Remixed Literary Apps

Samsung Makes Modern Shakespeare Accessible to Young Students

The Old English-celebrating Royal Shakespeare Company and forward-thinking tech company Samsung seem like one of the least likely pairings for a brand collaboration, but the two are making modern Shakespeare more interesting than ever before.

The collaboration resulted in the creation of the 'RE:Shakespeare' app, which appeals to young students with rappers, actors and beatboxers to bring the words of this literary icon to life in real, understandable ways. Games and videos break down long Shakespearen passages into manageable pieces that challenge English students to reinterpret, remix and perform the age-old words.

Since many schools provide little other than books to ensure students learn the material, this app makes it much easier to get a handle on the many layers of messages in Shakespeare's words.

Accessible Literary Learning
The 'RE:Shakespeare' app by Samsung and the Royal Shakespeare Company innovatively combines technology and education to make Shakespeare more accessible and engaging for young students.
Multimedia Education
The use of rappers, actors, beatboxers, games, and videos in the 'RE:Shakespeare' app demonstrates the trend towards incorporating multimedia elements into educational experiences.
Interactive Interpretation
The app's interactive features allow English students to reinterpret, remix, and perform Shakespearean passages, promoting a deeper understanding and engagement with the material.

Sectors Adopting This

Edtech
The 'RE:Shakespeare' app highlights the potential for technology to disrupt and enhance the education industry, particularly in literature and language learning.
Entertainment
The collaboration between Samsung and the Royal Shakespeare Company shows the opportunity for innovation at the intersection of technology and entertainment, making classical literature more appealing to younger audiences.
Publishing
The app's focus on breaking down and interpreting Shakespeare's works suggests a disruptive innovation opportunity for the publishing industry, specifically in digital publishing and interactive content creation.
SCORE
0.7 out of 10
GENDER
50% Men50% Women
MARKETTop markets: Europe
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 3%
Activity 11%
Freshness 8%

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