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December 6, 2023 18 mins

Activision Blizzard's Jonathan Stringfield on how advertisers can attach themselves to gamers' loyalty to specific franchises and how to find community in gaming. 

 

Episode Transcript

Please note, this transcript  may contain minor inconsistencies compared to the episode audio.

DAMIAN (00:01):

I'm Damian Fowler.

ILYSE (00:02):

And I'm Ilyse Liffreing. 

DAMIAN (00:04):

And welcome to this edition of The Current podcast.

ILYSE (00:10):

This week we're delighted to talk with Jonathan Stringfield, VP of Global Business Research and Marketing at Activision Blizzard.

DAMIAN (00:17):

Activision Blizzard made headlines in October. Microsoft closed its $69 billion deal with the gaming company, the home of legendary games like Candy Crush, Call of Duty and World of Warcraft. Activision says it's ready for the next chapter as part of the Microsoft family,

ILYSE (00:34):

As well as being a VP at the company. Jonathan is also the author of Get In the Game, an Essential Guide for Marketers and Execs who want to integrate their brands with Modern Games and eSports published in 2022 by Wiley.

JONATHAN STRINGFIELD (00:53):

Sure. Well, so first of all, thanks for having me. I'm super excited to, uh, to be here today. Um, and, and again, I think the book is realistically a reflection of where we are in the greater marketing agency as it pertains to gaming, that I think there's been a lot of opportunities that have existed over the years. Um, certainly the marketplace has matured in recent years, but overall the level of investment in gaming is considerably lower relative to I think the amount that the fans are investing in it, the extent to which that this is consuming a greater amount of their time. And that on the whole, there's a lot of questions from marketers in terms of what's the right way to integrate and realistically no good resources in terms of how do we start to get folks to understand what is ostensibly not just a a form of entertainment. It's a new way in which people are increasingly interacting with media more generally. So the book was in some ways kind of a starter, what I was hoping to be a bit of a foundational educational piece to really kind of advance this conversation forward in the broader marketing industry. Yeah,

DAMIAN (01:51):

There's definitely intense interest and I've noticed even in the last 12 months it's picked up incredibly. Can you give us a sense of the scale now of gaming worldwide to sort of establish that, that context? Yeah,

JONATHAN STRINGFIELD (02:05):

For sure. I mean, you know, I think the latest estimates are the total gaming population will be about three and a half billion by next year. So somewhere between a third and a half of the population on the planet plays games, right. Substantial. Right. So, you know, I, I think that alone is, you know, kind of one of these light bulb moments for folks that, you know, when we think about what it means to play a video game more generally, again, you kind of get that classic view of like someone with a controller or maybe at a PC or what have you. But realistically, one of the biggest segments of gaming fans out there is, is mobile. Right? And since everyone has, or virtually everyone has a mobile device globally that can handle games like Candy Crush, what we found is that the surface area for people that enjoy games is just that much bigger. So, you know

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