LIMA Licensing Blog

Stuart Gibson

Owning and Controlling Your Brand

Picture this. You own and control the rights to Sporting Network Pty Ltd, a fictitious leading sports cable network with a fantastic array of licensed merchandise. You are based in the U.S. Because of explosive growth in sports globally, fuelled by a competitive market in cable T.V. and on-demand viewing, you have broad opportunities to license merchandise into countries all

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Oliver Herzfeld

Tackling Unlicensed Uses Of Players’ Personas In Video Games

This article originally appeared in Forbes. Written by Oliver Herzfeld, Marc Melzer and Jared Mermelstein With the academic year and new NCAA football season well underway, and the Supreme Court’s decision whether to hear the appeal in O’Bannon v. NCAA expected in late September or early October, it is an ideal time for us to look at the challenging intellectual property questions

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Jessica Blue

Working with US Government to Grow the Licensing Industry

Getting the call from the International Buyer Program (IBP) administrators in Washington DC to tell me that we had been accepted into the IBP Select program was a joyous moment. It marked a three year journey of discovery for me. The IBP Program is a joint government-industry effort that brings thousands of international buyers to the U.S. for business-to-business matchmaking

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Utku Tansel

Thomas the Tank Engine’s New Pals Settle as Migration Becomes a Hot Topic in Licensing

In 2016, the new film release of the well-known Thomas and Friends franchise witnessed the introduction of 14 new engines from diverse ethnic backgrounds for the first time. In attempt to expand the property’s global reach, Mattel, the world’s largest toy maker and the owner of the show through its HIT Entertainment arm, launched the brand new characters in the

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Christina Jordan

The Millennial Mom

Depending on whose definition of “Millennial” you follow, I can squeak by as being a member of Gen Y. And there’s no question I am a new mother. The dark circles under my eyes and the fact that I may or not be wearing a shirt with a spit up stain on it can attest to that. When you put

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Patrice Paglia

The Case for a Flattened Curve

The licensing industry loves sizzle. And who can blame us? Being at the center of a big blockbuster or part of the frenzy of a franchise that has licensees and retailers knocking down your door is exciting. I would be lying to say it isn’t, but being part of those super-sensations is not the only way to be successful and

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Oliver Herzfeld

The Kardashians v. Haven Beauty: When Licensees Fail To Pay Royalties

This post originally appeared on Forbes.com From time to time, licensors have disputes with their licensees. That scenario is not unusual. The question is, in the midst of a dispute, can a licensee stop paying royalties while continuing to use a licensed trademark? A recent court decision in the dispute between the Kardashian sisters and Haven Beauty directly addresses this

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LIMA Marketing

#throwbackthursday – Remember This?

The licensing world is still smitten with all things 90s – and what’s not to love about the era that brought us everything from Friends to Pokemon to Tommy Hilfiger?  Our favorite brands are back – with a twist – and being rolled out in fun new ways. Take, for instance, Nickelodeon, who is filling NYC retail concept store Story

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Christina Jordan

Color is the New Black

 Over the last year or so, I’ve continually heard how adult coloring books are supposed to be a wonderful remedy for stress. Much like knitting, it’s a repetitive task designed to soothe.  For me?  I think it’s more that I simply never outgrew my love of coloring. When my then-six year old niece would bring out her larger-than-life Little Mermaid

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Utku Tansel

Brick-and-Mortars Stand to Benefit from Pokémon Go Licensing if They Act Fast

Despite only being initially launched in the US, Australia, New Zealand and the UK, Pokémon Go has quickly become one of the top mobile games globally, achieving active user levels comparable to Twitter. Thanks to its unparalleled popularity, the free-to-play game, developed by Niantic in an agreement with The Pokémon Company, raked in US$200 million in revenue in the first

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