BEST PRE-SCHOOL LICENSING PROJECT
Story Toys with Sesame Workshop for the children’s video game Sesame Street Mecha Builders.
An innovative, excellent translation of a classic kids IP in to an interactive project adapted to that age.
BEST KIDS LICENSING PROJECT
Starbright Licensing with Scopely Inc. for the Stumble Guys MonsterFlex project, developed by Diramix.
A new gender neautral trend stretching licensing to new levels, this is also a great example of new IP emerging from new tech moving in to traditional categories.
BEST TEEN LICENSING PROJECT
Sanrio with the My Melody brand for the Lazy Oaf ___ My Melody project, realised by Lazy Oaf.
Perfect translation of the character in to a fashion brand that resonates with its target audience.
BEST YOUNG ADULTS LICENSING PROJECTS
WildBrain CPLG with Hasbro for the Octopus x Dungeons and Dragons project, realised by Youth Srl.
An unexpected twist from a board game in to fashion for young adults, reinforcing its position as a pop culture icon.
BEST RETAIL PROJECT
Sanrio with the Hello Kitty brand for the Primark x Hello Kitty project, by Primark.
An incredible cross category (cross market) initiative, to celebrate an iconic brand.
BEST FASHION PROJECT – KIDS
Peyo Company with the Smurfs brand for the Smurfs x Emporio Armani project, curated by Emporio Armani.
Two classic brands working together to reach a new generation. This is a one of a kind initiative that through strategy and perseverance, eventually became a reality.
BEST FASHION PROJECT - TEENS / YOUNG ADULTS
Sanrio with the brand Hello Kitty for the project péro ♡ Hello Kitty capsule collection, realised by péro.
The apotome of design, aligning with creativity wrapped up with innovation.
BEST LICENSED PUBLISHING PROJECT
Maurizio Distefano Licensing with BBC for the Bluey editorial project, by Fabbri Editori, part of the Mondadori Group.
A great commercial success representing the popularity of a growing pre-school property, for the ability to bring Bluey to so many kids through products that are produced with the environment in mind.
BEST LICENSED TOY PROJECT (including Toys Games and Puzzles)
Lisciani Giochi with Disney for the Inside Out 2 – Il Gioco delle Emozioni project.
For its outstanding ability to turn play into a valuable educational tool. Through an engaging and accessible gaming experience, it helps children recognize, understand, and express their emotions, fostering the development of emotional intelligence.
BEST LICENSED SUSTAINABLE PROJECT
Maurizio Distefano Licensing with BBC for the Bluey Eco Puzzle project, by LiscianiGiochi.
A great example of an environmental friendly brand that has take its produces to the next level, Bluey has been pushing the boundaries of what is possible within the industry and we hope to see more examples of this kind of innovation across all brands in the coming years.
BEST LICENSED VIDEOGAME PROJECT
Miraculous Corp for the project Miraculous RP: Quests of Ladybug and Cat Noir, realised by Toya.
Reflecting the latest trends in how kinds are spending their time discovering new worlds, showcasing how video games are a strong part of todays culture.
BEST PROMOTION/LOYALTY CAMPAIGN
WildBrain CPLG with Hasbro for the Nostromo x Monopoly project, realised by Nauterra and GlobeTrade.
How licensing can be a great tool to relevance and elevated communication in hard to reach categories, how it can enhance the brands message, perfectly balances with the efforts from the licensor to adapt the game play to a surprising product category.
BEST LICENSED KIOSK PRODUCT
WildBrain CPLG with Sega for the project Cocoricoò x Sonic Modern, realised by Cocoricò.
On the verge of becoming an ever green its a great showcase of how an IP can be adapted to continue to be relevant in a competitive and price sensative sector.
BEST PROPERTY OF THE YEAR
Sanrio with Hello Kitty.
An outstanding year for Hello Kitty from couture through to mass market, how a 50 year old brand can reinvent itself to impact the market across multiple categories with quality product. Hugely deserving winner of Best Property of the Year.