Precursor to the Metaverse: Best Practices for In-Game Trademark Licensing

Maca Rotter

La Panadería Licensing & Marketing / Arena Esports GG - Mexico

Danny Marti

Tencent - United States

Andro Miralrio

Tencent - Mexico

Patricia Revuelta

Abril Abogados - Spain

Precursor to the Metaverse: Best Practices for In-Game Trademark Licensing

Today, video games are played by over three billion people across the globe; this is more than a third of the world’s population. Video games have become more interactive, with vast improvements in technology making the experience of gamers more immersive. As video games continue to capture the imagination of a growing share of consumers worldwide, brands are increasingly looking to these games as an engaging and innovative platform to maximize the value of their IP and reach a wider audience. Against this backdrop, topics discussed in this panel will include:

– Opportunities, emerging trends, and best practices for the licensing of trademarks in popular digital platforms like video games
– Lessons learned and considerations of video game studios and brands in leveraging video games as a platform to promote branding and add value to intangible assets
– Evolution of consumer marketing from static ads to interactive and immersive entertainment

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