Gamer Childrens' Books

The Ocarina of Time Series Re-Imagines Link for Younger Audiences

The Zelda series is among the most beloved of all video game franchises and this ‘Ocarina of Time series’ by Vikki Chu lets people too young to have experienced the N64 game first-hand to live it through children’s illustrations.

The ‘Ocarina of Time series’ is a collection of ten images that details the story of the original game. Since it is widely regarded as the best in the Zelda series, it’s great to see a new generation of children can enjoy its fantastic adventure even if they cannot get their hands on an original N64 console.

Implications - Artists enjoy illustrating images of products or franchises they're fans of. They find the act of creating fan products highly validating as it demonstrates their technical abilities as well as lets these artists express aspects of their personality. Corporations may potentially generate new streams of revenue if they can provide consumers with an outlet to demonstrate their fan appreciation.

Children's Video Game Merchandise
Creating children's products based on popular video game franchises allows younger audiences to engage with the brand and generates new revenue streams.
Fan-made Art Products
Supporting and promoting fan-created products related to popular brands can provide an outlet for fans to express their creativity and generate additional revenue for corporations.
Nostalgia-driven Adaptations
Reimagining beloved video game franchises for younger audiences through illustrations and storytelling taps into nostalgia and expands the market for the brand.

Who This Affects Most

Children's Book Publishing
Publishing companies specializing in children's books can capitalize on the demand for video game-based adaptations for young readers.
Art and Illustration
Providing resources and platforms for artists to create and sell fan-made products can foster a thriving marketplace for art and illustration.
Licensed Merchandise
Companies that hold licensing rights for popular video game franchises can explore partnerships with artists and creators to expand their range of merchandise offerings.
SCORE
5.2 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe
GENERATION
  • Millennial
  • Gen X
  • Gen Z (primary audience)
  • Gen Alpha (primary audience)
POPULARITY
Popularity 93%
Activity 56%
Freshness 8%

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