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00:00 – Introduction
00:50 – Yuki's path from live sports broadcasting to global PR and marketing
02:50 – Formats: adapting Japanese hits vs building new ones for the world
04:15 – How Old Enough went from a 30-year-old Japanese show to a Netflix global release
05:55 – Why audiences were divided on Old Enough, and how the show won them over
09:15 – Relaunching Old Enough as a format, and the versions it has inspired
11:55 – Inside Gyrokuro Studios: creating formats from zero with a global audience in mind
14:45 – What makes a format travel across borders?
16:40 – How much flexibility should local producers have when adapting a format?
18:15 – The Hotspot on Netflix: why a very Japanese story has universal appeal
21:35 – Managing character IP and taking a beloved Japanese brand global
24:50 – The anime pipeline: from manga and series to film and merchandise
27:05 – Why the opportunity for IP is "limitless" in the era of digital, social and VTubers
29:05 – Viral Pocket: Nippon TV's push into vertical content
30:15 – Sponsor integration and micro dramas: how Viral Pocket works
31:40 – Why building vertical-first beats adapting horizontal content
32:50 – Why Nippon TV is happy to be first to test new media
36:40 – Advice for global partners looking to work with Nippon TV
38:10 – Closing thoughts
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03:10 – Introduction
03:45 – From Disney Japan to Scopely to SEGA: Justin's career journey
05:10 – What does transmedia actually mean for a games company?
07:40 – How do you manage IPs at different life stages? Sonic at 35
10:25 – How Roblox introduced Sonic to a new generation of fans
12:20 – Why the people buying Like a Dragon merchandise aren't the ones playing the game
19:45 – How do you stay true to a franchise's DNA while bringing in new audiences?
26:45 – Why building a franchise in Asia takes a different approach
35:05 – Why fan events are about celebrating fandom, not making money
39:45 – From Balenciaga to Walmart: how does SEGA balance exclusivity and accessibility?
44:30 – How does SEGA decide which partnerships are right for an IP?
49:25 – Why location-exclusive merchandise drives fandom
58:50 – Why Sonic, Crazy Taxi and Stranger Than Heaven need different Netflix strategies
01:05.00 – The first steps to turning a hit into a franchise
01:10:30 – Why the games industry has reason to be optimistic
01:13:00 – How Japanese IP is becoming a global play
01:15:40 – Closing thoughts
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00:00 – Introduction
1:50 – Why writing the newsletter revealed a skill Perla didn't know she had.
3:55 – What The Odyssey's cultural takeover tells us about audience psychology.
4:40 – Why core fandoms are a trusted channel, not a risk to avoid.
5:45 – How empowering existing fan creators builds a new lease of life for a franchise.
7:05 – What it means to give fans a literal seat at the table in game development.
7:50 – Why brand loyalty and brand fandom are not the same thing
10:15 – How to expand a brand story without replacing what fans expect.
12:35 – What "being additive to the fan experience" actually looks like in practice.
13:35 – Why “ownability” matters more than hype, and what brands get wrong about mental availability.
16:05 – How Nike stakes an ownable claim in niche sports like calisthenics.
23:45 – What does it mean to add depth to a brand: the case for (and against) getting on Substack.
26:05 – How Red Bull became a media company in its own right.
28:36 – Why shared cultural references work even for people who've never seen the source material.
30:05 – Why reactive marketing vs. long-term strategy dos and don'ts need to be set long before the trend hits.
32:40 – The mindset shift Perla thinks marketers need over the next five years.
34:55 – Closing thoughts.
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0:35 – Introduction: how Mathias Gredal Nørvig became CEO of SYBO
3:20 – Unpacking almost 5 billion downloads: what gave Subway Surfers its "lightning in a bottle" spark
6:25 – The moment Subway Surfers stopped feeling like a hit game and started feeling like a franchise
8:30 – How SYBO knows when an IP has broken into the wider cultural conversation
11:15 – Why Easter eggs and cultural nods were built into Subway Surfers from day one
14:00 – Defining SYBO today: game studio, IP owner, or entertainment company?
16:15 – How SYBO finds the right tone for IP expansion and measures success beyond game metrics
19:40 – How platform mechanics, from TikTok to Instagram, shape the way SYBO tells stories
22:35 – Why balancing UGC freedom with protecting the Subway Surfers DNA is key to fan engagement
25:00 – Where overexploitation begins: lessons from SYBO's licensing journey
30:50 – How SYBO manages one breakout IP alongside new bets like Blades of Brim and Subway Surfers Cities
38:00 – Inside the Brawl Stars x Subway Surfers collaboration
41:10 – How SYBO turns a viral spike into lasting retention once the crossover hype fades
43:40 – What Mathias would advise to anyone starting a new mobile-first IP today
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0:00 – Who is Shelley Macintyre, and what does BBC Studios' Brands & Licensing division actually do?
1:10 – What does "show to shelf" mean in practice?
3:00 – How did a career at Unilever, Coca-Cola, and SipSmith prepare Shelley to build entertainment franchises?
12:10 – With such a wide catalogue of IP, how does BBC Studios decide what fits where?
12:45 – What's the three-step journey from cultural relevance to fan demand to commercial conversion?
15:00 – What makes Bluey's storytelling work for toddlers and their exhausted parents at the same time?
18:00 – How does a 60-year-old IP like Doctor Who stay relevant to new fans and nostalgic ones alike?
21:25 – What does it mean for a brand to have "permission" to stretch into new territory?
26:20 – What were the earliest signals that Bluey was becoming a global franchise, not just a hit show?
30:00 – How does BBC Studios think about fan-made content it doesn't control?
34:10 – Beyond sales, what actually signals a franchise is healthy?
36:50 – How different is the platform strategy for Doctor Who's core fans versus Bluey's stretch audiences?
40:35 – How do you localise a global franchise like Bluey without losing what makes it "Bluey"?
43:45 – With the Bluey movie landing in 2027, how do you keep a franchise from becoming overexposed?
47:55 – What are the first questions Shelley asks when a new IP shows franchise potential?
53:20 – What can traditional media learn from creators building their own IP — and what can creators learn back?
59:00 – Where is Shelley least confident the industry is getting it right?
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00:00 – Introduction
00:30 – From strategy consulting to Formula E: how does that background shape building a commercial operation inside a sports series?
07:45 – Fans regularly ask for a standalone Formula E game. What's the thinking behind not building one?
09:10 – What did the NFT racing game in Season 7 teach the team about evaluating new opportunities?
11:35 – Without revenue pressure on the gaming side, how does that change who Formula E chooses to partner with?
19:00 – Why the team baked creative flexibility into their Roblox IP activation from day one
20:25 – What is Brainrot, and what made it the right fit for Formula E's Roblox audience?
22:20 – What did the response to the Brainrot trailer teach the team about which channels suit which content?
23:15 – How a brand can actually get discovered on Roblox
27:50 – Beyond player numbers, what does a gaming partnership deliver for a team or sponsor's media value?
31:10 – Why does the physical Gaming Arena remain Formula E's most popular fan village activation?
35:45 – Is gaming simply another distribution channel for Formula E's IP, or something fundamentally different from broadcast?
40:05 – Where does Sanjay see the biggest untapped opportunity for Formula E's IP right now?
47:10 – How well do brands currently understand the value of a gaming audience?
53:25 – What's the mindset shift that separates sports properties building lasting IP ecosystems from those simply accumulating licensing deals?
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EPISODE NOTES
0:00 – Introduction
0:40 – 28 years at Ubisoft: from assistant brand manager to running Film & Television
2:55 – Why there's never really been a "playbook", and why one would be obsolete within six months anyway
6:00 – What The Last of Us as can teach about timing that you just can't manufacture
7:55 – Why Assassin's Creed on Netflix and Five Nights at Freddy's require completely different playbooks
10:20 – What really makes a game IP "cinematic"
13:25 – 4 Million views on TikTok: how the Rabbids clips overtook the game as the entry point to the IP
19:45 – Why sometimes ignoring fan backlash is the right move.
20:36 – Why creator passion for the IP matters more than industry pedigree
23:11 – The current gold rush of game adaptations, and why "movie number two" is where the real franchise test happens
26:49 – Fandom over format: why book, game and creator-economy audiences are all the same asset
27:56 – How Ubisoft keeps its own creative talent, and audiences, from franchise fatigue
34:26 – How a local-first strategy can help beat over-saturation
35:15 – What actually separates a franchise from a one-hit wonder
37:40 – Managing fan expectations (and leaks) on IP that's always "in development"
42:00 – Where games and entertainment convergence goes next
44:52 – Why turning fans into co-creators is the key to keeping them for life
--
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EPISODE NOTES
00:00 – Introduction
02:45 – What did it take to build Banijay Branded Entertainment from scratch?
03:50 – Just how big is Banijay, and where does branded content sit within that scale?
05:35 – How does sport fit into Banijay's storytelling strategy?
07:15 – What's the real difference between branded entertainment and advertising?
09:45 – How branded entertainment plays the long game when younger audiences are choosing brands based on values.
11:55 – How do you find the right genre match for a brand?
12:35 – Why telling a values-led story always trumps selling a product.
15:40 – How do you actually measure success in branded entertainment?
17:00 – What did Changing Rooms x Dulux prove about branded content driving real sales?
19:40 – Are more brands building branded entertainment into their strategy from day one?
23:40 – Why does timing matter so much, and why is coming in early the key to a natural, non-invasive integration?
26:00 – Why is branded entertainment becoming more important as commissioning budgets shrink?
32:55 – How do you extend content into live experiences without losing the heart of your IP?
43:30 – What are the two biggest misconceptions brands have about branded entertainment?
45:00 – Where is branded entertainment heading next, and will it become a standard line in every brand's marketing mix?
47:55 – Closing thoughts
--
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0:00 – Introduction
0:15 – The numbers behind the ballot: 1.3 million entries and counting
2:00 – Why "inspiring activity" is the mission, not just running a race
3:15 – The enduring power of broadcast in a declining-audience world
7:40 – What London Marathon Events actually does for the other days of the year
8:45 – Inside the year-round product and tech cycle behind race day
12:45 – How LME approached building its app: from blank page to tracking thousands of runners
15:00 – How to choose vendors, and the red flag that ends a pitch
16:50 – How to turn ballot rejections into on-ramps for engagement
20:00 – Why it’s key to build products for every kind of runner
24:55 – Where AI actually will disrupt the most
32:35 – What happens when organisations bet everything on AI
37:25 – How LME builds a roadmap in a fast-moving world
45:35 – What dwell-time data really proves
47:00 – What's next: fusion events and expanding LME's reach
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0:00 – Introduction
1:35 – Why Trivial Pursuit Infinite was the experiment that changed everything
3:00 – Inside the moment that led to an AI Ouija board with 250,000 interactions in 72 hours
4:20 – Why iconic IP lands completely differently with AI voices
5:00 – Why traditional licensing isn't built for characters that speak in real time
5:40 – What is the character operating system — and what is the golden record?
8:20 – How Behavioural licensing came to be, and why it didn't exist before Sixth Wall
8:45 – Why infringement at scale is actually a signal, not just a problem
9:40 – What happens when you ask an LLM "Peppa, do you like bacon?"
15:15 – What happens when your characters run their own 24-hour station, and how it informs character deployment
18:50 – Why Hasbro got talent compensation right before going to market
23:35 – 12 characters live now, vaults full of IP to come — what's the roadmap?
28:40 – How inbound and outbound moderation keeps characters in canon and safe
31:30 – Why CEO buy-in and a culture of experimentation are so important
38:01 – Sixth Wall is open for business: character-as-a-service, and what that actually means
40:40 – What is the vision for the future of Hasbro's AI characters?
--
🎧 Subscribe to The Speakeasy
🌐 Visit our website: www.seg3.com
📩 Join our newsletter for weekly deep dives into culture & technology: https://seg3.beehiiv.com/
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