Trends Spotlight: Gamifying Linear Content
Wednesday September 22
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The global video game market is projected to reach $185 billion in 2021 thanks to a super-connected generation of gamers and content creators who see gaming as their primary form of entertainment and social connection. The gamification of linear content is an important and growing trend in the kids sector, leading to progressive and multi-faceted content. In this session, Rocket Forum will explore several stimulating examples of Canadian producers who are finding success ‘gamifying’ linear kids content.