The Magic of Licensing: Harry Potter One of the hottest properties in merchandise licensing is Harry Potter, which has grossed bil-lions of dollars in global retail sales. Not bad for a bespectacled 11-year-old boy. The fictional Harry has come a long way since he first appeared in a 1998 children’s book, the first of seven by then-unknown author J. K. Rowling. In novels that appeal to both children and adults, Harry evolved from an unhappy orphan to a confident young wizard. Globally, Potter books have sold more than 500 million copies in more than 80 languages in some 200 countries. Warner Brothers, which purchased exclusive licensing rights to the series, produced and released eight Harry Potter movies, all of which rank among the 30 top-grossing films of all time. In total, the movies have generated more than $8 billion in worldwide receipts, the second-highest-grossing film series of all time. 426 Warner allows companies worldwide to use Potter-related images on manufactured products such as game software, children’s furniture, school supplies, toys, and clothing in exchange for a royalty, a percentage of the sale generated by the licensed product that the manufacturer pays to the licensor. The ability to associate these images with manufactured products greatly increases the products’ sales potential, allowing them to command high prices. Licensing deals (and book sales) have made Rowling one of the wealthiest women in the United Kingdom. Warner licenses Harry Potter to many companies around the world by using contractual entry strategies. Some companies produce artifacts, products seen in the films that do not have Harry’s name on them. California’s Jelly Belly Candy Company created Harry’s favorite candy, Bertie Bott’s Every Flavour Beans, in flavors such as earwax and sardine. LEGO makes construction kits for kids to build their own Hogwarts castle. Mattel makes Harry Potter toys, including card games, play sets, chess sets, and action figures. Electronic Arts (EA), the popular software game producer, paid Warner for a license to develop and market video games that are played on the Internet, video game consoles such as Sony’s PlayStation, and cell phones. Fans can play a virtual version of Quidditch, which is like aerial polo with contestants flying on broomsticks. EA released a total of eight games based on the films and books. Hogwarts Mystery and Wizards Unite were re-leased in 2018 for iOS and Android smartphone platforms. Goodwin Weavers, a home furnishings company, also has a Harry Potter license and produces Potter tapestry throws, wall hangings, decorative pillows, pillow buddies, and fleece. P. J. Kids made a line of Potter beds that sold extremely well despite a price tag of nearly $2,000, demonstrating the magic of licensing a popular brand. Warner also sells licenses to service firms. For example, the theme park attraction the Wizarding World of Harry Potter is a key attraction at Universal Orlando Resort in Florida. The licensing process has been self-generating—each new Harry Potter book yielded a movie, which boosted book sales, which promoted sales of Potter-licensed products and services. Warner reports the top markets for Potter-licensed products are the United States, United Kingdom, Germany, Japan, France, South Korea, Russia, and China. Rowling and Warner have exercised restraint. They don’t want to license Potter to just anyone, though experts estimate the hot property may have generated 300 product licenses in the United States alone. One risk that Warner faces is intellectual property violations. These occur when a firm or individual uses the licensed item to create profits without permission from the property’s owner. For example, some 80 percent of recorded music and business software sold in China is pirated. Fake DVD versions of Potter movies are sold on the streets of Chinese cities for as little as one dollar, often before the films have their official premieres there. Unauthorized foreign translations of the books posted on the Internet diminish future book sales. To combat book counterfeiting, the series’ official Chinese publisher printed the Potter books on green paper and advised the local media— newspapers, magazines, television—how to recognize the real version. Questions 1. How does Warner generate royalties by using contractual entry strategies? 2. What are the advantages of licensing as described in the case? 1 3. What risk(s) does Warner face from licensing Harry Potter? SOURCES: Brian Bethune, “The Afterlife of Harry Potter,” Maclean’s, July 18, 2011, pp. 52–54; Ben Charny, “EA Bets on Harry Potter to Help Sell More Games,” Wall Street Journal, May 13, 2009, p. B1; Carter Dougherty, “One Hot List You Don’t Want to Be On,” BloombergBusiness, March 5, 2015, www. bloomberg.com; “Harry Potter and the Publishing Goldmine,” Economist.com/Global Agenda, June 23, 2003, p. 1; Tony Lisanti, “Warner Bros. and the Magic World of Harry Potter,” License! Global, June 2009, pp. 66– 70; Liam Martin, “Forget Pokemon Go, Niantic Drops HUGE Harry Potter Wizards Unite Release Date Update,” Sunday Express, January 5, 2018, www.express.co.uk; Lauren Parker, “Not Just for Kids: Harry Potter Rolls Out New Licenses and a Retail Concept,” Accessories, October 12, 2017, www.ac-cessoriesmagazine.com; Lauren Schuker, “Second ‘Harry Potter’ Park Planned,” Wall Street Journal, December 1, 2011, p. B6; Tom Stieghorst, “Harry Potter’s Popularity Key to Universal Orlando’s Plans,” Travel Weekly, January 27, 2014, pp. 6–38