WEBVTT - Microsoft Gaming CEO Phil Spencer

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<v Speaker 1>I talked to you about my own sort of fear

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<v Speaker 1>of kids playing too much a friend, so I try

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<v Speaker 1>to think of it like he's it's like a painting.

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<v Speaker 1>Like show it, ask him to show it to you,

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<v Speaker 1>like the same way you would treat a painting. I

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<v Speaker 1>want to see what you mean. That's so make it

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<v Speaker 1>a family. Do you have kids? Have two daughters? Do

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<v Speaker 1>they play? Yeah, they're older now, but they not a

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<v Speaker 1>lot because like growing up, I think it was always

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<v Speaker 1>the thing that dad did. Hi, everyone, and welcome to

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<v Speaker 1>this edition of Bloomberg Studio. One point out, I'm Emily Chang.

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<v Speaker 1>He's in charge of one of the top gaming consoles

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<v Speaker 1>in the world, Microsoft Xbox, a sixteen billion dollar business

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<v Speaker 1>home to Minecraft, Halo, and perhaps soon call of Duty

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<v Speaker 1>if a seventy billion dollar deal to buy Act Division

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<v Speaker 1>goes through. The executive behind that deal is Phil Spencer,

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<v Speaker 1>and if he has his way, he hopes the gaming

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<v Speaker 1>industry will level up in the next twenty years and

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<v Speaker 1>be less a battle between rival consoles and more a

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<v Speaker 1>home to platforms that reach every potential gamer on the planet.

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<v Speaker 1>Joining me on this edition of Bloomberg Studio. At one

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<v Speaker 1>point out, Microsoft Gaming CEO Phil Spencer. So we're gonna

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<v Speaker 1>start by going in the way back machine a little bit.

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<v Speaker 1>UH did some research. You worked at a computer mart

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<v Speaker 1>in Vancouver, Washington, where you were selling and playing a

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<v Speaker 1>lot of computer games in the eighties. I'm thinking like

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<v Speaker 1>Stranger Things, Stranger Things resonates with my definitely growing up,

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<v Speaker 1>my inner geekdom is there. I'm going to need some

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<v Speaker 1>photographic evidence of this. What were your most played games

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<v Speaker 1>in the eighties. So it's funny when I started growing

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<v Speaker 1>up playing video games, most of it was going to

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<v Speaker 1>the arcades. Now, most people won't remember these days of

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<v Speaker 1>like going to a store where you put quarters in play.

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<v Speaker 1>Robotron was one of my favorites in the arcades. I

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<v Speaker 1>would go play that, and then probably more in the

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<v Speaker 1>seventies and the eighties. I remember my dad bringing a

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<v Speaker 1>video game, The Atar with the cartridges home, and that

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<v Speaker 1>was kind of the beginning of it, and I just

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<v Speaker 1>kept playing and it's still with me. You started out

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<v Speaker 1>at Microsoft as an intern in how would you compare

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<v Speaker 1>Microsoft's history on games under Bill Gates versus Steve Baber

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<v Speaker 1>versus such an ADELA. Yeah, I think, like many things

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<v Speaker 1>at Microsoft back in the eighties, We started in video

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<v Speaker 1>games as much out of out kind of a defensive.

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<v Speaker 1>We were worried that other companies might be putting the

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<v Speaker 1>home PC in place, and the avenue to get there

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<v Speaker 1>was through video games and game consoles. So we say, okay,

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<v Speaker 1>we're gonna go start our own game console because if

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<v Speaker 1>anybody is going to build a computer for the home,

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<v Speaker 1>we wanted it to be Microsoft. I think through Steve's years,

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<v Speaker 1>it was more about growing the business and how do

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<v Speaker 1>we bring kind of business leadership into this group of

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<v Speaker 1>rag tech people who are out there just having fun

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<v Speaker 1>building video games as part of Xbox. I think with

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<v Speaker 1>Satia when I first took this job and I got

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<v Speaker 1>this job as head of Xbox about two months after

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<v Speaker 1>Satia Nadella became the CEO of Microsoft. Well, and when

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<v Speaker 1>Sata started, there were activist investors targeting the company. The

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<v Speaker 1>stock hadn't been doing well. They were targeting Xbox. Absolutely yeah,

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<v Speaker 1>at the time, absolutely right that there was a question

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<v Speaker 1>but why are we in video games? In fact, one

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<v Speaker 1>of his first questions to me was because he had

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<v Speaker 1>come from the cloud part of the business being and

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<v Speaker 1>then cloud was he didn't actually understand why we're in

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<v Speaker 1>video games, not as a negative, just as literally, why

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<v Speaker 1>are why is Microsoft this at the time, what one

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<v Speaker 1>trillion dollar market cup company? Why are we in the

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<v Speaker 1>video game business? And he he challenged us, like, let's

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<v Speaker 1>go figure out why we're in the video game space

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<v Speaker 1>and see if it makes sense, and if it does,

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<v Speaker 1>let's be all in, and if it doesn't, we'd make

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<v Speaker 1>other decisions. Early in that journey is when this game,

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<v Speaker 1>which I know you know about, is Minecraft, and the

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<v Speaker 1>opportunity to acquire Minecraft came about like months after this moment,

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<v Speaker 1>So I might have a kid or two that pay Minecraft, yes,

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<v Speaker 1>And it really caused us as a team to think about, Okay,

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<v Speaker 1>if you're gonna go spend two and a half billion

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<v Speaker 1>dollars on this blocky Java base game, how does this

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<v Speaker 1>fit into the mission of this company? Let's talk about

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<v Speaker 1>that strategy? Was the idea to tie gaming to the cloud?

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<v Speaker 1>Was that the clincher. If you think about a game

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<v Speaker 1>like Minecraft or Fortnite or Roadblocks, these are games that

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<v Speaker 1>play on iPads, they play on xboxes, PlayStations, PCs, that

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<v Speaker 1>games were going from per device to per user and

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<v Speaker 1>cloud would be an enabler for that. But we didn't

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<v Speaker 1>start with how do we fit cloud into video games?

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<v Speaker 1>We were just kind of watching the trends of creators

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<v Speaker 1>and where they were building, and saw this transformation of

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<v Speaker 1>games being ubiquitous. How does this all as you see

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<v Speaker 1>it connect to Microsoft's future? The cool thing I see

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<v Speaker 1>going on now and it does fit with the investments

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<v Speaker 1>Microsoft's making an Azure in other places. Is today the

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<v Speaker 1>world anybody's a creator and video games are going through

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<v Speaker 1>that same transformation. Where if I rewind to my childhood

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<v Speaker 1>and playing video games, I walked into like an Egghead

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<v Speaker 1>software and there was a line of boxes. We might

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<v Speaker 1>go create the best game in the world, but there

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<v Speaker 1>was no way for us to get it in front

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<v Speaker 1>of an actual person who might want to go play,

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<v Speaker 1>because we couldn't get shelf space. All these things. Today,

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<v Speaker 1>we see gamers on our creators on our platform from

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<v Speaker 1>all over the globe who can create a game that

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<v Speaker 1>can literally reach billions of people through our distribution capability.

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<v Speaker 1>To a player, a game is a game, and you

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<v Speaker 1>can deliver that game through the cloud to anybody who

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<v Speaker 1>has a device that's capable of reaching the Internet. I

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<v Speaker 1>hear you're still an avid gamer. How often do you

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<v Speaker 1>play games like how many hours I go to bed early,

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<v Speaker 1>so I gotta bet at ten at Seattle at ten o'clock.

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<v Speaker 1>People who play with me online they tease me about

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<v Speaker 1>how militant I am at ten o'clock. I'm out. I

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<v Speaker 1>probably play fifteen hours a week. As I understand that

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<v Speaker 1>you do your own deals, you don't necessarily we need

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<v Speaker 1>permission from Sacha to do a deal. Is that true? Now,

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<v Speaker 1>there's there's definitely it depends on the amount of the

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<v Speaker 1>money in the deal. But when we think about some

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<v Speaker 1>of our bigger deals, we go to the board. Um

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<v Speaker 1>and so Satiadella, Amy Hood the CFO have been incredibly

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<v Speaker 1>supportive as Xbox were one of the biggest consumer businesses

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<v Speaker 1>in the company. Were a brand that makes Microsoft relevant

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<v Speaker 1>to a whole generation that probably doesn't think about a

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<v Speaker 1>lot of other Microsoft products in their day to day life. Well,

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<v Speaker 1>you're in the process of a potentially monster deal, seventy

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<v Speaker 1>billion dollar acquisition of Activision. Talk to us about how

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<v Speaker 1>this deal came together when we were thinking about on

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<v Speaker 1>that idea of what are we capable of doing today

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<v Speaker 1>and where do we need to go? The biggest gaming

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<v Speaker 1>platform on the planet is mobile phones UH one and

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<v Speaker 1>a half billion people play on mobile phones, and I

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<v Speaker 1>guess regretfully as Microsoft, it's not a place where we

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<v Speaker 1>have a native platform as gaming, coming from console and PC,

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<v Speaker 1>we don't have a lot of creative capability that has

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<v Speaker 1>built hit mobile games. One thing about the video game

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<v Speaker 1>space is if you've been around, maybe too long, you

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<v Speaker 1>know most of the creators out there, so you kind

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<v Speaker 1>of know teams that could be a good fit in

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<v Speaker 1>terms of what we were trying to do. But we

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<v Speaker 1>really started the discussions internally, at least on Activision Blizzard

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<v Speaker 1>around the capability they had on mobile and then PC

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<v Speaker 1>with Blizzard. Those are the two things that we're really

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<v Speaker 1>driving our interest. Big tech is under a lot of

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<v Speaker 1>regulatory scrutiny. Big tech deals are under scrutiny. What's the

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<v Speaker 1>status of the deal? What have your conversations with regulators been? Like,

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<v Speaker 1>you know, I kind of come at this that big

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<v Speaker 1>deals should be scrutinized, right. I think that's the role

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<v Speaker 1>of regulators, why they're in place. I feel good about

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<v Speaker 1>the progress that we've been making, asking good, hard questions

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<v Speaker 1>about Okay, what is our intent? What does this mean

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<v Speaker 1>if you play it out over five years? Is this

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<v Speaker 1>constricting a market. I feel good about it. Microsoft had

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<v Speaker 1>its time in the antitrust spotlight. Now the spotlights on

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<v Speaker 1>Google and Meta and Apple and Amazon. How is it

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<v Speaker 1>that Microsoft has skirted the spotlight. Your competitors might say

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<v Speaker 1>it's unfair. Well, I think your point about us having

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<v Speaker 1>grown through that time, I might call that the adolescent

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<v Speaker 1>ears for us, as we were kind of learning. I

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<v Speaker 1>think it's an important consideration that we did learn a

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<v Speaker 1>lot as a company through that time and what it meant,

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<v Speaker 1>and I think that sticks with us today. You've been

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<v Speaker 1>a really big advocate of cross platform play and this

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<v Speaker 1>idea that gamers should be allowed to play whatever games

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<v Speaker 1>they want on whatever platform they want. Why is that

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<v Speaker 1>so important to you? Maybe you happen in your household

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<v Speaker 1>to buy an Xbox, and I buy a PlayStation, and

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<v Speaker 1>our kids want to play together and they can't because

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<v Speaker 1>we bought the wrong piece of plastic to plug into

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<v Speaker 1>our television. It just seems that these artificial constraints that

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<v Speaker 1>the industry we might put up for near term kind

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<v Speaker 1>of business dynamics. In the long run, if you take

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<v Speaker 1>a business that is at three billion people growing to

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<v Speaker 1>four billion people over the next decade, and saying how

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<v Speaker 1>do we continue to grow this business reducing friction for

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<v Speaker 1>our customers? As an industry has to be at the top.

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<v Speaker 1>So how far does this go? Does this mean that

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<v Speaker 1>activision games that Call of Duty you'll be able to

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<v Speaker 1>play on any platform and perpetuity. I don't know what

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<v Speaker 1>that means and forever, Like when you think about how long,

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<v Speaker 1>And it's not for any kind of nefarious business reason.

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<v Speaker 1>It's just like, what do we even platforms mean ten

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<v Speaker 1>years ago? Like, I think the definition of some of

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<v Speaker 1>these things might change over time, but our expectation is

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<v Speaker 1>we want more people to play. So I know you're

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<v Speaker 1>working with Sony on some things for the benefit of gamers,

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<v Speaker 1>Can you talk to us about that a little bit.

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<v Speaker 1>We have a pretty big publishing footprint on PlayStation as

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<v Speaker 1>well as Nintendo, which means we have good relationships with

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<v Speaker 1>those platforms because we're they're a big part of our

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<v Speaker 1>business and we're a big part of their business. I

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<v Speaker 1>think our long term ambition of where we see this

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<v Speaker 1>industry growing is also shared. I think the area where

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<v Speaker 1>things get stuck a little bit, it's in the kind

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<v Speaker 1>of nearer mid term competition. If somebody walks into a

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<v Speaker 1>store and they have one bill. They're either going to

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<v Speaker 1>walk out with a switch, which is what most people buy,

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<v Speaker 1>or they're gonna walk out with a PlayStation five, or

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<v Speaker 1>they're gonna walk out with an Xbox, or maybe somebody

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<v Speaker 1>will go buy gaming a Windows PC. But in that

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<v Speaker 1>world of somebody's got to make a decision for one

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<v Speaker 1>platform over another in the beginning, UM, that is where

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<v Speaker 1>I think we we get stuck in some of the

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<v Speaker 1>kind of near term competition. I don't think that's bad.

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<v Speaker 1>It's just the dynamic of each of us pushing each other,

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<v Speaker 1>um to build the best product for our customers. Now,

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<v Speaker 1>while you've been working to make the gaming industry more collaborative,

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<v Speaker 1>the gaming industry has historically been tough for women, for

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<v Speaker 1>diverse voices. When you look back on gamer Gate, do

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<v Speaker 1>you think you did enough. I can always look back

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<v Speaker 1>at any incident for me and think about things that

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<v Speaker 1>in hindsight, I should have done more, I should have

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<v Speaker 1>done better. I'm proud of how our team evolves, how

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<v Speaker 1>our leadership team evolves. Now their societal issues around us.

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<v Speaker 1>The gaming industry is not kind of immune to those

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<v Speaker 1>people in my position sitting there as kind of old

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<v Speaker 1>white guy as head of gaming platforms, not in I'm

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<v Speaker 1>more the norm than I should be. And I talk

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<v Speaker 1>about three billion people who play video games, and if

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<v Speaker 1>you say your your audience is three billion people, then

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<v Speaker 1>the demographic is the planet's demographic. I want our team

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<v Speaker 1>to reflect the customer that we aspire to earn. I

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<v Speaker 1>know that our teams ship their culture with every product

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<v Speaker 1>that they shipped. Well. Activision specifically is facing a lot

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<v Speaker 1>of challenges here. There have been lawsuits, there have been

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<v Speaker 1>employee walkouts, there have been accusations of sexual harassment, sexual assault.

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<v Speaker 1>How much did that concern you when you're thinking about

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<v Speaker 1>this deal. We had access to data from the company

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<v Speaker 1>before we announced the acquisition to see what the actual

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<v Speaker 1>numbers were in terms of reports. Um, we definitely as

0:11:57.280 --> 0:11:59.440
<v Speaker 1>a team signed up to say, just like we're on

0:11:59.440 --> 0:12:02.160
<v Speaker 1>our own journe with Xbox, that we're going to expand

0:12:02.160 --> 0:12:04.640
<v Speaker 1>that journey if this deal closes. It's a lot of

0:12:04.640 --> 0:12:06.480
<v Speaker 1>people and a lot of people that will feel very

0:12:06.520 --> 0:12:10.080
<v Speaker 1>dedicated to and committed to building a great workplace environment

0:12:10.120 --> 0:12:11.959
<v Speaker 1>for them. That's true of any of our studios, right.

0:12:12.559 --> 0:12:14.800
<v Speaker 1>But it's obviously a conversation that you're going to have

0:12:15.160 --> 0:12:17.840
<v Speaker 1>you think about the board of Microsoft and when they're

0:12:17.840 --> 0:12:20.040
<v Speaker 1>thinking about the deal and they're typing into their search

0:12:20.080 --> 0:12:23.240
<v Speaker 1>engine activision, what are the headlines that they're coming back

0:12:23.280 --> 0:12:25.839
<v Speaker 1>And there were questions that we had. We've learned from this,

0:12:26.000 --> 0:12:28.720
<v Speaker 1>we will continue to learn um and we're committed to

0:12:28.760 --> 0:12:31.440
<v Speaker 1>that that journey not only for the betterment of our teams,

0:12:31.440 --> 0:12:34.439
<v Speaker 1>but our customers, the creators on our platform. We think

0:12:34.480 --> 0:12:37.360
<v Speaker 1>it's critical to our business success that we make progress here.

0:12:37.840 --> 0:12:40.800
<v Speaker 1>Is Bobby Kodak going to stay on? Yeah, I'm not

0:12:40.960 --> 0:12:45.280
<v Speaker 1>in a position to make comments about their leadership team

0:12:45.440 --> 0:12:48.600
<v Speaker 1>were in the regulatory phase and and how that will close,

0:12:48.840 --> 0:12:51.960
<v Speaker 1>Like when the deal closes, then we have say and

0:12:52.040 --> 0:12:54.160
<v Speaker 1>how they're managed and how it goes. But until that point,

0:12:54.480 --> 0:12:57.040
<v Speaker 1>I'm not really in position to say. There have been

0:12:57.360 --> 0:13:02.640
<v Speaker 1>very specific allegations of Bobby being aware of things that

0:13:02.720 --> 0:13:05.120
<v Speaker 1>happened and not reporting it to the board. What has

0:13:05.120 --> 0:13:08.120
<v Speaker 1>he communicated to you about what he knew, what he

0:13:08.160 --> 0:13:13.319
<v Speaker 1>didn't know. The discussions we've had were about the teams

0:13:13.559 --> 0:13:18.680
<v Speaker 1>where they're at. Can they make the progress they need

0:13:18.679 --> 0:13:22.000
<v Speaker 1>to make because the closing is a long process. Are

0:13:22.040 --> 0:13:24.520
<v Speaker 1>they putting in the work that they need to put

0:13:24.600 --> 0:13:30.000
<v Speaker 1>in two move along their journey, and I believe they're

0:13:30.000 --> 0:13:32.120
<v Speaker 1>committed to that. When I look at the work that

0:13:32.160 --> 0:13:35.120
<v Speaker 1>they're doing now, there's always more that can be done.

0:13:35.600 --> 0:13:38.720
<v Speaker 1>Activision has divisions that are unionizing, and I know Microsoft

0:13:38.760 --> 0:13:42.520
<v Speaker 1>has said they'll recognize those unions. What does that look like.

0:13:43.520 --> 0:13:45.720
<v Speaker 1>I've never run an organization that has unions in it, so,

0:13:46.120 --> 0:13:48.960
<v Speaker 1>but what I can say and working through this, is

0:13:49.559 --> 0:13:56.280
<v Speaker 1>we recognize workers needs to feel safe and heard and

0:13:56.280 --> 0:14:01.120
<v Speaker 1>and compensated fairly in order to do great work. So

0:14:01.200 --> 0:14:03.280
<v Speaker 1>we thought it was important to make a public statement

0:14:03.320 --> 0:14:05.520
<v Speaker 1>on that front for workers that are there that are

0:14:05.520 --> 0:14:08.320
<v Speaker 1>making decisions about their employment and how they want to

0:14:08.840 --> 0:14:11.280
<v Speaker 1>know what that relationship looks like to understand what it

0:14:11.320 --> 0:14:13.520
<v Speaker 1>would mean if Microsoft was able to close the deal.

0:14:13.640 --> 0:14:17.720
<v Speaker 1>When I think about the environment on any of our teams,

0:14:17.840 --> 0:14:20.560
<v Speaker 1>I build from a perspective of people of building a

0:14:20.600 --> 0:14:23.240
<v Speaker 1>workplace where people feel like they can do their best

0:14:23.240 --> 0:14:25.200
<v Speaker 1>work in a sustainable way and they could see this

0:14:25.240 --> 0:14:27.880
<v Speaker 1>as a long term career for themselves. So if Xbox

0:14:27.880 --> 0:14:31.680
<v Speaker 1>employees decided to unionize with Microsoft support that we knew.

0:14:31.720 --> 0:14:34.400
<v Speaker 1>We made the public statement that it was It wasn't

0:14:34.880 --> 0:14:37.320
<v Speaker 1>that it would have a broader impact than just the

0:14:37.360 --> 0:14:40.320
<v Speaker 1>impact at what would potentially happen on the close of

0:14:40.360 --> 0:14:42.880
<v Speaker 1>Activision Blizzard. So let's talk about some of the broader trends.

0:14:42.960 --> 0:14:45.880
<v Speaker 1>You and I talked a lot during the pandemic gameplay surge.

0:14:46.320 --> 0:14:49.280
<v Speaker 1>During the pandemic, we were all stuck at home. Has

0:14:49.320 --> 0:14:53.800
<v Speaker 1>that changed? It has changed. We've seen gameplay hours come

0:14:53.880 --> 0:14:55.960
<v Speaker 1>down a bit, which I will say I think is

0:14:55.960 --> 0:14:58.400
<v Speaker 1>a good thing. People should get outside, people should moderate.

0:14:58.760 --> 0:15:02.720
<v Speaker 1>Long term growth trajector for the business is incredibly durable

0:15:02.760 --> 0:15:04.960
<v Speaker 1>and strong. You have adults now that have grown up

0:15:04.960 --> 0:15:07.280
<v Speaker 1>playing like myself, and it's become a more normal part

0:15:07.680 --> 0:15:11.200
<v Speaker 1>of of how people entertain and how families spend time.

0:15:11.280 --> 0:15:15.640
<v Speaker 1>As the economy has has tightened for consumers, as gas

0:15:15.680 --> 0:15:19.160
<v Speaker 1>prices are higher, people are worried about what what their

0:15:19.160 --> 0:15:23.680
<v Speaker 1>home economic situation looks like. We're seeing gameplay hours kind

0:15:23.680 --> 0:15:26.600
<v Speaker 1>of stay strong because I think from a value perspective,

0:15:26.840 --> 0:15:29.280
<v Speaker 1>gaming is a good value for people at a time

0:15:29.320 --> 0:15:32.240
<v Speaker 1>of kind of economic constriction. People bought Minecraft, they can

0:15:32.280 --> 0:15:35.080
<v Speaker 1>continue to go play Minecraft. What about supply chain? What

0:15:35.200 --> 0:15:37.880
<v Speaker 1>challenges are you still seeing? Are all the consoles that

0:15:37.960 --> 0:15:39.680
<v Speaker 1>you want to have made in time for the holiday

0:15:39.720 --> 0:15:42.600
<v Speaker 1>is going to be here. I still think demand will

0:15:42.640 --> 0:15:45.640
<v Speaker 1>outstrip supply for us this holiday. We'll see when we

0:15:45.680 --> 0:15:49.120
<v Speaker 1>get into three you'll start to see more that supply

0:15:49.680 --> 0:15:52.920
<v Speaker 1>is catching up with demand and maybe actually see one

0:15:53.000 --> 0:15:54.760
<v Speaker 1>in the store when you walk in. And what's the

0:15:54.760 --> 0:15:56.600
<v Speaker 1>future of the console? I mean, our console is going

0:15:56.640 --> 0:15:59.200
<v Speaker 1>to be around in ten years if even Microsoft is

0:15:59.240 --> 0:16:02.400
<v Speaker 1>your sort of d emphasizing. Yeah, I equate in my

0:16:02.520 --> 0:16:04.880
<v Speaker 1>head gaming on console to gaming on a television. But

0:16:04.920 --> 0:16:07.480
<v Speaker 1>absolutely people are playing on more screens. And I think

0:16:07.480 --> 0:16:09.400
<v Speaker 1>for us as a platform, if we don't adopt that

0:16:09.440 --> 0:16:12.080
<v Speaker 1>as part of our strategy, we're kind of pushing against

0:16:12.080 --> 0:16:14.400
<v Speaker 1>what our consumer, what our customers are asking for. We

0:16:14.440 --> 0:16:16.800
<v Speaker 1>talked a bit about kids earlier, and you know, as

0:16:16.800 --> 0:16:19.080
<v Speaker 1>a mom, I'm always slightly terrified that my kids are

0:16:19.080 --> 0:16:21.800
<v Speaker 1>playing too much video games are ruining their brains. They're

0:16:21.800 --> 0:16:27.200
<v Speaker 1>gonna be exposed to all this bad stuff. You're very

0:16:27.200 --> 0:16:31.240
<v Speaker 1>pro game for kids, and I'm wondering, I wonder, how

0:16:31.240 --> 0:16:34.680
<v Speaker 1>do you support that as a parent. You know what's

0:16:34.680 --> 0:16:36.440
<v Speaker 1>best for your kid first, Like, I'm not going to

0:16:36.560 --> 0:16:39.600
<v Speaker 1>say what's best for any individuals kids. What we can

0:16:39.720 --> 0:16:43.440
<v Speaker 1>say and The research backs this up that gaming can

0:16:43.480 --> 0:16:46.760
<v Speaker 1>be a great on ramp for kids into STEM education

0:16:46.800 --> 0:16:48.880
<v Speaker 1>as they think about, well, how are these games built.

0:16:49.000 --> 0:16:52.720
<v Speaker 1>I also think the community power of gaming is something

0:16:52.760 --> 0:16:56.920
<v Speaker 1>that doesn't get talked about enough. Last night, I was

0:16:56.960 --> 0:16:59.840
<v Speaker 1>playing Escape Room on Xbox with one of my friends,

0:17:00.040 --> 0:17:02.200
<v Speaker 1>and while the conversation might start about how are we

0:17:02.200 --> 0:17:05.320
<v Speaker 1>going to escape from this room, then we're talking about

0:17:05.359 --> 0:17:07.880
<v Speaker 1>his daughter, who's looking at colleges, and we just talk

0:17:07.920 --> 0:17:10.479
<v Speaker 1>about life like people will when they're in the same place.

0:17:11.119 --> 0:17:14.960
<v Speaker 1>And that ability for gaming, whether it's with kids or adults,

0:17:15.440 --> 0:17:19.040
<v Speaker 1>to bring people from different backgrounds, different geographies, different socio

0:17:19.040 --> 0:17:24.679
<v Speaker 1>economic different religion, different genders together and shared experiences is

0:17:24.920 --> 0:17:28.360
<v Speaker 1>pretty unique out there, and I think building those connections

0:17:28.400 --> 0:17:32.200
<v Speaker 1>that video games can enable. Maybe this is too altruistic,

0:17:32.240 --> 0:17:34.879
<v Speaker 1>but there aren't enough of those things in the world today,

0:17:35.000 --> 0:17:37.760
<v Speaker 1>which brings me to the metaverse. You know, obviously Sacha

0:17:37.840 --> 0:17:40.399
<v Speaker 1>came on my show. I hope that this is the

0:17:40.480 --> 0:17:43.680
<v Speaker 1>next big thing that happens off to the mobile internet.

0:17:43.800 --> 0:17:47.720
<v Speaker 1>Facebook changed its name to Meta. Some gamers don't even

0:17:47.720 --> 0:17:52.200
<v Speaker 1>want this whole metaverse thing. My view on on meta

0:17:52.280 --> 0:17:54.720
<v Speaker 1>versus gamers have been in the metaverse for thirty years.

0:17:54.760 --> 0:17:58.080
<v Speaker 1>When you're playing games, if you're playing a World of

0:17:58.080 --> 0:18:02.320
<v Speaker 1>Warcraft game, you're playing in rollblocks, you're playing in a

0:18:02.440 --> 0:18:05.240
<v Speaker 1>racing game where everybody is in a shared world. These

0:18:05.280 --> 0:18:08.119
<v Speaker 1>three D shared worlds that gamers have been playing in

0:18:08.200 --> 0:18:11.119
<v Speaker 1>for years and years. I think what we've found is

0:18:11.160 --> 0:18:13.400
<v Speaker 1>there's more connection, as I was talking about before, because

0:18:13.400 --> 0:18:16.879
<v Speaker 1>we have shared purpose. It's not at all surprising to

0:18:16.920 --> 0:18:19.120
<v Speaker 1>me that gamers might look at metaverse and think, well,

0:18:19.359 --> 0:18:21.760
<v Speaker 1>I don't really get it, because we've we've already I

0:18:21.960 --> 0:18:24.760
<v Speaker 1>already have an avatar of myself, and I can already

0:18:24.760 --> 0:18:27.000
<v Speaker 1>go into a shared world, and I can already sit

0:18:27.040 --> 0:18:30.240
<v Speaker 1>there and have voice conversations with people anywhere. But I

0:18:30.320 --> 0:18:33.760
<v Speaker 1>do think the skills that we have as game designers

0:18:33.760 --> 0:18:37.199
<v Speaker 1>and game creators make a ton of sense and a

0:18:37.200 --> 0:18:39.920
<v Speaker 1>lot of enterprise experiences. And this is why Sati gets

0:18:39.920 --> 0:18:43.000
<v Speaker 1>excited about it. What about crypto Play to earn is

0:18:43.560 --> 0:18:46.480
<v Speaker 1>all the rage right now? Play to earn specifically is

0:18:46.520 --> 0:18:51.800
<v Speaker 1>something I'm cautious about. Um it creates a worker force

0:18:51.920 --> 0:18:55.560
<v Speaker 1>out of players for certain players to kind of monetize

0:18:55.600 --> 0:18:57.840
<v Speaker 1>now to be fair for us in the game. In

0:18:57.920 --> 0:19:00.560
<v Speaker 1>the game industry. This has existed for years. Years. There

0:19:00.600 --> 0:19:03.840
<v Speaker 1>have been gold farmers of people who literally just spend

0:19:03.840 --> 0:19:06.639
<v Speaker 1>their time doing some menial task in a game to

0:19:06.960 --> 0:19:09.199
<v Speaker 1>accrue some currency that then they could sell to some

0:19:09.240 --> 0:19:11.880
<v Speaker 1>other rich player and for real money so that that

0:19:11.920 --> 0:19:14.000
<v Speaker 1>person doesn't have to spend their time. But now you

0:19:14.080 --> 0:19:16.320
<v Speaker 1>find games that are starting to build that into the

0:19:16.320 --> 0:19:19.000
<v Speaker 1>economy of the game itself. We made some comments and

0:19:19.080 --> 0:19:21.919
<v Speaker 1>Minecraft about how we view n f T s in

0:19:21.920 --> 0:19:23.960
<v Speaker 1>this space, because we saw people doing things that we

0:19:24.000 --> 0:19:25.919
<v Speaker 1>thought were exploited in our product, and we said we

0:19:25.920 --> 0:19:28.600
<v Speaker 1>don't want that. I think sometimes it's it's hammer looking

0:19:28.640 --> 0:19:31.159
<v Speaker 1>for a nail when these technologies come up. But the

0:19:31.200 --> 0:19:33.720
<v Speaker 1>actual human use or player use in our case of

0:19:33.760 --> 0:19:36.920
<v Speaker 1>these technologies, UM, I think there could be some interesting things.

0:19:37.240 --> 0:19:39.760
<v Speaker 1>So let's talk about your priorities looking forward. You know

0:19:39.800 --> 0:19:41.200
<v Speaker 1>you're in the middle of trying to do this really

0:19:41.280 --> 0:19:45.400
<v Speaker 1>big deal. Are we going to see you keep doing deals?

0:19:45.440 --> 0:19:48.800
<v Speaker 1>Are you still on the lookout for new studios or

0:19:49.119 --> 0:19:53.240
<v Speaker 1>new geographic locations where you want to build out Microsoft's

0:19:53.400 --> 0:19:59.159
<v Speaker 1>gaming presence. Definitely. On the second part, geographic expansion is

0:19:59.320 --> 0:20:02.320
<v Speaker 1>critically im We've hired our first people in Nigeria. Now

0:20:02.440 --> 0:20:04.840
<v Speaker 1>as part of our team, we have teams in India,

0:20:05.040 --> 0:20:07.480
<v Speaker 1>teams in South America. You know, again, when I talk

0:20:07.520 --> 0:20:10.359
<v Speaker 1>about three billion gamers, I'll just use Africa for a second.

0:20:10.400 --> 0:20:12.880
<v Speaker 1>Like one point two billion people in the continent. Average

0:20:12.880 --> 0:20:14.920
<v Speaker 1>age is what twenty or twenty one. I think it's

0:20:15.160 --> 0:20:17.919
<v Speaker 1>very very likely that the next big hit games that

0:20:17.960 --> 0:20:21.520
<v Speaker 1>we're going to see are not from the traditional locations,

0:20:21.560 --> 0:20:24.280
<v Speaker 1>not from the traditional people, and I think that's fantastic.

0:20:24.359 --> 0:20:27.159
<v Speaker 1>So geographic expansion is critical. Cloud is important to that

0:20:27.200 --> 0:20:29.439
<v Speaker 1>as we put our data centers in places and we

0:20:29.480 --> 0:20:32.600
<v Speaker 1>can not only distribute the games, but allow creators to

0:20:32.680 --> 0:20:36.480
<v Speaker 1>use our cloud development platforms to build games without having

0:20:36.480 --> 0:20:39.040
<v Speaker 1>to have the local hardware right there in their house

0:20:39.160 --> 0:20:40.800
<v Speaker 1>or in their office to go build. I think that

0:20:40.920 --> 0:20:43.119
<v Speaker 1>is important. So we're gonna do a little rapid fire. Okay,

0:20:43.280 --> 0:20:46.679
<v Speaker 1>what video games are you playing now? Cult of the Lamb,

0:20:46.880 --> 0:20:51.360
<v Speaker 1>most important meeting you've ever played a game in? You're

0:20:51.359 --> 0:20:53.440
<v Speaker 1>trying to give me in trouble but games. Have you

0:20:53.440 --> 0:20:55.080
<v Speaker 1>ever just played a game in a meeting? With Sacha?

0:20:56.160 --> 0:20:58.760
<v Speaker 1>It's easier on teams calls because they can't see your screen.

0:20:58.800 --> 0:21:02.399
<v Speaker 1>You're not here with people I have played games. Satia

0:21:02.400 --> 0:21:06.840
<v Speaker 1>has caught me playing games before, and yeah, i'd say

0:21:06.880 --> 0:21:10.600
<v Speaker 1>a Satia meeting, I plead the fifth. What's your favorite

0:21:10.600 --> 0:21:13.640
<v Speaker 1>thing to do when you're not gaming? Of all things snowboard?

0:21:13.680 --> 0:21:16.280
<v Speaker 1>With my family, you have a lot of gaming fans.

0:21:16.600 --> 0:21:18.840
<v Speaker 1>Who do you fan over? One of the things I'd

0:21:18.920 --> 0:21:22.640
<v Speaker 1>love to go do is find a game I've never

0:21:22.680 --> 0:21:25.400
<v Speaker 1>heard of and go spend time with it and then

0:21:25.560 --> 0:21:28.840
<v Speaker 1>talk to the creators about it. I think creating something

0:21:29.520 --> 0:21:32.239
<v Speaker 1>putting it out there is such a brave thing to do.

0:21:32.440 --> 0:21:34.840
<v Speaker 1>If you could see any band in their prime, who

0:21:34.880 --> 0:21:38.760
<v Speaker 1>would it be? Wow? So I'm a punk rock fan,

0:21:39.720 --> 0:21:44.320
<v Speaker 1>um so I'd probably go back and say, like the

0:21:44.440 --> 0:21:47.760
<v Speaker 1>Ramons best piece of advice for your twenties. When I

0:21:47.800 --> 0:21:49.680
<v Speaker 1>think about at least my career, and that's the only

0:21:49.760 --> 0:21:52.159
<v Speaker 1>lens I have. There have been a number of times

0:21:52.200 --> 0:21:55.480
<v Speaker 1>when others have made bets on me that I probably

0:21:55.520 --> 0:21:57.560
<v Speaker 1>didn't think I was ready for, including the job I'm

0:21:57.600 --> 0:22:00.080
<v Speaker 1>in now. And to listen to the others around you

0:22:00.320 --> 0:22:02.560
<v Speaker 1>when they are making a bet on you, when they're

0:22:02.560 --> 0:22:04.680
<v Speaker 1>pulling you to go do things, at least for me,

0:22:04.760 --> 0:22:07.600
<v Speaker 1>who I was probably reticent, maybe a little imposter syndrome

0:22:07.680 --> 0:22:10.879
<v Speaker 1>kicking in on Was I really ready for something? But

0:22:11.040 --> 0:22:16.560
<v Speaker 1>understand that others around you when they're encouraging you, that

0:22:16.960 --> 0:22:19.000
<v Speaker 1>they're probably doing it for good reason. How do you

0:22:19.040 --> 0:22:22.960
<v Speaker 1>balance work life and play? My little fifteen minute commute

0:22:22.960 --> 0:22:26.200
<v Speaker 1>back and forth is my transition zone of I'm now

0:22:26.240 --> 0:22:27.919
<v Speaker 1>at work, I'm now at home. I don't even have

0:22:27.920 --> 0:22:30.480
<v Speaker 1>a home office because when I'm home, I'm not at work.

0:22:30.640 --> 0:22:34.360
<v Speaker 1>Like it's just always been my My thing. Is that

0:22:34.560 --> 0:22:37.440
<v Speaker 1>segmentation with my family and what I do. It doesn't

0:22:37.440 --> 0:22:39.360
<v Speaker 1>mean I've never responded to a mail when I'm at home,

0:22:40.119 --> 0:22:43.439
<v Speaker 1>but I I'm very regimented that way. When COVID happened,

0:22:43.480 --> 0:22:46.639
<v Speaker 1>it didn't work, and it didn't work emotionally, it didn't

0:22:46.640 --> 0:22:50.840
<v Speaker 1>work output wise like motivation, And I was pretty transparent

0:22:51.000 --> 0:22:53.679
<v Speaker 1>about that with the people around me and how I

0:22:53.720 --> 0:22:55.720
<v Speaker 1>had to change things. Does that mean you want everyone

0:22:55.760 --> 0:22:57.680
<v Speaker 1>else to come back back to the office now? People

0:22:57.720 --> 0:22:59.160
<v Speaker 1>have to work in the way that works for them.

0:22:59.200 --> 0:23:01.639
<v Speaker 1>What is the gaming industry look like in five years

0:23:01.800 --> 0:23:04.520
<v Speaker 1>and what does it look like in twenty years. We're

0:23:04.520 --> 0:23:08.159
<v Speaker 1>going to see video games really gain their space in

0:23:08.280 --> 0:23:13.320
<v Speaker 1>telling stories that really change people's perspective on others lived experience,

0:23:13.800 --> 0:23:16.040
<v Speaker 1>and I think that's a pretty cool thing, all right.

0:23:16.160 --> 0:23:32.120
<v Speaker 1>Thank you, Philip, you for joining us bloom Brook Studio

0:23:32.119 --> 0:23:34.119
<v Speaker 1>at one point. I was produced by Lauren Ellis and

0:23:34.320 --> 0:23:38.080
<v Speaker 1>edited by Matthew Soto, Joe Medina, and Megan Olsen. I'm

0:23:38.080 --> 0:23:41.920
<v Speaker 1>Emily Chang, your host an executive producer. Thanks for listening.