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 – 7.48SIGNALS OF THE FUTURE IN 2026 – 17.18TAKING BOLD ACTIONS NOW – 26.14GUEST CLOSING COMMENTS – 32.07HOST CLOSING REFLECTION – 34.52 CLOSING CALL TO ACTION - 37.46CONTACT DETAILS AND END OF EPISODE – 40.39RESOURCES LINKED TO INTERVIEW COMMENTSInitiatives 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 gameFrostpunk (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 interestLongleaf Valley (2023) –a free downloadable game built around biodiversity conservation themes and linked to the funding of substantial, real-world tree planting.Crossing Lines (2024) – short indie game visual novel explores reproductive rights of young women.Are you listening? (2023) – short indie game visual novel encourages practice of empathic listening skills.GUESTS AND CONTACT DETAILS:GUEST: James NicholsonAUSPICE PARTNER:Householders’ Options to Protect the Environment (HOPE): T: 07 4639 2135 E: office@hopeaustralia.org.au PRODUCTION: (acknowledgement):Produced for HOPE Inc. Australia by Andrew Nicholson. This episode recorded in Toowoomba, S.E. Queensland, Australia on 16th July 2026. Music: James Nicholson WEBSITE Instagram LinkedIn Facebook SpeakPipe - for voicemail
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