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July 19, 2026 40 mins

GUEST: James Nicholson, Bachelor Fine Art, Film and Television, Bond University (2018) Master of Science; Psychology (University of Sunderland, 2025)

In this episode host Andrew Nicholson explores one of the most culturally powerful and creatively ambitious industries on the planet: video gaming. With an estimated 3.6 billion players worldwide in 2026—around 42% of the global population—gaming has become a major arena of storytelling, social connection, artistic experimentation, and community participation.

Far from the old stereotypes of mindless escapism or niche hobbyism, today’s video games blend design, psychology, ethics, world‑building, and collective imagination at a scale few other mediums can match. Moreover, they are shaping how billions of people learn, collaborate, problem‑solve, and envision alternative futures.

This conversation looks ahead 15 years to consider some of the ways the video games industry could contribute further to the achievement of more climate safe, nature protected, socially supportive and fairer futures for all.

Andrew is joined by James Nicholson — games and media researcher, industry consultant, musician, cultural creative, and entrepreneur. James specialises in understanding how entertainment software shapes human behaviour and culture, and how games might now help shape a better world.

INTERVIEW TALKING POINTS - with approximate time elapsed

FORESHADOW AND EPISODE INTRO - 0.0

GUEST WORK OVERVIEW – 3.50 

TIME TRAVEL TO 2040 – 7.48

SIGNALS OF THE FUTURE IN 2026 – 17.18

TAKING BOLD ACTIONS NOW – 26.14

GUEST CLOSING COMMENTS – 32.07

HOST CLOSING REFLECTION – 34.52

 CLOSING CALL TO ACTION - 37.46

CONTACT DETAILS AND END OF EPISODE – 40.39

RESOURCES LINKED TO INTERVIEW COMMENTS

Initiatives articles, reports, podcasts   Games for Good – consultancy portal website focussed on games developed to achieve social impact.

Good Game Club Podcast – a new series (from 2025) covering the ‘positive impact that digital play can have on people and planet.’

Playing for the Planet - an alliance that supports the video games industry to act on the environment.

UN Environment Programme (UNEP) thought piece by Sam Barratt – chief of youth, education, and advocacy at UNEP. Considers the video games industry's role to play in the climate disruption agenda. Recent academic paper (2025).

Literature review on how commercial video games engage with biodiversity and conservation. One conclusion is that much more definitive research on this linkage is needed.

The Power of Play (2023) report on some social, mental, and emotional benefits of video game from the Interactive Games and Entertainment Association and

Power of Play (2025) report from the Entertainment Software Association.

Specific games or initiatives

Disco Elysium (2019) a non-traditional role-playing game

Frostpunk (2018) city-building and environment themed survival game

Next Level Collaboration (2026) Melbourne, Australia - selected video games for children as a tool to build specific social and collaborative teamwork skills.

Papers Please (2013) a game presenting hard moral choices.

Other games of interest

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