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"LICENSING International Expo 2010
LAS VEGAS--(BUSINESS WIRE)--Blue Planet Software, Inc., the company that manages the exclusive licensing rights to the Tetris® brand, today announced that the company will be expanding the Tetris brand into merchandise licensing. The company is making the announcement from its debut appearance at the Licensing International Expo with Licensing Works!

“We’re excited to be making this announcement and are looking forward to further expanding the Tetris brand into a new arena”

Created in 1984 by Russian-born mathematician Alexey Pajitnov, the world-famous Tetris game, loved equally by all ages and genders, has become a success model for the gaming industry. Over its 25-year history, the Tetris game has been sold on almost every gaming platform and has been translated into more than 50 languages in over 50 countries. Currently, the Tetris game is available on over 30 platforms—from handheld games to computers to mobile phones to iPads—and Guinness World Records recently named Tetris one of the top 50 console games of all time.

“We’re excited to be making this announcement and are looking forward to further expanding the Tetris brand into a new arena,” said David Kwock, General Manager at Blue Planet Software. “Over the past 25 years, we’ve built the Tetris brand into one of the most recognized names in video games, and we’re thrilled to have the opportunity to work with new partners and licensees to see the brand grow even more.”

The Tetris brand kicked off its 25th anniversary on June 6, 2009 with a media campaign that reached over 1 billion impressions from coverage in over 60 countries. Google even changed their home page around the world and in every time zone to honor the gaming legend’s “birthday.” In addition, the game recently surpassed 100 million paid mobile downloads, making it the most popular mobile game of all time. The announcement was made with licensee EA Mobile in January of this year.

By expanding into merchandise licensing, the company hopes to broaden its demographic reach and further solidify brand awareness—something few video games are able to accomplish after 25 years."

Source: 12&newsLang=en

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