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Editorial<br />
Digital—a new (old) hope<br />
You’ve heard it all before. The realities<br />
of the North American licensing<br />
landscape haven’t changed all that<br />
much in the last 10 years, apart from<br />
consumer-spending ups and downs.<br />
In short, most would say there are<br />
too few retailers controlling the<br />
majority of available shelf space,<br />
which is being granted to just a<br />
small group of top-selling licenses.<br />
Mirroring that situation, for kids<br />
TV-driven licenses, is the fact that a<br />
handful of broadcasters control the<br />
fate of much of the programming<br />
currently on the market. So, any<br />
way you slice it, it’s a tough slog for<br />
entertainment licensors not named<br />
Disney, Marvel or Lucasfilm. Don’t<br />
give up hope, however. If you can get<br />
a good concept out there, be it via<br />
YouTube or social media, kids will find<br />
it. Digital content distribution, I think,<br />
is reaching the tipping point as a force<br />
in driving indie licensing programs.<br />
Watch for<br />
the next issue of<br />
July/August 2013<br />
Street Date:<br />
July 26<br />
It’s no secret that kids are watching and playing<br />
whenever and whatever they want, as iOS and<br />
other mobile devices proliferate. More importantly,<br />
they’re engaging with content that didn’t necessarily<br />
require plum placement on one of the “big<br />
three” broadcasters’ schedules or top-billing at<br />
the App Store. For example, see Gary Rusak’s piece<br />
on the meteoric rise of building-oriented video<br />
game Minecraft (p. 38). It’s a hot ticket right now<br />
among licensees, and its entire burgeoning consumer<br />
products program stemmed from demands<br />
made by ardent fans, primarily kids eight to 13, for<br />
product. Creator Mojang’s CEO admits that the<br />
idea for Minecraft’s very first license with Lego came<br />
from the game’s online fan community. If the slowmoving,<br />
seemingly primitive-looking game had<br />
been pitched to licensees and retailers at its outset,<br />
I believe it would have been rejected outright. But<br />
given enough time to grow virally between 2009<br />
and 2011, when Minecraft <strong>download</strong> numbers<br />
really started to take off, Mojang is now in the enviable<br />
position of turning licensees away.<br />
Similarly, Brazilian preschool property Galinha Pintadinha, which now has more<br />
than 50 licensees and live stage shows in its native territory, was initially turned down<br />
by the country’s kids TV broadcasters (see “Emerging markets, emerging IPs,” p. 52).<br />
But its creators, undeterred, started posting animated clips on YouTube, and they<br />
quickly went viral. So far, three DVD volumes of the series Galinha Pintadinha have<br />
each gone on to sell more than 1.5 million copies in Brazil.<br />
And even for indie properties with good broadcast placement, savvy digital and<br />
social media applications may give them a boost over their competitors. For example,<br />
Nerd Corps Entertainment head of global licensing Juli Boylan says the company took<br />
a risk in building an interactive department to create iOS titles based on Slugterra<br />
(see “Slugging it out,” p. 39) in 2010 when the economy was not in great shape. But<br />
she feels it had to. “Slugterra is on Disney XD, which is building distribution, so we<br />
thought, ‘How do we get it out in front?’” The answer was developing for iOS and<br />
the web, and maintaining a strong social media presence. Essentially, she says, it’s<br />
enabled Nerd Corps to publish new Slugterra content on various platforms consistently,<br />
keeping it top-of-mind with fans and potential retail and licensing partners.<br />
See you in Vegas!<br />
Lana<br />
May/June 2013 • Volume 18, Issue 4<br />
www.kidscreen.com<br />
vp & publisher<br />
Jocelyn Christie<br />
jchristie@brunico.com<br />
editorial<br />
Lana Castleman Editor<br />
lcastleman@brunico.com<br />
Jeremy Dickson Features Editor<br />
jdickson@brunico.com<br />
Wendy Goldman Getzler iKids Editor/Senior Writer<br />
wgoldman@brunico.com<br />
Gary Rusak Senior Writer<br />
grusak@brunico.com<br />
Writers and Contributors<br />
Jim Benton (Bloomfield)<br />
Gary Pope (London)<br />
Insight Kids (New York)<br />
KidSay (Olathe, KS)<br />
Nickelodeon Kids & Family (New York)<br />
Dawn Wilensky (New York)<br />
business development<br />
and advertising sales<br />
(416) 408-2300, 1-800-KID-4512<br />
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Jonathan Abraham Account Manager<br />
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Russell Willer Account Executive<br />
<strong>Kidscreen</strong>Xchange Screening Suite<br />
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creative<br />
Creative Director Stephen Stanley<br />
sstanley@brunico.com<br />
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Production/Distribution Supervisor Robert Lines<br />
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audience services<br />
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Jennifer Colvin jcolvin@brunico.com<br />
Manager, Audience Services<br />
Deborah Brewster dbrewster@brunico.com<br />
corporate<br />
President & CEO Russell Goldstein<br />
rgoldstein@brunico.com<br />
VP & Editorial Director Mary Maddever<br />
mmaddever@brunico.com<br />
VP of Finance & Administration Linda Lovegrove<br />
llovegrove@brunico.com<br />
VP & Chief Information Officer Omri Tintpulver<br />
otintpulver@brunico.com<br />
VP & Realscreen Publisher Claire Macdonald<br />
cmacdonald@brunico.com<br />
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10 May/June 2013