Key takeaways

  • In two weeks in August, three companies that own large kids' audiences either scaled their own game-making or opened a world they own to another brand.

  • On 21 August adidas opened a location inside Toca Boca World, an app with close to 60 million fans, hosted by Spin Master.

  • Mattel formed a games studio of nearly 300 people on 13 August. Lingokids hired a studio head on 27 August to scale the team that makes games around Disney, Marvel and Pixar characters.

  • What the three share is capability, not strategy. Each has decided that making games is something it does itself. Only some have opened that world to other brands.

  • A brand now chooses between three landlords: itself, a creator on an open platform, or an IP owner that built a world for its own audience.

  • Renting from an IP owner buys a pre-matched audience and brand safety already handled, in exchange for the host's rules on data, duration and creative.

  • Four questions before committing budget: who owns the audience data, what persists after the campaign, whether the brand can come back, and how it is measured.

A brand as a guest in another brand's house.

On 21 August adidas opened inside Toca Boca World¹. A free outdoor location with a skate park, a basketball court and a football pitch, premium style packs and limited-edition items given away in-game. The target was tween girls, who start dropping out of sport around 14. Spin Master hosted it in the world with close to 60 million fans.

Toca Boca World is an app rather than a Roblox game. Brands inside popular games are nothing new, the difference here is the landlord. Toca Boca owns the world and the relationship with the children in it. It has decided that relationship is something another brand can borrow, on its terms.

We don't know whether adidas paid for access or if their branded content was the benefit in kind. Either way the host set the terms and adidas is a guest in someone else's house.

It wasn't the only decision of its kind in August.

Three announcements in a fortnight.

  • 13 August. Mattel forms Mattel Game Studios. A company that already made its own mobile games put nearly 300 artists, designers, engineers and live operations specialists under one roof to make more of them, including original experiences on Roblox and Fortnite². Builds its own, at scale.

  • 21 August. Toca Boca opens the adidas location. A company that built a world for its own audience lets another brand in. Lets a guest in.

  • 27 August. Lingokids hires a studio head. A platform used by more than 20 million children a month named Mathias Royer, formerly of Tilting Point, to scale the in-house studio that has spent 18 months making games around Disney, Marvel and Pixar characters³. Brings other companies' characters to its own audience.

They aren't one strategy. Mattel is building for its own brands and its announcement says nothing about hosting anyone else's. What the three share is capability. Three companies that own large kids' audiences have decided that making games is something they do themselves, at scale.

That capability is the precondition for the rest. A company that can build its own world can also decide who else gets to be in it. Two of the three have started.

In the last newsletter I made one last point before closing: a world with a returning audience becomes somewhere other brands want to be and hosting them costs the host nothing in retention⁴. I gave a Roblox example, an IP-owned world hosting a film brand. What August shows is an IP owner outside Roblox doing the same thing on purpose.

Three landlords to choose between, not two.

For most of the past five years a brand director thinking about a persistent presence in gaming chose between two landlords. Themselves, by building an owned world, which starts with nobody in it and suits IP people already love. Or a creator on an open platform, by integrating into a popular game, which borrows that creator's audience for a few weeks and commands a fee that scales with the audience⁵.

The third landlord is an IP owner. On paper the deal looks like the second: the host holds the data, sets the duration and ends the placement. The difference is that this host is itself a consumer brand, with its own products, its own brand-fit veto and sometimes its own shop in the same world. A creator wants the placement to work. An IP owner wants that too, but wants its own brand to come first.

adidas has used both in three months, a Roblox creator in the spring⁵ and an IP owner in August. The same brand using two landlords is a good illustration of what persistent presence looks like.

What each landlord gives and takes.

None of the three is right for every brand. The brand's goals decide, which is the argument I made back in Edition 6.

Be the landlord. The brand keeps everything: the data, how often the world updates, the world itself after any campaign ends. It costs money to build and more to keep alive. It starts with zero players and it suits brands with IP the audience already knows.

Rent from a creator. Fast reach, millions in front of the brand in week one, an integration at any budget. The audience belongs to the creator, the placement ends when the campaign does and the fee rises with play.

Rent from an IP owner. The audience is already there and already the right age: tween girls or pre-schoolers or whichever the host built for. The host has already done the work on brand safety and age-appropriateness and has as much to lose as the brand. A creator has every reason to be careful. An IP owner whose own name is on the door has no choice. In exchange the host sets the rules on data, duration and creative. The host's own brand is also in the same room and comes first. When the campaign ends the room is still theirs.

Be the landlord

Rent from a creator

Rent from an IP owner

The audience

None at launch, built from zero

The creator's, borrowed for weeks

Already there and already the right age

Who sets the rules

The brand

The creator

The IP owner, which is also a brand

Brand safety

The brand's own job

Depends on the creator

Already handled by the host

After the campaign

The world is still the brand's

Placement ends

The room is still the host's

Cost structure

Build, then keep alive

Fee that scales with the audience

Set by the host

Works for

Brands with IP the audience knows

Fast reach at any budget

Reaching a specific age group quickly

Four things to think about before committing budget.

A brand director considering a placement inside an IP owner's world should get answers to these first.

  1. Who owns the audience data. What comes back to the brand: nothing, aggregate data or something it can act on. With under-13s, children's privacy law says the answer has to be 'very little'. That's fine as long as it's known beforehand.

  2. What persists after the campaign. Does the location stay? Do the items players bought or earned stay in their inventories? Or does the whole thing come down on the end date?

  3. Whether the brand can come back. Is there a path from a one-off placement to a standing presence and what does it cost? Or is every campaign a fresh negotiation from zero?

  4. How it's measured. Whose dashboard, what counts as a session and whether the numbers are comparable to the ones a brand would use to judge its own world: retention, time spent and what the attention would cost to buy elsewhere⁴.

The fourth is where the two sides can disagree. A host reports the numbers it tracks, which are numbers that suit its world. The question is whether they're the same ones the brand would use anywhere else.

The same four questions have easy answers for an owned world, because the brand is the host. That's the trade-off in a nutshell.

Where that leaves brands.

The companies that own large kids' audiences now build their own worlds and some of them have started opening the door.

A brand hosted by an IP owner gets a matched audience faster than it could build one and a landlord with a brand of its own. The brand's goals still decide and the clearest test is a question about the day after the campaign ends: what does the brand want to still own?

Daniel O'Sullivan LFG Studio [email protected]

FAQ

How do brands get into kids' games? Three ways. A brand can build and run its own world, which it then owns outright. It can integrate into a popular game on an open platform such as Roblox, borrowing that creator's audience for a few weeks. Or it can buy a placement inside a world an IP owner built for its own audience, such as adidas inside Toca Boca World in August 2026.

What is the adidas Toca Boca partnership? On 21 August 2026 adidas opened a free outdoor location inside Toca Boca World, Spin Master's app with close to 60 million fans, alongside premium style packs and limited-edition in-game items. The brief was tween girls, who start dropping out of sport around 14. No commercial terms were published.

Is it better to build a branded game or place a brand in an existing one? Neither is right for every brand. Building means starting with no players but owning the data, the update cadence and the world after any campaign ends. Placing means reaching a matched audience immediately, on the host's terms, with nothing left behind on the end date. The brand's goals decide.

What should a brand ask before buying a placement in someone else's game? Four things. Who owns the audience data that comes back. What persists after the campaign, including whether items players earned stay in their inventories. Whether there is a path from a one-off placement to a standing presence. And how it is measured, specifically whether the host's numbers are comparable to the ones the brand would use to judge its own world.

Can brands get audience data from kids' games? Very little, and that is a legal constraint rather than a negotiating position. With under-13s, children's privacy law limits what can be collected and passed back. Aggregate reporting is usually the most a brand should expect, which is workable as long as it is understood before the budget is committed.

Why are toy and kids' media companies building their own game studios? They already own the audience and the characters. Building the interactive layer in-house rather than commissioning it gives them control of the place where that audience spends time. Mattel, Spin Master's Toca Boca and Lingokids each did some version of this in August 2026. The consequence for brands is that some of those companies can now decide who else gets to be in that world.

Footnotes

  1. License Global, Toca Boca and adidas Team Up to Inspire Tween Girl Athletes, 21 August 2026. Launched worldwide 21 August. "Close to 60 million fans" is the source's figure. The source describes a collaboration and gives no commercial terms.

  2. Mattel, Inc., Mattel Game Studios Forms to Accelerate Digital Games for Hot Wheels, UNO, and More corporate newsroom, 13 August 2026. The studio consolidates Mattel163, which has self-published mobile titles since 2018; licensed games developed with partners continue alongside.

  3. License Global, Lingokids Hires Former Tilting Point Studio Head, 27 August 2026.

  4. The Play for Brands, Edition 9, How Much Money Does a Branded Roblox World Actually Make?, 26 August 2026.

  5. The Play for Brands, Edition 6, What a Roblox Brand Integration Costs in 2027, 15 July 2026. Usage-based integration fees from 2027: Roblox takes $1.50 per thousand qualifying visits in the US and $0.75 in the UK and comparable markets. The adidas × Tower Defense Simulator integration ran 22 May to 12 June 2026.