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Minecraft builds success<br />

one pixel at a time<br />

Open-source indie game Minecraft is no longer an underground<br />

phenomenon. With reported revenues<br />

of US$137.7 million in 2012, and the announcement<br />

earlier this year that 20 million copies of the game<br />

have been sold across all platforms, the curtain has finally risen<br />

on creator and owner Mojang, a 31-person Stockholm-based<br />

game studio.<br />

The game itself, first released in 2009 on PC platforms, brings<br />

players into a deep, immersive 3D digital environment where<br />

they can participate in an almost limitless number of activities,<br />

including combat, building, exploration and even crafting. Minecraft’s<br />

challenging, customizable and constantly updated digital<br />

landscape has spawned a hardcore and dedicated global fanbase,<br />

particularly among kids ages eight to 12.<br />

In 2010, Mojang took its first careful step into the world of<br />

licensing through a deal with Lego to create playsets inspired by<br />

Minecraft. “Lego was obviously our top choice,” says Carl Manneh,<br />

CEO of Mojang. “The original idea actually came from our Minecraft<br />

online community and we approached [Lego] about it.”<br />

The days of Mojang approaching potential licensees, of<br />

course, are gone. The company’s extremely careful approach to<br />

licensing, coupled with fan demand for product, has put it in the<br />

enviable position of sitting back and watching the offers roll in.<br />

“We look at licensing as a way to strengthen the overall<br />

brand,” says Manneh. “One thing we are afraid of is selling out.<br />

We don’t want to overexpose<br />

our brand.”<br />

Accordingly, Minecraft‘s<br />

roster of licensees is small,<br />

but growing. Recently, Mojang<br />

inked a major deal with<br />

Sunrise, Florida-based toyco Jazwares<br />

to produce action figures, electronic<br />

accessories and papercrafts that will hit<br />

US retailers this holiday season.<br />

“We are essentially trying to build upon the pillars of<br />

the gameplay,” says Bill Graham, VP of marketing and product<br />

innovation at Jazwares. “Construction and customization of<br />

the environment are key play patterns.”<br />

Graham says that he expects the lines to hit both specialty<br />

and mass retail later this year.“It’s a global phenomenon,” he<br />

says. “It certainly is on retail’s radar at this point.”<br />

With a publishing deal with UK-based Egmont to produce<br />

four handbooks, a Minecraft magazine and two more books just<br />

announced, Mojang seems to be easing its way into a more robust<br />

program. However, Manneh insists that the company does<br />

not yet need any third-party help from licensing agents.<br />

“We may come to a point when licensing is consuming us,”<br />

he admits. “If we find ourselves working with only licensing, then I<br />

guess we would look to an outside agency to help us.” –Gary Rusak<br />

Minecraft<br />

owner Mojang<br />

approached Lego for<br />

the game’s first license,<br />

but with 20 million game<br />

<strong>download</strong>s and a growing,<br />

rabid fanbase, licensees<br />

are now in hot pursuit<br />

New UK<br />

firm Box of<br />

Awesome<br />

plans to deliver<br />

excitement<br />

to kids, viral<br />

marketing<br />

opps to<br />

licensors<br />

Packaged goodness<br />

There is just something about getting a package in the<br />

mail. And that notion informed the development of<br />

Box of Awesome, an innovative marketing-driven discovery<br />

platform founded by UK entrepreneur Dylan<br />

Collins that launched in February.<br />

“The idea came to me because I was trying to solve the<br />

discovery problem for brands in the kids area,” says Collins.<br />

“There is more content every day and yet there is actually<br />

less physical retail space. We found that both large<br />

and small brands were having trouble communicating to<br />

teens and tweens.”<br />

The solution lies inside an 8.5-inch x 8.5-inch x 3.5-<br />

inch cardboard box that Collins’s company stuffs with goods<br />

from the likes of Topps, Random House, Panini, Nickelodeon<br />

and Mind Candy, among others. Filled with new products<br />

and samples, the boxes are then shipped out to a list of kid<br />

subscribers in the eight to 14 demo.<br />

“The brands understand that this is true word-of-mouth<br />

marketing and that kids don’t receive something physical in<br />

the mail very often,” he says. “It truly stands out.”<br />

Collins’s team curates the box’s content with an eye towards<br />

showcasing new, innovative and creative products<br />

from well-known and undiscovered brands. “Our benchmark<br />

for products is that they be awesome,” he says, adding that<br />

the company’s mandate is to include one book in each box.<br />

“The boxes are substantial in terms of weight and value.”<br />

Box of Awesome’s brand partners pay a placement<br />

fee for being included in the packages and also receive<br />

research reports based on the back-end information the<br />

company collects.<br />

Parents can pay a nominal subscription fee (US$4.50<br />

for two months) to guarantee that their child receives boxes<br />

that are sent out roughly six times a year. Kids can also<br />

sign up on the website (www.boxofawesome.tv) for free<br />

and take their chances that they will be mailed one before<br />

supplies run out.<br />

Box of Awesome also encourages kids to make and post<br />

videos on the site of them opening their box, capturing their<br />

often excited and hilarious reactions to its contents.<br />

To enhance its digital footprint, Box of Awesome purchased<br />

kids digital trading network Swapit (Swapit.co.uk)<br />

in May. Accordingly, the new company is being dubbed SuperAwesome<br />

and will work to merge the digital and physical<br />

marketing platforms. –Gary Rusak<br />

38 May/June 2013

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