Ludeo welcomes ex-Activision Blizzard exec as chief business officer

Interactive games platform Ludeo has appointed Rob Schonfeld as its first chief business officer.
Schonfeld previously served as SVP of global digital & mobile commerce at Activision Blizzard in 2016 and was VP, head of global digital and mobile sales, before serving as global revenue officer at the company from 2022 to 2024.
He was also a board member for Activision Blizzard Japan and Blizzard Entertainment Korea from 2022 to 2024. Before this, he was SVP of revenue and played a key role in launching Call of Duty free-to-play in 2020.
Ludeo said it will leverage Schonfeld's over 20 years of industry experience to accelerate its momentum and expand its roster of triple-A partnerships.
Schonfeld's hiring also “cements" the company's North American presence as it secured content agreements with publishers and developers in the region.
Solving problems
Founded in 2022, Ludeo developed a playable gameplay format and platform that allows gamers to interact with game moments through playable clips.
“The gaming industry has been longing for what Ludeo has built,” said Schonfeld. “It bridges discovery, social media and gameplay in one seamless, engaging way.
“Ludeo's playable clips technology isn't just an incremental improvement, it's a completely new paradigm that solves fundamental problems for publishers, developers, creators, and players.” Schonfeld continued.
“The opportunity to help scale this technology and build something entirely new represents the most exciting opportunity in my career.
“I met with YouTube when there were 14 employees. I held the first iPhone a month before release. This is the next game changer, and I’m both energised and humbled to be driving it forward.”
Ludeo CEO and co-founder Asaf Gazit commented: “The gaming industry has reached a critical inflection point where growth is stifled by unnecessary friction.
“The traditional discovery ecosystem is fundamentally broken, requiring too many clicks to purchase, while paradoxically using static video to market what is inherently interactive entertainment.
“When nearly half of all gaming time is spent watching rather than playing, we know something is fundamentally misaligned.”