Gaming Brands Push Beyond Screens with Licensing Strategies

  • Licensing Expo 2026 will host a panel on May 20 discussing how gaming brands are expanding into mainstream entertainment through licensing.
  • The global gaming market is projected to reach $505.17 billion by 2030, driven by innovations like cloud gaming and AR/VR.
  • Ubisoft’s Assassin’s Creed franchise is extending into novels, graphic novels, apparel, and collectibles to reach broader audiences.
  • Think Influence is helping Roblox experiences like 'Steal a Brainrot' and 'Blox Fruits' expand into consumer products and fashion.
  • Licensing Expo 2026 will feature over 5,000 brands, including Angry Birds, Minecraft, and The Witcher.

The gaming industry is transitioning from a niche market to a mainstream cultural force, with licensing playing a pivotal role in this expansion. As brands like Ubisoft and Roblox extend their reach into consumer products and entertainment, they are reshaping the dynamics of the broader licensing market. The $505.17 billion projection for the global gaming market by 2030 underscores the scale of this shift, driven by technological advancements and evolving consumer behaviors.

Market Expansion
How gaming brands will balance fan loyalty with mainstream appeal through licensing.
Strategic Partnerships
Whether community-driven IP like Roblox can sustain growth beyond digital platforms.
Cultural Relevance
The pace at which gaming brands will redefine their role in broader entertainment ecosystems.