Unlike traditional media conferences, there are no keynotes and PPTX presentations at Stream. Instead, we focus on small working groups of 1h that allow you to share your expertise, and test new, or provocative ideas in an intimate setting.

Similar to a collage campus, Stream is set up with 7-8 ‘classroom’ spaces, all outside, in a variety of tents, and in the garden terraces. Each classroom has seating for 30 guests, a flipchart and pens, and a small clock to keep time.

The agenda for the three-days is decided onsite – when guests add their ideas to the schedule, on two huge white boards, known as the Big Boards. At any time 7-8 sessions can run concurrently, with 1-2 informal sessions on the main-lawn.

Next steps: We encourage guests to share their ideas for sessions in advance, so that we can help group similar ideas together, and ensure we have good coverage of all the big topics. Suggesting a discussion topic doesn’t mean you have all the answers. Instead, good discussions favour a punchy question, debate and willingness to hear many points of view. To add an idea, please select “Log in to submit your idea” below. 

If you'd like to talk an idea through before posting, or would like help finding some co-hosts, let us know

Itamar Benedy


Why Gaming is the New Pop Culture: How Big Titles Revolutionized Gaming and Advertising

Gaming until the 90s and early 2000s was only about entertainment. Almost two decades later, we are at a turning point for gaming. Gamers have not only become diverse in terms of genders, ages, and income levels but have also evolved in their behavior and purchasing power. Gaming suddenly became more than an entertainment channel to be an intrinsic part of the pop culture. It began to define not only social interactions among users, but also gave birth to the revolutionization of the in-game advertising industry. Led by big titles such as Fortnite and League of Legends, gaming is experiencing its moment under the sun where every brand wants to be associated with it. Brands recognize that there is an untapped market of users waiting to be tapped. Can gaming change the way modern-day brands interact with the new-age users? Let us come together to discuss what the gaming industry can offer and how brands can leverage this.

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