Licensing/marketing Agreements Tagged Articles RSS Feed | Licensing/marketing Agreements RSS Feed on en Launch Media Network Shadow of Mordor Under Fire by U.S Government Wed, 13 Jul 2016 11:03:49 -0400 Megan M. Campbell

Warner Bros. Interactive Entertainment’s game, Middle-Earth: Shadow of Mordor, has been given a bad rep due its deceptive marketing campaign.  The Federal Trade Commission stated in a recent news release that Warner Bros. failed to “adequately disclose” that it paid “influencers” such as Pewdiepie and others to promote the game on social media.

This campaign ran in late 2014, before the game’s release. According to the FTC, videos that weren’t adequately disclosed were viewed 5.5 million times. Plaid Social Works, Warner Bros.' advertising agency,  paid the hosts “thousands of dollars” for coverage, according to the complaint.   

FTC Bureau of Consumer Protection Director Jessica Rich said consumers have the right to be informed whether someone is providing their opinion or being paid to say nice things:

“Companies like Warner Bros. need to be straight with consumers in their online ad campaigns."

The FTC also claims that Warner Bros. didn’t tell its influencers that they needed to include sponsorship disclosures in their videos. Warner Bros. stated that they told its paid hosts to put disclosures in the description box. The FTC rebuts by saying that viewers would only be able to see it if they click the “Show More” button. The complaint also states that these disclosures didn’t carry over when shared on other platforms.

In addition, the FTC claims the contracts between Warner Bros. and influencers required hosts to submit their videos to Warner Bros. for pre-approval. The complaint alleges that “on at least one occasion”, Warner Bros. reviewed and approved a video that didn’t contain proper sponsorship disclosure.

As part of the proposed order, Warner Bros. must agree to better disclose when content is sponsored. It requires sponsored videos “clearly and conspicuously disclose any material connection between Warner Bros. and any influencer or endorser promoting its products.”

Additionally, the FTC’s proposed settlement agreement states that Warner Bros. or any firm working on its behalf, must ensure that future campaigns adhere to these rules. This also includes educating influencers about sponsorship disclosures, as well as keeping track of sponsored videos to ensure compliance.

This agreement will be floated in the public space for 30 days, from July 11th to August 10th. At this time, the FTC will determine if this proposal becomes a reality.  

Source Images[Header Image, Gameplay]

Kurio Teams Up With YouTube Kids App Tue, 10 Mar 2015 08:39:13 -0400 PR Newswire

MESA, Ariz., March 10, 2015 /PRNewswire/ --KD Interactive, makers of the best-selling Kurio line of Android devices built for kids, and YouTube, a subsidiary of Google, announce a partnership whereby all new Kurio tablets sold in the United States will come preloaded with the new YouTube Kids app. Existing Kurio users can now find the YouTube Kids app in the Content Management section of their parent owner account and easily add it to any child profile.

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"Kids love watching videos on YouTube, but as with access to any online content, parents need to make sure that the content their kids encounter is child-appropriate," said Don Light, President, KD Group North America. "Thanks to the new YouTube Kids app, kids have access to a vast selection of videos on a wide range of topics, all of which are family-friendly and Kurio approved."

The YouTube Kids app is easy to navigate and packed full of age-appropriate videos, channels and playlists. It features popular children's programming, plus kid-friendly content from filmmakers, teachers and creators all around the world. Parents can rest easier knowing that videos in the YouTube Kids app are narrowed down to ensure that only relevant and appropriate content for kids is shown.

The first Kurio tablet was introduced in fall of 2012. Kurio Xtreme, a 7-inch Wi-Fi enabled Android 4.4. kid tablet, is the current model available.

In addition to the YouTube Kids app, Kurio Xtreme comes fully loaded with more than $300 worth of free premium content for out-of-the-box play, including more than 10 exclusive Kurio Motion body-controlled games. Thousands of more kid-safe apps can be accessed through the curated Kurio Store or parents can choose age-appropriate content from the millions of apps available through Google Play.

Kurio kid devices feature the proprietary Kurio Genius Internet filter for safe web browsing and the most comprehensive parental controls. Additional Kurio Xtreme features include: 24/7 customer care (live chat right from the tablet and techs can even take over the tablet remotely); app management by category; advanced time controls; an Intel Atom processor; Bluetooth technology and 16 GB of internal memory (expandable with Micro SD Card).

For more information, visit the Official YouTube blog or

About KD Interactive
KD Interactive, a division of KD Group, is made up of an international team of specialists, including engineers, educators and scientists to ensure the highest possible quality of products for children. The company works to introduce the latest, most advanced methods and resources of educational technology into platforms aimed at children ages 2 to 14. KD Interactive delivers a true high-tech device with the necessary software applications to captivate both toddlers and older children alike. For more information, visit

Media Contact:

For KD Interactive

For YouTube

Linda Krebs, LKPR, Inc.

Kelly Galvin


646-824-5186 (mobile)

SOURCE KD Interactive

EQUESTRIA's Newest Princess Saves the Day in First Ever MY LITTLE PONY Deluxe Storybook App From Hasbro and PlayDate Digital Mon, 22 Dec 2014 19:06:28 -0500 PR Newswire

NEW YORK, Dec. 22, 2014 /PRNewswire/ --This holiday season, curl up with your little one and enjoy MY LITTLE PONY: TWILIGHT'S KINGDOM, a deluxe interactive storybook app from PlayDate Digital, under license from Hasbro, Inc. This extended storybook app is based on the two-part Season 4 finale of the animated series MY LITTLE PONY: FRIENDSHIP IS MAGIC, created byHasbro Studiosand currently airing on Discovery Family Channel in the United States.

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Being a princess doesn't come with an instruction manual, but neither does becoming a hero! TWILIGHT SPARKLE, EQUESTRIA's newest princess, is looking for a way to prove herself worthy of the title. To save EQUESTRIA from a villainous centaur, TWILIGHT SPARKLE will need help from her closest pony friends, and a surprise ally, to restore magic to EQUESTRIA and unlock a kingdom fit for a princess. TWILIGHT'S KINGDOM recaps how TWILIGHT SPARKLE's friends earn their keys of friendship and includes 27 pages of television quality animation, as well as the original voice talents of John de Lancie as Discord. PlayDate Digital has saved the best for last this year, serving up a thrilling gift for emerging readers and MY LITTLE PONY fans of all ages.

"TWILIGHT'S KINGDOM is the perfect year-end treat for little ones," said Shaan Kandawalla, PlayDate Digital co-founder. "It is a high-stakes adventure that provides children with valuable lessons, through TWILIGHT SPARKLE's journey, about patience, loyalty, and friendship."

"Discord is definitely a fan favorite, and we're excited to have him make his storybook app debut in this seventh MY LITTLE PONY installment from PlayDate Digital," said Samantha Lomow, SVP Global Brand Strategy and Marketing, Girls & New Brand Franchises at Hasbro, Inc. "And we are thrilled to have John de Lancie as the voice of Discord from our series!"

Product Highlights:

  • The first MY LITTLE PONY deluxe storybook, including the biggest cast of characters to date!
  • Features John de Lancie, the original voice of Discord.
  • Interactive MY LITTLE PONY action and voices on every page.
  • Television quality animation.
  • Read to Me and Read Along modes for every level of early and emerging readers.
  • New and advanced vocabulary highlighted and sounded out throughout the storybook.
  • Includes a Sight Word practice section.

Designed to create Learning Goals:

  • Early and emergent literacy.
  • New vocabulary.
  • Practicing early reading skills.
  • Focusing on reading comprehension.

MY LITTLE PONY: TWILIGHT'S KINGDOM is available for $3.99 in theApp Store on iPhone, iPad, and iPod Touch or

About PlayDate Digital Inc.

PlayDate Digital Inc. is anemergent publisher of high-quality, interactive, mobile educational softwarefor children, designed tonurture children's emerging literacy and creativityskills. Created in collaboration with leading preschool education experts,PlayDate Digital content is built in partnership with some of the world's mosttrusted global brands for kids and developed andpublished for iOS and Androiddevices. More information can be found online atwww.playdatedigital.comor "Like" them onFacebookand follow them on Twitter(@playdatedigital).

About Hasbro

Hasbro, Inc.(NASDAQ: HAS) is a branded play company dedicated to fulfilling the fundamental need for play for children and families through the creative expression of the Company's world class brand portfolio, including TRANSFORMERS, MONOPOLY, PLAY-DOH, MY LITTLE PONY, MAGIC: THE GATHERING, NERF and LITTLEST PET SHOP. From toys and games, to television programming, motion pictures, digital gaming and a comprehensive licensing program, Hasbro strives to delight its global customers with innovative play and entertainment experiences, in a variety of forms and formats, anytime and anywhere. The Company'sHasbro Studios isresponsiblefor entertainment brand-driven storytelling around Hasbro brands across television, film, commercial productions and short-form. Through the company's deep commitment to corporate social responsibility, including philanthropy, Hasbro is helping to build a safe and sustainable world for future generations and to positively impact the lives of millions of children and families every year. It has been recognized for its efforts by being named one of the "World's Most Ethical Companies" and is ranked as one of Corporate Responsibility Magazine's "100 Best Corporate Citizens." Learn more and follow us on Twitter (@HasbroNews).

Allison Katz
Nobl Communications

SOURCE PlayDate Digital Inc.

Why is Region-Locking Still a Thing and is it a Necessary Evil? Mon, 17 Nov 2014 22:31:43 -0500 Esteban Padilla

Gamers everywhere let out collective cheers of "Hear, hear!" when Nintendo President and CEO Satoru Iwata stated recently that Nintendo is beginning to consider ending their region-locking policy.  The key sentence that is currently making rounds on the internet is Iwata's ending remark to the question posed during a Q&A session on the subject (conveniently provided here, in English, by Nintendo):

"While we have not decided whether we will unlock them or not, we do recognize that it is an issue that needs to be considered in the future."

This is great news for gamers everywhere.  With increased globalization and the international nature of today's video game market, it would seem that hope is on the horizon for those who have been fighting the good fight on behalf of a region free gaming community.  

But for those that read the entire statement carefully, Iwata does stress two points: 1) it may be a little while before we get to enjoy a region free gaming world, and 2) region-locking is not as simple an issue as keeping you away from foreign games because a company "just feels like it".

The Legend of Region-Locking

Nintendo is the first company to have a region-locking policy.  They are also the first company to have really succeeded on an international level.  Before the Famicom and NES, there wasn't really much in the ways of internationalization of video games.  And since Nintendo was one of the few companies that emerged from the fledgling gaming industry of the 1980s successfully (anyone else remember the infamous Video Game Crash of 1983, or is that just the stuff of nightmares for younger gamers?), they were trailblazers for international policy.  This meant that, whether they liked it or not, Nintendo was responsible for coming up with solutions to localization and copyright issues on their own.

As Iwata states in a previous address regarding region-locking, dealing with an international market means that sometimes, selling the same version of the same game is simply not an option:

"There are many different regions around the world, and each region has its own cultural acceptance and legal restrictions, as well as different age ratings. There are always things that we’re required to do in each different region, which may go counter to the idea that players around the world want the freedom to play whatever they want."


The Issues As They Stand

The legal restrictions behind distributing games and consoles run the gamut and are typically the most talked about aspects in the debate for or against region-locking.  One of the simplest arguments is that for some games, it isn’t feasible to release them in each country, since licenses can be held by a different company depending on the area. 

In one of the most headache-inducing examples around, there's the Jump Super Stars game series, with the most recent game requiring 13 different companies to agree to share their licenses in the English market as well as having to deal with the 9 properties involved that currently do not have English licensing.  And that is only considering the manga and game distributors, not the anime property holders.

One could even argue that the lack of initial supply internationally can lead to increase in interest and demand.

Another problem with a region free market (and a much more complicated one economically and ethically) is that while being able to play a game from any country is an enjoyable prospect, region-locking and localization helped create the gaming industry as it currently stands.  Everything from the translation of a game to its cultural adaptation is handled by a localization team who ensure you get the fullest experience out of a game as it is released in your country and language while being paid in an industry that doesn't always do so well financially.  It can be frustrating to have a game not launch in your region, but with campaigns like Operation Rainfall, more niche or obscure games are being brought into the mainstream with localization efforts. 


One could even argue that the lack of initial supply internationally can lead to increase in interest and demand.  If games like Xenoblade Chronicles and the Last Story were not region-locked, it is possible that they would never have been localized, which could have alienated fans who didn’t speak the language, not to mention deny several industry professionals of jobs.  Without localization efforts, revenue doesn’t move throughout the video game market and less studios benefit, and less money for studios and publishers unfortunately means fewer games for us to enjoy.

While understanding the legal restrictions for each country and how they pose problems can basically be chalked up to “lots of complicated business relations”, the cultural issues involved have arguably played a bigger (and somewhat more delicate) role in the historic establishment of region-locking and licensing internationally, especially when we begin to consider the effects of localization.  As far back as the NES-era, video games have been changed to avoid sensitive subjects or offending others culturally. 

In Japan, the original Ice Climbers game involved seals as an enemy.  Because of the taboo subject of seal clubbing, all seal sprites were changed to the iconic yetis in the international versions.  Nintendo of America had a reputation for editing American releases of games, with changes as simple as the removal of any Red Cross symbols on hospitals in Earthbound (because the symbol is considered a registered trademark of the namesake organization in some countries) to removing blood, Nazi references, and swastikas in Wolfenstein 3D.

Even now, consoles such as the PS3 (which is often praised for being one of the most region free consoles of the past few generations) have been shown to edit content regardless of the region using system and game updates in order to keep in line with legal age ratings.  Resistance: Fall of Man and Uncharted: Drake’s Fortune were shown to have blood and violence edited in Japan, while The Last of Us and Beyond Two Souls have received the same treatment in Europe.  While these may not be seen as instances of truly region-locked material, keep in mind that these games will not play on a console without the requisite updates in those regions, essentially creating a different, but similar, censoring issue.

What Does the Future Hold?

As nice as region free media is, it may not be a universal concept in the market as it stands currently.  Although we have proof that it is possible, with the PS3, PS4, and even the Nintendo DS having nearly their entire libraries region free, gamers will have to be patient for all three major gaming companies to distribute all their games and consoles completely region free.  After all, if Microsoft can ease their region-locking policy for the Xbox One, there is hope yet for Nintendo.

What do you think?  Do licensing, localization, and cultural issues really seem like big enough problems to warrant region-locking as the necessary evil it is viewed by some?  How likely would it be to get around several of the issues presented by Nintendo on the policy as it stands right now?  Let us know in the comments below!

Bethesda Softworks' The Evil Within Now Available Tue, 14 Oct 2014 06:30:00 -0400 PR Newswire

ROCKVILLE, Md., Oct. 14, 2014 /PRNewswire/ --Bethesda Softworks, a ZeniMax Media company, today announced that The Evil Within the survival horror game developed at Tango Gameworks under the direction of legendary game designer and studio head, Shinji Mikami is now available in North America and Europe. The chilling new game is available for Xbox One and Xbox 360 video game and entertainment systems from Microsoft, PlayStation4 and PlayStation3 computer entertainment systems, and Windows PC.

The Evil Within embodies the meaning of pure survival horror.Highly-crafted environments, horrifying anxiety, and an intricate story combine to create an immersive world that will bring players to the height of tension. With limited resources at their disposal, players will fight for survival and experience profound fear in this perfect blend of horror and action.

"It was incredibly important to me and the team to bring the Survival Horror genre back to its roots. For us, it was all about creating fear and giving the player the enjoyment of conquering it," said Mikami. "Up until now we've kept a lot of the game under wraps to avoid spoilers, so it's very exciting that people are now able to experience the game from beginning to end."

In The Evil Within,Detective Sebastian Castellanos and his partners are called in to investigate a gruesome mass murder. After seeing the slaughter of fellow officers, Sebastian is ambushed and knocked unconscious. When he awakens, he finds himself in a deranged world where hideous creatures wander among the dead. Facing unimaginable terror, and fighting for survival, Sebastian embarks on a frightening journey to unravel what's behind this evil force.

The Evil Within is rated M for mature by the ESRB. For more information on The Evil Within visit:

About ZeniMax Media Inc.
ZeniMax Media is a privately owned media organization headquartered outsideWashington DCwith international publishing offices in London, Paris, Frankfurt, Eindhoven, Hong Kong, Tokyo, and Sydney. Through its subsidiaries, ZeniMax Media creates and publishes original interactive entertainment content for consoles, the PC, and handheld/wireless devices. ZeniMax Media divisions include Bethesda Softworks, Bethesda Game Studios, id Software, Arkane Studios,Tango Gameworks, MachineGames, Battlecry Studios, ZeniMax Europe Ltd., ZeniMax Asia K.K., ZeniMax Asia Pacific Limited and ZeniMax Online Studios. For more information on ZeniMax Media,

About Bethesda Softworks
Bethesda Softworks, part of the ZeniMax Media Inc. family of companies, is a worldwide publisher of interactive entertainment software. Titles featured under the Bethesda label include such blockbuster franchises asThe Elder Scrols, DOOM, QUAKE, Fallout,Wolfenstein,Dishonored, Prey and RAGE. For more information on Bethesda Softworks' products, visit

About Tango Gameworks
Tango Gameworks, a ZeniMax Media studio based in Tokyo, Japan, is a premier development studio founded and led by legendary game designer, Shinji Mikami. Tango Gameworks is dedicated to AAA multi-platform game development by some of Japan's most accomplished and experienced developers.

The Evil Within, Tango, Tango Gameworks, The Elder Scrolls, Skyrim, Bethesda Game Studios, Dishonored, Arkane, MachineGames, Battlecry Studios, Prey, Bethesda Softworks, Bethesda, ZeniMax and their related logos are registered trademarks or trademarks of ZeniMax Media Inc. in the United States and/or in other countries. Fallout is a registered trademark or trademark of Bethesda Softworks LLC in the United States and/or in other countries. id, id Software, DOOM, QUAKE, Wolfenstein and RAGE are registered trademarks or trademarks of id Software LLC in the United States and/or in other countries. Other product and company names referenced herein may be trademarks of their respective owners. All Rights Reserved.

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SOURCE Bethesda Softworks

Major League Gaming and NCompass International Form Global Partnership Thu, 25 Sep 2014 05:00:00 -0400 PR Newswire

NEW YORK and LOS ANGELES, Sept. 25, 2014 /PRNewswire/ --Major League Gaming (MLG), the global leader in eSports and premium broadcast streaming platform, and NCompass International (NCompass), a leading global experiential marketing agency and top event production company, today announced an exclusive partnership making them the definitive solution for premier gaming events worldwide. The companies will combine their extensive experience to create, produce and broadcast world-class events and promotions for the global gaming industry. This partnership will also introduce new opportunities for brands to tap into the massive worldwide gaming audience through events and sponsorships, on-site activations, broadcast integrations and 360-degree marketing campaigns for the retail, QSR, beverage, CPG and automotive industries.

"Our partnership with NCompass enables us to extend our reach by creating best-in-class events for gamers globally," said Adam Apicella, EVP MLG Properties. "This venture furthers our goal of uplifting competitive gaming and continuing ongoing growth worldwide through premier competition, events and premium gaming content."

Through the collaboration, MLG and NCompass will develop and produce strategic events leveraging MLG's 12+ years running competitive gaming tournaments and NCompass' robust content-driven event expertise while utilizing, MLG's premium video network, to broadcast to millions of viewers. In addition to providing event production, promotion and technical proficiency for partners, the companies will also collaborate on MLG Pro Circuit events and the design and development of the first-ever MLG Stadium in China slated to open in 2017.

"The alliance with MLG provides NCompass with the opportunity to continue to bring our experiential driven approach to producing eSports events as unique broadcast content as well as the chance to bring our expertise in developing and deploying fully integrated marketing campaigns to a new audience," said Ryan Fitzpatrick, Vice President, Lifestyle Marketing and Branded Entertainment,NCompass International. "We are looking forward to growing our business in tandem with the team at MLG as we help our collective brand partners expand their reach and relevancy within the gaming world."

MLG is one of the fastest growing digital networks worldwide, the most recognized brand in eSports and pioneer of the competitive gaming industry. The longest running league in North America, MLG has held 66 large scale events around the globe and most recently,the free to watch, ad-supported, premium video streaming platform built to showcase eSports. MLG works with the most well-known gaming companies in the world to showcase their titles in an eSports capacity giving the best gamers a platform to compete and providing its growing, global audience with instant access to the best in competitive gaming 24/7.

NCompass has cemented their position as leaders in high-profile integrated marketing campaigns and video gaming events through long-term relationships with companies like Activision, Microsoft and Best Buy, to name a few. The NCompass-produced Call of Duty XP in 2011 was a groundbreaking initiative for eSports which, in turn, inspired the celebrated Call of Duty World Championship in 2013 and 2014. Last year, the Best Buy Ultimate Gamers Showdown culminated at the Dallas Cowboys' Stadium making Madden 25 larger than life on the biggest screen in the country. Additionally, NCompass has executed a global tournament for Kinect Sports Rivals with a live culmination at San Diego Comic Con.

For more information, please visit and

About Major League Gaming (MLG):
MLG is the leader in eSports delivering premium gaming content to viewers through its streaming platform - and promoting eSports globally through premier competition. is one of the fastest growing broadcast networks worldwide. Each month the company reaches 20 million highly-engaged fans across the MLG network via web, mobile, connected TVs, gaming consoles and social media. MLG pioneered the eSports industry as the longest-running competitive gaming league in North America andthrough Gamebattles, the largest cross platform online gaming tournament system with 9 million registered users. For more

About NCompass International:
NCompass International is the force behind many of the world's most culturally relevant and successful brand activations. With expertise in creating and activating diverse global campaigns, NCompass is a full-service experiential marketing agency developing and producing world-class engagement marketing and branded entertainment. Headquartered in West Hollywood, CA, with satellite offices worldwide, NCompass prides itself on being on the forefront of culture, developing, creating and implementing some of the world's biggest consumer movements, from massive concerts and brand product launches to major communication initiatives and B2B programs. NCompass is home to multiple Fortune 100 Brands and has been the recipient of numerous industry awards including the coveted Cannes Lion for Branded Content and Entertainment, Effie Award and 16 EX Awards including the Grand EX. In addition, the company is a diversity supplier certified by the Women's Business Enterprise National Council (WBENC). 

Katie Goldberg

Rick Jennings
For NCompass

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SOURCE NCompass International; Major League Gaming

Lionsgate Partners with Finnish Game Developer Next Games Wed, 23 Jul 2014 03:00:00 -0400 PR Newswire

SANTA MONICA,Calif.,andHELSINKI, July 23, 2014 /PRNewswire/ --As part of its recently-announced move into the gaming space, Lionsgate (NYSE: LGF), a premier next generation global content leader, has formed a strategic partnership with the Finnish games developer Next Games and will make an investment in their extended Series A financing round, the two companies announced today.

The announcement follows Lionsgate's recent appointment of games and digital media entrepreneur Peter Levin to be President of Interactive Ventures & Games. The collaboration re-affirms Next Games' strategic approach of relying on intellectual property developed in-house complemented by strategically licensed properties.

Founded last year by gaming veterans from Rovio, Supercell and Disney, Next Games has assembled a team committed to creating lasting global entertainment brands by developing games with high end production values and engaging play experiences. Working in collaboration with AMC, they are currently developing a mobile free-to-play game based on the blockbuster TV series The Walking Dead as well as a game based on their own intellectual property.

"Gaming is a logical next step in extending our content portfolio, and we're very excited about the potential of our partnership with Next Games," said Levin. "Their management team has a proven track record of creating popular and successful brands for some of the industry leaders in the gaming space, and their passion, innovation and entrepreneurial culture are a perfect fit with our own. We see them as a prolific source of the next generation of games, creating exciting and engaging properties based on our franchises as well as new content that we develop together."

"I couldn't be happier to bring Lionsgate, one of the leading entertainment companies and premier content producers, on board with us. They have proven their strength in not only creating fascinating new stories for the world but doing a stellar job of marketing and turning them into blockbuster entertainment franchises," said Next Games CEO Teemu Huuhtanen.

Next Games announced the first part of its external investment round earlier this year, raising $6 million in financing from an elite list of institutional, strategic and private investors.

About Lionsgate

Lionsgate is a leading global entertainment company with a strong and diversified presence in motion picture production and distribution, television programming and syndication, home entertainment, digital distribution, new channel platforms and international distribution and sales. Lionsgate currently has over 30 television shows on more than 20 networks spanning its primetime production, distribution and syndication businesses, including such critically-acclaimed hits as the multiple Emmy Award-winningMad MenandNurse Jackie, the comedyAnger Management, the network seriesNashville, the syndication successThe Wendy Williams Showand the critically-acclaimed hit seriesOrange is the New Black.

Its feature film business has been fueled by such recent successes as the blockbuster first two installments ofThe Hunger Gamesfranchise, the first installment of the recently-launchedDivergentfranchise,Now You See Me,Kevin Hart: Let Me Explain, Warm Bodies, The Expendables 2,The Possession, Sinister,Roadside Attractions'Mudand Pantelion Films' breakout hitInstructions Not Included,the highest-grossing Spanish-language film ever released in the U.S.

Lionsgate's home entertainment business is an industry leader in box office-to-DVD and box office-to-VOD revenue conversion rate. Lionsgate handles a prestigious and prolific library of approximately 15,000 motion picture and television titles that is an important source of recurring revenue and serves as the foundation for the growth of the Company's core businesses. The Lionsgate and Summit brands remain synonymous with original, daring, quality entertainment in markets around the world.

About Next Games

Next Games, founded in 2013 by design veterans from Rovio, Supercell and Disney, focuses on crafting visually impressive, engaging games. Next Games has assembled a team with a profound love for games and a burning desire to develop lasting global entertainment. The company is headquartered in Helsinki, Finland, at the heart of mobile games development, and funded by an elite list of private investors.

Further enquiries:

Peter D. Wilkes

Next Games
Saara Bergstrom

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SOURCE Lionsgate