in sales worldwide in 2015…


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ENTERTAINMENT/CHARACTER

Franchise Films Losing Ground to Publishing Adaptations

Franchise films still consistently top the U.S. box office, but 2016 has seen many sequels and reboots fall flat with audiences. While it takes time before…


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Consumer Electronics

Licensed Consumer Electronics Up 3.5% in the U.S./Canada

Licensed consumer electronics merchandise grew 3.5% to reach $5.41 billion in the U.S./Canada.

Featuring: Foxconn, Sharp, Nokia, HMD Global, Atari, Skullcandy and more…


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