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Fireside Chat Series 9: A Conversation with Clark Stacey of WildWorks on Children's Gaming

Fireside Chat Series 9: A Conversation with Clark Stacey of WildWorks on Children's Gaming

Released Wednesday, 11th November 2020
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Fireside Chat Series 9: A Conversation with Clark Stacey of WildWorks on Children's Gaming

Fireside Chat Series 9: A Conversation with Clark Stacey of WildWorks on Children's Gaming

Fireside Chat Series 9: A Conversation with Clark Stacey of WildWorks on Children's Gaming

Fireside Chat Series 9: A Conversation with Clark Stacey of WildWorks on Children's Gaming

Wednesday, 11th November 2020
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Digital Capital Advisors is pleased to announce the release of Episode Nine of our Fireside Chat Series, a weekly video program hosted by DCA Managing Director Andrew Daniel. Each week, Andrew holds hour-long conversations with world class Founders, CEOs and Entrepreneurs in which guests share their stories, experiences and insights while contemplating key market trends and events in a discussion-based format.
 
In our ninth episode, Andrew speaks with Clark Stacey, Co-Founder & CEO of WildWorks. Founded in 2003, WildWorks is a leading developer of online, mobile and free-to-play games for players of all ages. The Company's flagship offering, Animal Jam, is an online playground that has grown into the world's largest social network for kids. Simultaneously, in a world where kids' gaming is increasingly regulated and parents are perpetually concerned for their children's safety online, WildWorks' proprietary Jam.Net platform enables the secure addition of a social layer to virtually any game, app or website without sacrificing parental consent or oversight.
 
Andrew and Clark begin by discussing the evolution of children's entertainment over time and the broader transition towards gaming as kids increasingly grow up with devices in hand. They detail the challenges to reaching and monetizing the children's demographic, the evolving regulatory environment around kids' gaming and the technological progress necessary for future advancement in the sector. Finally, they discuss the significant effects of COVID-19 on consumer demand for gaming across demographics and its overall impact on children's entertainment more broadly.

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