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create an equal playing field. Growing up with everything from the Commodore 64 to the Sega Mega Drive, games were always a big part of my life, my family would always play games together. I understood the power of games to unite people and wanted the world to see that potential. Too often games get a bad reputation - as with any industry, it has challenges. However, there is a huge amount of good happening across gaming globally and I felt strongly about championing this message, unlocking more good that can happen.


Mathias: Play is integral to learning and connecting. I love games that are “nutritious” – those that inspire, nudge us toward mindfulness, or encourage inclusion. Given the choice, choose the feature that makes the world better. It benefits the planet and makes you a prouder creator.


Matt: Your book carries a quote from Richard Curtis: “the world of gaming can save the world!” – just how much difference do you really think we can make? Mathias: Games are a massive cultural megatrend. With 3.7 billion people connected, we have a huge responsibility to use that influence and mindshare for good. Whether through awareness, education, or fundraising, we can apply the UN Sustainable Development Goals to games to drive real behaviour change. The potential is endless.


Matt: What has surprised you about the reaction to both the book and, subsequently, the podcast? Jude: Despite 20 years of research, it still surprises me when outsiders view gaming negatively. The book and podcast act as a conduit, making research and case studies accessible. When people outside the industry react with surprise and delight at the good being done, it’s incredibly encouraging.


Mathias: The book was an eye-opener and became a reference for the industry’s momentum on the agenda of doing good. It helped those already in the space convince their organizations to think bigger.


Matt: Who are your top two guests so far, and why? Mathias: Dr. Mick Donegan (right) from SpecialEffect was a moving interview; he’s a pioneer helping people with severe disabilities play. Jessica Murrey was also brilliant – a hero founder who risked everything, pushing forward to stay strong during tough times.


Jude: The episode with Faisal Kazim (Dubai Films & Games Commission) is key, as it details why they became a Strategic Headline Partner of Good Game Club. And the episode with Susanna Pollack (Games For Change) and Danny Marti (Tencent) is revealing, because it explores how the public conversation around games, children and wellbeing can move beyond fear and towards understanding. But it’s too hard to choose! Every conversation covers a different


perspective and contributes significantly to moving the industry forward for the better of people and the planet.


Matt: Can you share who you have lined up for future casts? Jude: We have an epic lineup: Dr. Rachel Kowert (releasing with a new white paper from Games For Change in July), leaders from African studios, Leo Olebe (former Xbox, YouTube, Meta and EA executive), Shahneila Saeed (Ukie’s Digital Schoolhouse), Osric Chau (actor), Matt Dalio (Founder at Endless), Robert Steen (The Remarkable Life Of Ibelin), and Alan Gershenfeld (Co-Founder at E-Line Media).


Matt: What else do you have planned for the future? Jude: We are launching an Academy later in the year. It will be an open access, global archive for over 20 years of research, learning materials, proven initiatives and frameworks – a central hub for the industry to learn and implement practices that benefit people and the planet. Watch this space!


Matt: What is your advice to companies, studios or developers, who are keen to get involved, but perhaps don’t know how to start? Mathias: Have a look through the podcast to get a flavour of the conversations and themes to see what may pique their interests. It’s a great way for the time-poor to learn and be inspired. Once the Academy is ready, this will then help set learning pathways, taking vast amounts of research and distilling it into relatable and manageable learning modules which will then help studios implement initiatives.


Matt: Is there a danger that you are preaching to the converted? How do you reach beyond the games industry to achieve real change more broadly? Jude: Even the converted may need support internally to pass ideas and initiatives through management teams. Our hope is that the podcast is an easy resource for them to point others to, or through the Academy build a business case to get a project off the ground. But we absolutely want to reach beyond the industry as well.


The podcast is designed to help those outside the industry too, to help them understand the good that’s happening. We want to reach policy makers, parents and mainstream media. We will be doing this by working with experts across a range of disciplines and even celebrities across all entertainment forms. The reality is, games are going to touch every part of our lives, so we have to be prepared to get the absolute best out of them!


July/August 2026 MCV/DEVELOP | 25


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