Cartoon Network Takes Viewer Engagement to the Next Level with Mighty Magiswords

Multi-Platform World Allows Fans to Watch, Play and Collect

Cartoon Network, recently named one of the most innovative media companies by Fast Company, continues to redefine content and the fan experience with the evolution of its latest franchise, Mighty Magiswords.

Debuting last year on the Cartoon Network Anything micro-network as a 15-second interactive series, this comedy adventure about a brother and sister team of warriors will now be a full-length linear series launching this fall as part of a connected content ecosystem, giving fans deeper engagement across platforms with the characters and their quest for swords.

Concurrent with the upcoming TV series production, almost 400 pieces of platform-specific original content have been custom developed, including shorts, vlogs, web and mobile games, and interactive narrative content—and all will be enhanced with proprietary technology allowing fans to participate in the world and collect their favourite swords.

“Mighty Magiswords has been an incredible journey, starting as a simple interactive digital product and organically developing into a true multi-story world,” said Chief Content Officer, Rob Sorcher. “Expect Magiswords to continue expansion in tech and content, with new ways for the audience to participate, contribute, play, watch and collect.”

Cartoon Network will begin to introduce the expanded concept to fans this summer through a series of character-driven shorts, a web game and on-air spots.

Created by Kyle A. Carrozza and produced at Cartoon Network Studios in Los Angeles, Mighty Magiswords debuts this fall and will join Cartoon Network’s already powerful slate of hit programming including Adventure Time, The Powerpuff Girls, Teen Titans Go!, We Bare Bears, Clarence, Regular Show, The Amazing World of Gumball and Steven Universe.

About Cartoon Network EMEA

Turner’s Cartoon Network is a universally appealing boy focused, girl inclusive channel driven by its exciting slate of surprising comedy and adventure. The programming line-up explores the relatable themes of humour, friendship, imagination, action and adventure. Cartoon Network targets boys and girls aged 6-12 and aims to champion kids being themselves through its rich mix of entertaining and globally successful content. The programming slate includes leading comedy animations The Amazing World of Gumball, Adventure Time, Regular Show, Clarence, Steven Universe and Uncle Grandpa and action-adventure shows, Ben 10 Omniverse, The Powerpuff Girls and Teen Titans Go!

Since launching as a pan-European channel in 1993, Cartoon Network now has localised services throughout Europe, the Middle East and Africa where it is available in 18 languages in more than 131 million homes across over 70 countries.  Cartoon Network can also be experienced through its award-winning website, as well as via games, video on demand, mobile and an array of licensing and merchandising.  Cartoon Network is a brand owned by Turner, a Time Warner company.

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