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🗓️ Tuesday, 20th Jan 2026
👋 Hi, and welcome back to Licensing Radar - your weekly signal on where licensing is heading - decoded by RAD Worldwide.
Today, I look into how Netflix turned a streaming show into a retail phenomenon that outsells most entertainment franchises? The answer isn't just '80s nostalgia, it's a licensing strategy that transformed passive viewers into active collectors. Five lessons inside that work whether you're licensing toys, apparel, or experiences.

Most shows fade after the finale. Stranger Things? It's still printing money in the aisles of Target.

Here's the thing about licensing that most people miss: it's not about slapping logos on lunchboxes. The properties that actually win—the ones that build billion-dollar ecosystems—they're doing something fundamentally different. They're not selling products. They're selling membership to a world people desperately want to live in.
Netflix figured this out early with Stranger Things, and the results speak for themselves. Let's break down exactly how they did it—and what you can steal for your own licensing programs.
Why This Matters for Licensing
Stranger Things isn't just another merch success story. It's a blueprint for how entertainment IP can evolve from "thing people watch" to "lifestyle brand people live."
For anyone building licensing programs, this case study answers the million-dollar question: how do you create merchandise that people actually want, not just tolerate? The show generated over a billion in merch sales by treating licensing like cultural infrastructure, not an afterthought. That shift—from transactional to transformational—is reshaping how smart licensors approach entertainment properties.
Five Licensing Lessons You Can Actually Use
Make Nostalgia Your Foundation, Not Your Decoration
Stranger Things didn't just reference the 80s—it reconstructed it with obsessive detail. Specific Nike Cortez sneakers. Actual Eggo waffles. Real arcade cabinets. This matters because authenticity creates emotional gravity that pulls in buyers across generations.
Gen X relives their childhood. Gen Z discovers a "vintage-cool" aesthetic they never experienced but desperately want. Both groups buy. That's the magic of nostalgia done right—it manufactures demand across demographics that typically don't overlap.
Your takeaway: Surface-level theming fades fast. Cultural authenticity creates sustainable demand that outlives hype cycles. Do the research. Get the details right. Your licensing partners will thank you when products keep moving long after launch week.
Design Products That Expand Worlds, Not Bank Accounts
Netflix's deal with Jazwares (the people behind Squishmallows) produced action figures and playsets that let kids literally play in the Upside Down. Their fashion collabs with Quiksilver created retro surf-style pieces that worked as actual clothing, not just fan gear you'd only wear to Comic-Con.
The difference? These products extended the story world. They gave fans new ways to interact with Hawkins, Indiana. Compare that to generic "character face on a mug" merchandising. One builds brand equity. The other extracts it.
Your takeaway: Every product should answer the question: "How does this let fans live deeper inside this world?" If the answer is just "it has our logo," go back to the drawing board.
Turn Retail Partners Into Experience Creators
Target's exclusive partnership for Season 5 wasn't just about shelf space. They created 1987-themed store environments. Demogorgon popcorn buckets. Walkie-talkie phone cases. Over 150 products that turned a Target run into a Hawkins field trip.
This is the future of retail licensing—partnerships where your retail channel becomes part of the brand experience, not just distribution. Target got foot traffic and social media buzz. Netflix got immersive brand moments at scale. Everyone wins.
Your takeaway: Stop thinking about retailers as "where we sell." Start thinking about them as "where fans experience our world." The partners who understand this difference will drive exponentially more value.
Build Ladders, Not Walls
Here's what's brilliant about Stranger Things merch: you could participate with five quid or five hundred. Branded Chips Ahoy cookies at one end. Premium Funko collectibles at the other. Same brand world, different entry points.
This tiered approach maximises market penetration without cheapening the IP. The kid buying cookies today might be the collector buying limited-edition figures tomorrow. You're building a relationship ladder, not forcing an all-or-nothing proposition.
Your takeaway: If your licensing program only works for superfans with disposable income, you're leaving money—and future loyalty—on the table. Create accessible entry points and premium aspirational pieces. Let people grow with your brand.
Give Fans Identity Markers, Not Just Merchandise
When someone wears a Hawkins High jacket or displays an Eleven figure on their desk, they're not just showing they watched a show. They're broadcasting membership in a cultural movement. That's the difference between a product and an identity marker.
This transforms your customers into your marketing team. Every visible product becomes a conversation starter, a community signal, a recruitment tool for new fans. You're not just selling to individuals—you're enabling a movement.
Your takeaway: The best licensed products answer the question: "What does owning this say about who I am?" Make products that let people signal their identity, and they'll do your marketing for you.
What This Means Going Forward
The Stranger Things model proves something crucial: entertainment properties that build cultural infrastructure—not just merchandise catalogues—create enduring commercial value. We're watching licensing evolve from "maximise revenue before IP goes cold" to "build ecosystems that compound over time."
Expect to see more of this playbook everywhere: gaming crossovers that extend narratives, retro electronics that double as collectibles, international adaptations that respect local culture while maintaining brand DNA. The properties that win will be the ones that treat merchandise as world-building, retail as experience design, and fans as community members.
Let's Build Something Together
If you're sitting on an entertainment property wondering how to unlock its commercial potential, or you're three months into a licensing program that feels more transactional than transformational, let's talk.
At RAD World Wide, we specialise in turning IP into ecosystems, not just product lines. We've spent years building licensing strategies, brand partnerships, and omni-channel programs across sports, entertainment, and creator-led brands. We know the difference between merchandise that extracts value and merchandise that builds it.
Got a licensing challenge that keeps you up at night? Whether you're exploring your first major retail partnership, trying to crack cross-generational appeal, or just need someone who speaks both "creative" and "commerce", we're here.
Drop us a line. Let's turn your IP into a world people want to live in.

About Me
I founded RAD Worldwide to help IP reach its fullest potential, transforming ideas into products, partnerships, and experiences that connect with fans globally. With over a decade of experience in licensing, IP expansion, and go-to-market strategy across sports, entertainment, and creator-led brands, I’ve built fan-first strategies and global partnerships across the UK and India, turning IP into long-term value.
🖋Nilesh Deshmukh
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