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What are Character IP Licensing Agreements and Royalties? A Thorough Explanation of Types, How to Determine Them, and More

Disney's retail sales from licensed products are $62 billion annually. That is an enormous scale, equivalent to approximately 9.3 trillion Japanese yen.

Supporting this massive market is the mechanism known as a "licensing agreement." This is like rent for leasing a "prime location store" that is a character, or a toll for driving on the "expressway" of brand recognition.

"How much does it cost to use this character?"

As a producer, this was the question I received most often from manufacturers and advertising agencies. However, this "market rate" is surprisingly rarely made public. Even if you search online, there is no information anywhere that summarizes concrete figures that can be used in actual practice.

Therefore, in this article, I have visualized all the "norms" and "market rates" of this industry, which have been a black box. I have thoroughly organized everything from royalty rate ranges by category and IP rank to the structure of contracts. By the time you finish reading, you should be able to immediately judge whether a condition is reasonable during negotiations and move projects forward with confidence.


What are Licensing Agreements and Royalties in the First Place?

Before we get into the main topic, I would like to organize the terminology.

A licensing agreement is a contract in which the party holding intellectual property rights, such as patents, trademarks, or copyrights (the licensor), grants a third party (the licensee) permission to use, manufacture, or sell those rights in exchange for compensation. In the case of character IP, this refers to the mechanism of giving permission to "use" the character's design or name.

There are two parties involved. The party holding the rights is the Licensor, and the party using them is the Licensee. The compensation paid by the licensee is the royalty (compensation paid by the user to the rights holder who has the right to use; also called a copyright usage fee). There are methods where a certain percentage of sales is paid, and others where a lump sum is paid. The metaphors of "rent" and "toll" used at the beginning refer precisely to this compensation.

Why does this mechanism work? The reason is simple: it is beneficial for both sides. The rights holder can earn revenue from IP that they cannot fully utilize on their own. The user can legally borrow the character's popularity and worldview to add value to their own products or services.

However, even though we use the term royalty, the actual money involved is not just one type. This is where this world becomes difficult to understand, and knowing this is the point that changes the quality of your negotiations.

Note that in this article, for ease of understanding, I refer to the licensor (rights holder) as the "IP side" and the licensee (the party making the product) as the "manufacturer."

The Big Picture of Money Involved in Character IP

Now, let's organize the money involved when you say, "I want to use a character." Broadly speaking, there are three types: merchandising royalties, advertising usage fees, and character usage fees.

The first thing most people think of when they hear "license rate" is merchandising royalties. But in actual business, there are very many cases where the second and third types of costs are incurred simultaneously. If you don't know this, your budget will balloon to double what you expected.

Let's look at them in order.

Merchandising Royalties (MG + Rate)

The cost when putting a character on a product and selling it. It has a two-layer structure.

The first is the MG (Minimum Guarantee). In English, this is the minimum guaranteed payment. It is money paid at the time of the contract, and in many cases, it is paid in the month following the contract.

The second is the royalty. When a product is sold, a certain percentage of the sales is paid.

To put it very simply, MG is a "prepaid fixed amount," and royalties are a "commission based on sales."

For example, suppose you sign a contract with an MG of 5 million yen and a royalty rate of 5%. If the product sells 200 million yen, the royalty is 10 million yen. Since the 5 million yen MG has already been paid, the mechanism is to pay the remaining 5 million yen as an additional amount.

Conversely, if the product does not sell well and the royalties fall below the MG, the 5 million yen will not be returned. That is why it is called a "Minimum Guarantee."

There is one important point here. In Japan, royalties are based on the "retail price," meaning they are applied to the retail price. On the other hand, overseas, they are often based on the "wholesale price" ({Licensing International}). Since the wholesale price is about 50% of the retail price, 10% overseas is almost the same as 5% in Japan.

If you don't know this difference, you might mistake the rate for an overseas IP as being "high."

Advertising Usage Fees

Second. When using a character for advertising or sales promotion, this is money charged separately from merchandising royalties.

While merchandising royalties are "sales-linked," advertising usage fees are a lump-sum payment determined by "period x media."

Media Market Rates (1 Quarter / 3 months)
・TV CM (National Network) 10 million to 40 million yen
・Web Advertising/SNS Campaign 4 million to 25 million yen
・In-store POP/Promotional Materials Hundreds of thousands to several million yen
・Event Usage Hundreds of thousands to several million yen

If you use a national character in a TV commercial, it costs tens of millions of yen. If it's for regional in-store POP, it's hundreds of thousands of yen. It fluctuates significantly depending on the popularity of the IP and the scale of the media (Reference: jeki Explanation of the Reality of Character Usage Fees). It is a world with a wide range of fluctuations.

Character Usage Fees

Third. This is money charged for the right to use the character's image or design itself. For example, posting a character on your company's website, putting an illustration on packaging, or using it for an event's key visual. You are not selling it as a product, nor are you placing it as an advertisement. However, as long as you use the character's image, this cost is incurred.

Many of the collaborations and tie-up projects seen recently also involve these character usage fees. Collaboration menus at restaurant chains, limited collections with apparel brands, and tourism campaigns by local governments. Since character images are used in various situations in such projects, character usage fees are incurred separately from merchandising royalties and advertising usage fees.

Market rates vary greatly depending on the IP rank and scope of use, but the guideline is several hundred thousand to several million yen for an annual contract. For Tier 1 class IPs, licensing the use of just one design can reach several million yen. On the other hand, depending on the IP rank, there are cases where no character usage fee is set.

Cases where all three overlap

This is where the pitfall lies. For example, consider the case of developing character snacks nationwide.

Because you are making a product, there is merchandising royalty for related goods. Because you use the character on the snack packaging, there is a character usage fee. Because you use the character in a TV commercial, there is an advertising usage fee. All three run simultaneously.

If the product royalty is 5 million yen, the character usage fee is 2 million yen, and the advertising usage fee is 8 million yen, the total is 15 million yen. If you only look at the figure of "5% royalty," you cannot see this overall picture.

However, depending on the contract, there are cases where it is a comprehensive contract that bundles multiple fees. Whether or not you can propose "Could you also include packaging and advertising usage in the bundle?" at the negotiation stage will significantly change the total cost.

Rate Table by Category

This is where we get into the main topic.

I have organized the royalty rates for merchandising based on data published by the Japan Patent Attorneys Association, while also incorporating my own practical experience. First, let's look at the average royalty rates by IP genre (domestic Japan, based on retail price).

IP Genre x Average Royalty Rate

  1. Talent-related: 6.0%

  2. Toys: 5.8%

  3. Art-related: 5.7%

  4. Game-related: 5.4%

  5. Movies: 5.3%

  6. Original Animation: 5.2%

  7. Mascots: 5.0%

  8. Manga-related: 4.4%

They generally fall within the 4-6% range. The mode is 5%. Talent-related rates are higher because portrait rights and agency management costs are added on. The lower rate for manga is influenced by the structure where the creator's share of the copyright is diluted by going through a publisher.

Next, by product category. These are the figures used most often in practice.

Product Category - Domestic Japan (Retail Price) / Overseas - Western Countries (Wholesale Price)

  1. Food & Beverage: 4-5% / 3-6%

  2. Stationery & Sundries: 4-6% / Around 5%

  3. Toys: 5-6% / 10-12%

  4. Apparel: 7-10% / 8-10%

  5. Games: 5-6% / 10-12%

  6. Prizes (Crane Game Prizes): 3-5% / 5-8%

What you need to be careful about is that you cannot simply compare Japanese and overseas figures. There is the difference between retail price and wholesale price mentioned earlier. In many cases, the actual burden does not change that much.

Why does this difference exist? The reason is simple: the cost structures are different.

Apparel is expensive because there is room in the cost-of-goods ratio. Food has a tight cost-of-goods ratio, so there is little room to add royalties. Prize items are on the lower side because, despite the low unit price, the lot size is large. It is designed on the premise that the IP side will also 'earn through volume.' The profit structure for each product category is directly reflected in the royalty rates.

This covers the 'big picture of money' and the 'market sense of royalty rates.' I think you now have the figures at hand that you couldn't find even by searching online.

However, to be honest, even if you know the figures in the table, you cannot use them in a negotiation setting. Royalty rates fluctuate. They can easily change by two to three times depending on the IP rank, contract terms, and negotiation dynamics.

From here on, based on my experience sitting at the negotiation table as an IP producer, I will write everything about 'how royalty rates are determined,' 'what happens in the tug-of-war over MG,' and 'what the IP side is actually thinking.' I have made the content such that even people in the industry will think, 'Are you really going to write that much?'

It should be worth reading before you sit at the license negotiation table.

5 Factors That Change During Negotiations

The figures listed so far are merely 'guidelines.' In actual negotiations, royalty rates fluctuate significantly due to at least five factors.

The first is IP rank. This has the biggest impact.

IP Rank Japan Overseas Local mascots/municipal systems Approx. 3% - General characters 4-6% 5-8% Influential IP (Chiikawa, Puppet Sunsun, etc.) 8-10% 8-12% Tier 1 (Disney, Sanrio, etc.) 8-10% 12-15%

In the case of Disney, there are instances where it is as high as 22% overseas. On the other hand, there are also IPs like Kumamon where domestic usage fees are free. By the way, sales of Kumamon-related products exceed 100 billion yen annually. It is at this scale even for free. The power of an IP cannot be measured by royalty rates alone.

The second is the product category. As seen in the table above, apparel is high and food is low.

The third is the contract period. It is easier to get a lower royalty rate for a 3-year contract than for a 1-year contract. From the IP side's perspective, this is because long-term stable income can be expected.

The fourth is the sales region. Is it only within Japan, throughout Asia, or global? The wider the region, the more room there is for royalty rate negotiation. However, if the region expands, the MG will also jump up. This is a trade-off.

The fifth is the minimum production quantity. The larger the lot size, the easier it is to get the royalty rate lowered. For the IP side, it is also more reassuring to have a guaranteed, substantial amount of sales.

These five factors intertwine to determine the final royalty rate. The figures in the table are merely a starting point.

The Reality of Royalty Negotiations as Seen by a Producer

From here on is my primary information.

In license negotiation settings, the topic of royalty rates actually comes up in the second half. The first thing that gets discussed is the MG amount.

I will write down the market price for MG (Minimum Guarantee). For small to medium-sized enterprises, it ranges from 300,000 to 2 million yen. For TV anime characters (1 cour), it starts from 4 million yen. For highly popular characters, it can sometimes exceed 25 million yen for 1 cour.

When sitting at the negotiation table as a producer on the licensor side, the first thing manufacturers worry about is whether they can recover the MG. Whether the royalty is 5% or 6% is far less scary than the deficit that occurs if the MG is not met.

That is why manufacturer representatives start by asking, 'Can you lower the MG?' before discussing the royalty rate.

Conversely, the IP side thinks, 'I can lower the royalty rate by 1%, but I want to defend the MG at all costs.'

Why? Because MG is guaranteed income. Royalties don't come in unless the product sells. But MG is guaranteed once the contract is signed. For the IP side, MG is the lifeline of cash flow.

There is one more thing I noticed while being on the front lines.

You cannot judge whether a license agreement is 'expensive' or 'cheap' just by looking at the royalty rate. For example, even with the same 5% royalty, the actual cost is completely different between a case where the IP side provides generous promotional support and a case where they just hand over the contract and leave it at that.

Sanrio's operating profit margin is 35.8%, and its licensing business is driving that. But Sanrio is strong not because their rates are high. It's because they have a system that 'makes the licensee money.' Event attendance, shelf space in stores, SNS measures. Because of that support, manufacturers are willing to pay high royalties to sign a contract.

Disney, the world's largest licensor. When I ask the manufacturers they deal with, they all say in unison, 'Disney is strict, but they sell.'

When I was on the front lines, there was a time when I only looked at the royalty numbers. But one day, I realized that even with the same 5%, the expressions of the manufacturers were completely different between 'IPs that make you money' and 'IPs that hand you a contract and abandon you.'

It is not the height of the rate, but the presence or absence of a system that sells that becomes the deciding factor for a contract. This is something I finally understood after sitting at the negotiation table many times.

FAQ: 5 Frequently Asked Questions

When I talk about licensing, the same 5 questions usually come up. I will answer them all together here.

Q1. Can I sign a character license agreement as an individual rather than a corporation? Yes, you can. However, in many cases, the IP side is not used to contracting with individuals. It goes more smoothly if you have a corporate entity. Recently, more IPs are issuing licenses to individual creators who have e-commerce sites on platforms like BASE or STORES.

Q2. Can the royalty rate be lowered through negotiation? It can be bargained. However, you will have to balance it out somewhere, such as by increasing the MG in exchange for lowering the rate, shortening the contract period, or narrowing the sales territory. It is difficult to get 'just lower the rate' approved.

Q3. What happens if I cannot prepare the MG amount? In many cases, the MG is paid in the month following the contract month. Naturally, if you cannot prepare the full amount, the contract will not be concluded. However, there are cases where negotiation for installment payments is possible.

Q4. Are royalty rates for overseas IPs higher than in Japan? They feel high if you only look at the numbers. Like 12-15% for Disney. But as I wrote earlier, overseas rates are based on wholesale prices, so when converted to retail prices, it's about 6-7.5%. It's not much different from Japanese IPs. However, the MG often has a different number of digits.

Q5. What is the royalty rate for an IP that is not yet well-known? For local mascots or municipal-related characters, it's around 3%, and in some cases, there is no usage fee. Kumamon is a prime example of this. If it is a new IP with no track record, I think it is common to start at around a 3% royalty rate + 300,000 yen MG.

If you are currently thinking about putting a character IP on your brand or content, I want you to start with this table as a baseline. Whether or not you have a sense of the market price for royalty rates makes a huge difference in the starting line of negotiations. Just knowing it becomes a weapon. It is that kind of information.

And so, that is all.

Licensing business royalty rates are common knowledge if you are in the industry. However, from the outside, they look like a black box. Today, I have opened that lid.

However, to reiterate, looking only at the royalty rate figure is meaningless. The setting of the MG, the promotional support from the IP side, and the combination of contract terms—negotiations are a comprehensive battle of all these factors.

For those who want to delve deeper into the structure of the IP business, I have an article that organizes how Chiikawa created a 100 billion yen economic zone using a partner map, so please take a look at that as well.

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