Why gaming, why now?

Gaming and esports are among largest and quickest growing consumer entertainment sectors, and yet, attention to gaming for industry outsiders and marketers remains remarkably low – the divide between where consumers are spending their time and where marketers are spending their efforts are as lopsided now as the early days of social media relative to TV/print advertising.

I know this, because I was there – as an early member of the marketing sciences team at both Facebook and Twitter, I focused on assuaging advertiser doubts with best in class empiricism. Having since moved on to the gaming and esports industry, the similaries are startling - the difference, however, is that the facts about gaming and esports are falling on less receptive ears.

As gaming continues the steady march from the periphery to center of popular culture, motivated by a number of technological and cultural factors which we’ll discuss here,  it has become increasingly clear that this has turned into a strategic blind spot for marketers and business executives.

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For a deeper review of these topics, consider picking up a copy of my book, Get in the Game: How to Level Up your Business with Gaming, Esports, and Emerging Technologies, availiable wherever books are sold.

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Jonathan Stringfield is VP & Global Head Business Research and Marketing at Activision Blizzard and author of "Get in the Game." Previously at Twitter & Facebook, he is an expert in media research, game marketing, and analytics