Funko - Case Study - Dominating Pop Culture Collectibles

In this case study, we explore why Funko CEO Brian Mariotti believes the collectibles company is positioned to dominate the pop culture collectibles world.

April 10, 2018

Pop Culture Purveyors

Funko CEO Brian Mariotti believes the collectibles company is positioned to dominate the pop culture collectibles world.

“Pop culture is booming, and we set out to be the alpha to omega for everything pop culture,” he says. “That starts with licensing, so it’s imperative that we carry more licensed contracts than any company on the planet.”

Whether it’s movies, video games, anime shows or television, when it comes to pop culture, Mariotti wants collectors and retailers to immediately think of Funko. The company, which holds 175 to 200 unique license contracts providing it access to 10,000 individual characters, had triple-digit growth in three out of the last four years and will report around $425 million in sales for 2016, an excess of 50 percent growth over 2015.

“We expect to be a 500 million dollar company next year, and there’s a blueprint for us to become a billion dollar company in a few years,” he says. One part of the company’s success equation is the iconic look of its products.

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