Blockchain’s ECOMI Collectables Adds Licensing Legend Alfred Kahn – BlockTribune

ECOMI, a blockchain company whose platform allows users to pay, protect, and collect licensed digital collectables, has added Alfred Kahn as a strategic advisor.

Kahn was responsible for licensing many of the collectable industry’s biggest hits, including Pokemon, Cabbage Patch Kids, Teenage Mutant Ninja Turtles and Yu-Gi-Oh!  He is a member of the Licensing Hall of Fame.

“The magnitude of blockchain technology will disrupt the collectables industry by giving licensed brands another platform to sell and protect their digital IP,” said Kahn. “ECOMI will set the standard in this space.”

Kahn is currently the CEO of CraneKahn LLC, an intellectual property development and marketing company. Throughout his career, he has been a trailblazer in the licensing industry. Previously, Kahn was the founder of 4Kids Entertainment, Inc., a global provider of children’s entertainment and merchandise licensing.

In addition, Kahn has represented and developed licensing programs for many iconic brands, such as Nintendo: Mario Brothers, Donkey Kong, James Bond, WWF (World Wrestling Federation), Monster Trucks, and Polly Pocks. Kahn’s products have grossed more than $15 billion in sales.

At ECOMI, Kahn will oversee the process of securing and managing licenses for ECOMI Collect.

ECOMI Collect allows users to easily purchase, trade, and sell, licensed digital collectables from their favorite brands, such as tokidoki. ECOMI Collect takes digital collecting one step further by using augmented reality to bring collectables to life.

“Alfred has a true talent for making franchises explode in popularity,” said David Yu, CEO of ECOMI. “We’re excited to begin working together to bring a whole new world of licensed digital collectables to ECOMI Collect.”

ECOMI has already announced a partnership with digital creators, such as tokidoki, and is in the process of finalizing contracts with many other well-known brands. The company intends to capture the premium end of the digital collectables market in the following categories: entertainment/characters, corporate/brands, fashion, publishing, digital art, sports, and gaming.

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