Well, first, I'd just like to point out that, as we said in our presentation, we support games through both streams, both convergent and experimental. On the convergent side, it'll be more like casual games and social games that accompany the television properties that we also fund. But we do fund games in that stream, and we've provided over $20 million in funding this year alone in terms of digital media content in the convergent stream.
The experimental stream, again, is one that is focused on innovation and applies to a very wide range of products, in fact, not just content, but even software applications. So we've funded web series, we've funded interactive web content, we've funded interactive books, we've funded apps, we've funded software—for example, Moment Factory's X-Agora software, which is used for interactive installations in different cities. So it's quite broad.
We have significantly increased the funding to that stream just over the few years that it's been in place, starting off from a standpoint of $27 million in 2010, increasing it to $33 million, and now to $36 million in the current fiscal year. It's the area of the CMF, I would say, overall, that has experienced the largest growth. But as I mentioned before, with a 3:1 ratio of demand to available funding, clearly there is a demand for more funding, particularly in the games part of it, which, as we've said, has accounted for almost half of what we've supported so far since 2010.