Connect with us

Activision Blizzard

BLAST Appoints Steve Rossi as Senior Vice President of Brand Partnerships

Published

on

blast-appoints-steve-rossi-as-senior-vice-president-of-brand-partnerships
  • Rossi joins BLAST following senior commercial leadership roles at Activision Blizzard, the National Football League (NFL) and Univision Communications

  • He will drive BLAST’s next phase of commercial growth following a record-breaking 2025, which included global expansion and new offices in New York City, Malta and Mumbai

BLAST, one of the world’s leading esports and competitive entertainment companies, has appointed Steve Rossi as Senior Vice President of Brand Partnerships, strengthening its commercial leadership team as the business continues to scale globally.

Rossi brings more than 20 years of experience building high-impact strategic partnerships across complex IP rights, sponsorship, and media portfolios. A commercially driven executive and recognised relationship builder, he has led strategic revenue growth initiatives for some of the world’s most iconic brands and IP holders across sport, gaming and entertainment.

In his new role, Rossi will lead BLAST’s global commercial brand partnerships strategy, overseeing Sponsorship Sales and Partner Management & Activation globally. He will be responsible for driving revenue growth and long-term value creation through strategic brand partnerships, as BLAST continues to expand its premium live events, broadcast content and competitive entertainment formats worldwide.

Throughout his career, Rossi has held senior leadership roles at Activision Blizzard, the National Football League (NFL), and Univision Communications, where he helped design, sell, and activate integrated sponsorship and media partnerships across digital, linear, and live platforms. Most recently, he served in a senior partnerships role at PlayVS, operating at the intersection of competitive gaming, youth esports, and brand engagement.

Most notably, at Activision Blizzard, Rossi played a key role in the global expansion of Activision Blizzard Esports, supporting commercialization efforts by working closely with global brand partners, agencies, and regional sales teams across North America, EMEA, and APAC. Earlier in his career, he helped drive integrated sponsorships for the NFL across NFL Network and digital platforms, collaborating with Fortune 100 marketers and leading media agencies.

Based in New York, Rossi will lead BLAST’s global brand partnerships group, supporting the company’s continued growth across key international markets and working closely with publishers, partners, and internal teams to deliver commercially impactful, fan-first experiences and partnerships. 

Steve Rossi, Senior Vice President, Brand Partnerships at BLAST, said: “BLAST has built a truly premium proposition at the intersection of entertainment, gaming, sport and culture. The team has established real global momentum, and the opportunity to build on that foundation and lead the next phase of global partnerships strategy at a company with such creative ambition and international scale was incredibly compelling. I’m excited to work with the team to build long-term, high-impact partnerships that deliver real value for brands, publishers and fans alike.”

Leo Matlock, Chief Business Officer at BLAST, added: “Steve brings deep experience across esports, sport, media and entertainment, combined with a proven ability to scale global commercial partnerships. As BLAST continues to grow its international footprint and evolve its partnership offering, Steve’s leadership will be instrumental in driving sustainable revenue growth and long-term value creation. The last 12 months have seen us expand globally while delivering record output in the process, Steve is joining BLAST at an incredibly exciting time.” 

The appointment follows a record-breaking year for BLAST in 2025, with increased broadcast hours and more world-class arena events. The company staged 15 arena events across eight countries, broadcast to millions of fans across more than 100 territories and 30 languages, while expanding its global footprint with new offices and studios in key gaming and media hubs including Mumbai, New York City and Malta. Alongside continued investment in core esports titles such as Counter-Strike 2, Dota 2, Rainbow Six, PUBG, Rocket League, Fortnite and Brawl Stars.

The post BLAST Appoints Steve Rossi as Senior Vice President of Brand Partnerships appeared first on Americas iGaming & Sports Betting News.

Activision Blizzard

BLAST Appoints Industry Veteran Steve Rossi as Senior Vice President of Brand Partnerships

Published

on

blast-appoints-industry-veteran-steve-rossi-as-senior-vice-president-of-brand-partnerships

BLAST, a global leader in competitive entertainment, has officially announced the appointment of Steve Rossi as Senior Vice President of Brand Partnerships. Rossi joins the team at a pivotal moment, following a record-breaking 2025 that saw the company expand its footprint into New York City, Malta, and Mumbai.

With over 20 years of experience in strategic partnerships across sports, media, and gaming, Rossi is set to lead BLAST’s next phase of commercial evolution.

A Proven Leader in Global Commercial Strategy

Rossi’s career is defined by his ability to bridge the gap between iconic intellectual properties and Fortune 100 brands. His previous roles include senior leadership positions at:

  • Activision Blizzard: Where he was instrumental in the commercialization and global expansion of Activision Blizzard Esports.

  • National Football League (NFL): Driving integrated sponsorships across the NFL Network and digital platforms.

  • Univision Communications: Designing and activating media partnerships across live and linear platforms.

  • PlayVS: Focusing on the intersection of youth esports and brand engagement.

Based in the newly established New York office, Rossi will oversee BLAST’s global Sponsorship Sales and Partner Management & Activation.

Building on a Record-Breaking 2025

The appointment comes as BLAST continues to scale at an unprecedented rate. In 2025, the company delivered:

  • 15 Arena Events staged across eight different countries.

  • Broadcasts in 30+ Languages reaching fans in over 100 territories.

  • Expanded Portfolio: Continued investment in top-tier titles including Counter-Strike 2, Dota 2, Rainbow Six, PUBG, Rocket League, Fortnite, and Brawl Stars.

“BLAST has built a truly premium proposition at the intersection of entertainment, gaming, sport and culture,” said Steve Rossi. “I’m excited to work with the team to build long-term, high-impact partnerships that deliver real value for brands, publishers and fans alike.”

A Strategic Vision for 2026

Leo Matlock, Chief Business Officer at BLAST, emphasized that Rossi’s leadership will be instrumental as the company evolves its partnership offerings. “Steve brings deep experience across esports, sport, media and entertainment. His ability to scale global commercial partnerships makes him the perfect fit for BLAST at this incredibly exciting time.”

As BLAST enters 2026, the focus remains on delivering fan-first experiences and commercially impactful collaborations that maintain BLAST’s position as a pioneer in the competitive gaming space.

Learn More

To stay updated on BLAST’s upcoming arena events and commercial ventures, visit the official BLAST website.

The post BLAST Appoints Industry Veteran Steve Rossi as Senior Vice President of Brand Partnerships appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

Continue Reading

Activision Blizzard

Mobile Gaming Market to Hit $165.54 Billion by 2026. M&A and Partnerships to Drive Innovation in Technology and Gaming Experience in the Market

Published

on

 

According to the latest research report by Arizton, in the mobile gaming market there are more than 300 app stores available in the Chinese market, which is offering significant growth opportunities to mobile game vendors.

Mobile Gaming Market Report Scope

Report Coverage Details
Market Size in 2021 $87.56 Billion
Market Size in 2027 $165.54 Billion
Base Year 2020
Forecast 2021-2026
Largest Market APAC
Forecast Period Latin America
Segments Covered Platform, Business Model, Category, Age group, Category and Geograpy
Region Covered APAC, North America, Europe, Latin America, and Middle East & Africa
Countries Covered China, Japan, South Korea, India, Rest of APAC, US, Canada, Germany, UK, France, Italy, Rest of Europe, Brazil, Mexico, Rest of Latin America, Saudi Arabia, Turkey, UAE, and Rest of MEA

 

Key Highlights: 

  • The Global Mobile Games Market is expected to grow significantly at a CAGR of 11.20% during the forecast period. The market is expected to witness the highest demand from APAC and North America region.
  • The emerging trends such as cloud gaming, AR & VR enabled games and increasing popularity of e-sports is projected to support the market growth.
  • App Store holds the highest revenue share in the market. However, Google Play is expected to witness the highest growth rate at a CAGR of 11.85% owing to the growing penetration of android smartphones, especially in developing countries worldwide.
  • Freemium business model is the major revenue generator for the vendors in the market and is expected to grow at a CAGR of 11.48% from 2021-2026.
  • Majority of the gamers in the market belong to the age group of 24-44 years and are the major revenue generators for the market.
  • The market consists of various vendors including Activision Blizzard, Electronic Arts, Take-Two Interactive, Tencent Holdings, Zynga, and others. There is intense competition among vendors for market share. As a result, a lot of merger & acquisitions are taking place to expand and improve the offerings to survive in the market.
  • COVID-19 has positively impacted the global mobile games market. Due to the lockdown measures worldwide, the individuals were able to secure ample leisure time, thereby leading to an increase in the amount of time spent on mobile phones which, in turn, led to a rise in demand for various sources of entertainment including mobile games. Mobile game downloads increased from nearly 1.7 billion in Q1 2020 to nearly 2.8 billion in Q3 2020, thereby witnessing a growth of more than 60%.

Key Offerings: 

  • Market Size & Forecast by Revenue | 2021−2027
  • Market Dynamics – Leading trends, growth drivers, restraints, and investment opportunities
  • Market Segmentation – A detailed analysis by platform, age group, business model, category and geography
  • Competitive Landscape – 6 key vendors and 18 other prominent vendors

By Platform

  • App Store
  • Google Play
  • Others

By Age Group

  • 24-44 Years
  • Above 44 Years
  • Below 24 Years

By Business Model

  • Freemium
  • Paid
  • Free
  • Paymium

By Category

  • Casual Games
  • Hardcore & Midcore Games
  • Social Casino Games

By Geography

  • APAC
    • China
    • Japan
    • South Korea
    • India
    • Rest of APAC
  • North America
    • US
    • Canada
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Rest of Europe
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • Saudi Arabia
    • Turkey
    • UAE
    • Rest of MEA

Mobile Gaming Market – Vendor Landscape 

The rising competition is pressuring various vendors to continuously innovate their offerings with a unique value proposition to survive in the mobile gaming market. the governments of various countries are launching several policies to support the local mobile games market, which is expected to raise the competition in the market. Hence, vendors with strong research & development capabilities are likely to enjoy an advantage with respect to the development of sophisticated games, thereby allowing mobile game developers to enjoy a competitive edge over other game developers in the market. Moreover, companies with huge financial resources enjoying in developing more competitive games and expanding their reach through mergers & acquisition. Thereby, gaining competitive advantage over local players with less financial resources.

Key Vendors

  • Activision Blizzard
  • Electronic Arts
  • Take-Two Interactive
  • Tencent Holdings Ltd
  • Ubisoft
  • Zynga

Other Prominent Vendors

  • Behold Studios
  • CyberAgent
  • Hothead Games
  • IGG
  • Innersloth
  • Larva Game Studios
  • Lilith Games
  • NetEase Games
  • Netmarble
  • NEXON
  • Niantic
  • Onemt
  • Rovio Entertainment Corporation
  • Sea (Garena)
  • SEGA
  • SCOPELY
  • Zeptolab
  • 37 Interactive Entertainment

Powered by WPeMatico

Continue Reading

Activision Blizzard

Microsoft to acquire Activision Blizzard to bring the joy and community of gaming to everyone, across every device

Published

on

 

Legendary games, immersive interactive entertainment and publishing expertise accelerate growth in Microsoft’s Gaming business across mobile, PC, console and cloud.

With three billion people actively playing games today, and fueled by a new generation steeped in the joys of interactive entertainment, gaming is now the largest and fastest-growing form of entertainment. Today, Microsoft Corp. announced plans to acquire Activision Blizzard Inc., a leader in game development and interactive entertainment content publisher. This acquisition will accelerate the growth in Microsoft’s gaming business across mobile, PC, console and cloud and will provide building blocks for the metaverse.

Microsoft will acquire Activision Blizzard for $95.00 per share, in an all-cash transaction valued at $68.7 billion, inclusive of Activision Blizzard’s net cash. When the transaction closes, Microsoft will become the world’s third-largest gaming company by revenue, behind Tencent and Sony. The planned acquisition includes iconic franchises from the Activision, Blizzard and King studios like “Warcraft,” “Diablo,” “Overwatch,” “Call of Duty” and “Candy Crush,” in addition to global eSports activities through Major League Gaming. The company has studios around the word with nearly 10,000 employees.

Bobby Kotick will continue to serve as CEO of Activision Blizzard, and he and his team will maintain their focus on driving efforts to further strengthen the company’s culture and accelerate business growth. Once the deal closes, the Activision Blizzard business will report to Phil Spencer, CEO, Microsoft Gaming.

“Gaming is the most dynamic and exciting category in entertainment across all platforms today and will play a key role in the development of metaverse platforms,” said Satya Nadella, chairman and CEO, Microsoft. “We’re investing deeply in world-class content, community and the cloud to usher in a new era of gaming that puts players and creators first and makes gaming safe, inclusive and accessible to all.”

“Players everywhere love Activision Blizzard games, and we believe the creative teams have their best work in front of them,” said Phil Spencer, CEO, Microsoft Gaming. “Together we will build a future where people can play the games they want, virtually anywhere they want.”

“For more than 30 years our incredibly talented teams have created some of the most successful games,” said Bobby Kotick, CEO, Activision Blizzard. “The combination of Activision Blizzard’s world-class talent and extraordinary franchises with Microsoft’s technology, distribution, access to talent, ambitious vision and shared commitment to gaming and inclusion will help ensure our continued success in an increasingly competitive industry.”

Mobile is the largest segment in gaming, with nearly 95% of all players globally enjoying games on mobile. Through great teams and great technology, Microsoft and Activision Blizzard will empower players to enjoy the most-immersive franchises, like “Halo” and “Warcraft,” virtually anywhere they want. And with games like “Candy Crush,” Activision Blizzard´s mobile business represents a significant presence and opportunity for Microsoft in this fast-growing segment.

The acquisition also bolsters Microsoft’s Game Pass portfolio with plans to launch Activision Blizzard games into Game Pass, which has reached a new milestone of over 25 million subscribers. With Activision Blizzard’s nearly 400 million monthly active players in 190 countries and three billion-dollar franchises, this acquisition will make Game Pass one of the most compelling and diverse lineups of gaming content in the industry. Upon close, Microsoft will have 30 internal game development studios, along with additional publishing and esports production capabilities.

The transaction is subject to customary closing conditions and completion of regulatory review and Activision Blizzard’s shareholder approval. The deal is expected to close in fiscal year 2023 and will be accretive to non-GAAP earnings per share upon close. The transaction has been approved by the boards of directors of both Microsoft and Activision Blizzard.

Powered by WPeMatico

Continue Reading

Trending

Get it on Google Play

Fresh slot games releases by the top brands of the industry. We provide you with the latest news straight from the entertainment industries.

The platform also hosts industry-relevant webinars, and provides detailed reports, making it a one-stop resource for anyone seeking information about operators, suppliers, regulators, and professional services in the European gaming market. The portal's primary goal is to keep its extensive reader base updated on the latest happenings, trends, and developments within the gaming and gambling sector, with an emphasis on the European market while also covering pertinent global news. It's an indispensable resource for gaming professionals, operators, and enthusiasts alike.

Contact us: [email protected]

Editorial / PR Submissions: [email protected]

Copyright © 2015 - 2024 - Recent Slot Releases is part of HIPTHER Agency. Registered in Romania under Proshirt SRL, Company number: 2134306, EU VAT ID: RO21343605. Office address: Blvd. 1 Decembrie 1918 nr.5, Targu Mures, Romania