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    <title>Good Game Club Podcast</title>
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    <description>The Good Game Club Podcast 🎙️- where conversations about good gaming happen.

Hosted by Jude Ower MBE and Mathias Norvig, we shine a light on gaming’s hidden and unexpected benefits, and the positive impact digital play can have on people and the planet.

In partnership with Tencent.

Please give your valuable feedback - https://form.typeform.com/to/XMt11pO5</description>
    <copyright>Good Game Club Podcast</copyright>
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    <pubDate>Thu, 23 Apr 2026 09:26:27 +0000</pubDate>
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    <link>https://www.goodgame.club/</link>
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    <itunes:summary>The Good Game Club Podcast 🎙️- where conversations about good gaming happen.

Hosted by Jude Ower MBE and Mathias Norvig, we shine a light on gaming’s hidden and unexpected benefits, and the positive impact digital play can have on people and the planet.

In partnership with Tencent.

Please give your valuable feedback - https://form.typeform.com/to/XMt11pO5</itunes:summary>
    <itunes:subtitle>The Good Game Club Podcast 🎙️- where conversations about good gaming happen.</itunes:subtitle>
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      <itunes:name>Good Game Club Podcast</itunes:name>
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    <itunes:complete>No</itunes:complete>
    <itunes:explicit>No</itunes:explicit>
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      <title>Susanna Pollack &amp; Danny Marti | Raising Good Gamers: A Global Partnership for Healthy Play</title>
      <itunes:episode>2</itunes:episode>
      <podcast:episode>2</podcast:episode>
      <itunes:title>Susanna Pollack &amp; Danny Marti | Raising Good Gamers: A Global Partnership for Healthy Play</itunes:title>
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        <![CDATA[<p>Recorded on the road in San Francisco during GDC Festival of Gaming, this episode of the Good Game Club Podcast explores how we raise healthier, safer and more informed young players. Jude and Matthias are joined by <strong>Susanna Pollack</strong>, President of <strong>Games for Change</strong>, and <strong>Danny Marti</strong> Head of Public Affairs and Global Policy at <strong>Tencent</strong> for a timely conversation about the upcoming <strong>Raising Good Gamers</strong> initiative. Together, they unpack why the public conversation around games is still too often driven by fear instead of evidence, why parents need better tools and language to engage with gaming, and how play can help children build resilience, problem-solving skills and stronger family relationships.</p><p><br></p><p><strong>00:00 – Why this conversation matters</strong></p><p> A powerful opening montage sets the tone: play, safety, resilience and the need for a more balanced conversation about games.</p><p><strong>00:00:46 – Live from GDC in San Francisco</strong></p><p> Jude and Matthias introduce the episode and reflect on the momentum building around gaming for good.</p><p><strong>00:01:50 – Meet Susanna Pollack and Danny Marti</strong></p><p> The guests introduce themselves, their work, and the goals behind the Raising Good Gamers initiative.</p><p><strong>00:05:21 – Why now?</strong></p><p> The panel discusses why this research is urgently needed, and why the real answer may be that the industry should have started much earlier.</p><p><strong>00:08:21 – The biggest misconceptions parents have about gaming</strong></p><p> Susanna explains why gaming should not simply be lumped in with “screen time”, and why parents need clearer context.</p><p><strong>00:09:49 – Does gaming cause violence?</strong></p><p> Danny addresses one of the most persistent myths in public policy and argues for more evidence-based discussion.</p><p><strong>00:10:51 – Parenting the first truly digital generation</strong></p><p> Jude reflects on how today’s parents are the first to navigate online safety and digital play at this scale.</p><p><strong>00:11:46 – Why policy is often reactive</strong></p><p> Danny explains how legislation tends to respond to fear and headlines, rather than long-term evidence and understanding.</p><p><strong>00:14:33 – What developers are already doing well</strong></p><p> Susanna highlights the growing number of studios, toolkits and partnerships focused on designing for wellbeing and safety.</p><p><strong>00:16:54 – How to reach parents where they are</strong></p><p> The conversation turns to practical distribution: schools, community groups, faith spaces and local support networks.</p><p><strong>00:19:39 – Reframing games as digital play</strong></p><p> Susanna makes the case for talking about games as play, helping parents relate to the medium in a more human way.</p><p><strong>00:22:40 – Why fear-based narratives persist</strong></p><p> The group explores why bad headlines dominate and how better stories, better evidence and better dialogue can shift the narrative.</p><p><strong>00:27:56 – From understanding to engagement</strong></p><p> A key idea emerges: parents do not just need to understand games, they need pathways to engage with their children through them.</p><p><strong>00:36:13 – What the white paper covers</strong></p><p> Susanna outlines the main themes in the research, including parental concerns, policy gaps, industry language and practical tools.</p><p><strong>00:46:21 – Favourite games, hopes for the industry, and questions for future guests</strong></p><p> The episode closes with personal game picks, reflections on AI and the future of the industry, and two thoughtful questions for the next guest.</p><p><br></p>]]>
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        <![CDATA[<p>Recorded on the road in San Francisco during GDC Festival of Gaming, this episode of the Good Game Club Podcast explores how we raise healthier, safer and more informed young players. Jude and Matthias are joined by <strong>Susanna Pollack</strong>, President of <strong>Games for Change</strong>, and <strong>Danny Marti</strong> Head of Public Affairs and Global Policy at <strong>Tencent</strong> for a timely conversation about the upcoming <strong>Raising Good Gamers</strong> initiative. Together, they unpack why the public conversation around games is still too often driven by fear instead of evidence, why parents need better tools and language to engage with gaming, and how play can help children build resilience, problem-solving skills and stronger family relationships.</p><p><br></p><p><strong>00:00 – Why this conversation matters</strong></p><p> A powerful opening montage sets the tone: play, safety, resilience and the need for a more balanced conversation about games.</p><p><strong>00:00:46 – Live from GDC in San Francisco</strong></p><p> Jude and Matthias introduce the episode and reflect on the momentum building around gaming for good.</p><p><strong>00:01:50 – Meet Susanna Pollack and Danny Marti</strong></p><p> The guests introduce themselves, their work, and the goals behind the Raising Good Gamers initiative.</p><p><strong>00:05:21 – Why now?</strong></p><p> The panel discusses why this research is urgently needed, and why the real answer may be that the industry should have started much earlier.</p><p><strong>00:08:21 – The biggest misconceptions parents have about gaming</strong></p><p> Susanna explains why gaming should not simply be lumped in with “screen time”, and why parents need clearer context.</p><p><strong>00:09:49 – Does gaming cause violence?</strong></p><p> Danny addresses one of the most persistent myths in public policy and argues for more evidence-based discussion.</p><p><strong>00:10:51 – Parenting the first truly digital generation</strong></p><p> Jude reflects on how today’s parents are the first to navigate online safety and digital play at this scale.</p><p><strong>00:11:46 – Why policy is often reactive</strong></p><p> Danny explains how legislation tends to respond to fear and headlines, rather than long-term evidence and understanding.</p><p><strong>00:14:33 – What developers are already doing well</strong></p><p> Susanna highlights the growing number of studios, toolkits and partnerships focused on designing for wellbeing and safety.</p><p><strong>00:16:54 – How to reach parents where they are</strong></p><p> The conversation turns to practical distribution: schools, community groups, faith spaces and local support networks.</p><p><strong>00:19:39 – Reframing games as digital play</strong></p><p> Susanna makes the case for talking about games as play, helping parents relate to the medium in a more human way.</p><p><strong>00:22:40 – Why fear-based narratives persist</strong></p><p> The group explores why bad headlines dominate and how better stories, better evidence and better dialogue can shift the narrative.</p><p><strong>00:27:56 – From understanding to engagement</strong></p><p> A key idea emerges: parents do not just need to understand games, they need pathways to engage with their children through them.</p><p><strong>00:36:13 – What the white paper covers</strong></p><p> Susanna outlines the main themes in the research, including parental concerns, policy gaps, industry language and practical tools.</p><p><strong>00:46:21 – Favourite games, hopes for the industry, and questions for future guests</strong></p><p> The episode closes with personal game picks, reflections on AI and the future of the industry, and two thoughtful questions for the next guest.</p><p><br></p>]]>
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      <pubDate>Thu, 16 Apr 2026 08:42:31 +0000</pubDate>
      <author>Good Game Club Podcast</author>
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      <itunes:author>Good Game Club Podcast</itunes:author>
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      <itunes:duration>3257</itunes:duration>
      <itunes:summary>Recorded on the road in San Francisco during GDC Festival of Gaming, this episode of the Good Game Club Podcast explores how we raise healthier, safer and more informed young players. Jude and Matthias are joined by Susanna Pollack, President of Games for Change, and Danny Marti Head of Public Affairs and Global Policy at Tencent for a timely conversation about the upcoming Raising Good Gamers initiative. Together, they unpack why the public conversation around games is still too often driven by fear instead of evidence, why parents need better tools and language to engage with gaming, and how play can help children build resilience, problem-solving skills and stronger family relationships.00:00 – Why this conversation matters A powerful opening montage sets the tone: play, safety, resilience and the need for a more balanced conversation about games.00:00:46 – Live from GDC in San Francisco Jude and Matthias introduce the episode and reflect on the momentum building around gaming for good.00:01:50 – Meet Susanna Pollack and Danny Marti The guests introduce themselves, their work, and the goals behind the Raising Good Gamers initiative.00:05:21 – Why now? The panel discusses why this research is urgently needed, and why the real answer may be that the industry should have started much earlier.00:08:21 – The biggest misconceptions parents have about gaming Susanna explains why gaming should not simply be lumped in with “screen time”, and why parents need clearer context.00:09:49 – Does gaming cause violence? Danny addresses one of the most persistent myths in public policy and argues for more evidence-based discussion.00:10:51 – Parenting the first truly digital generation Jude reflects on how today’s parents are the first to navigate online safety and digital play at this scale.00:11:46 – Why policy is often reactive Danny explains how legislation tends to respond to fear and headlines, rather than long-term evidence and understanding.00:14:33 – What developers are already doing well Susanna highlights the growing number of studios, toolkits and partnerships focused on designing for wellbeing and safety.00:16:54 – How to reach parents where they are The conversation turns to practical distribution: schools, community groups, faith spaces and local support networks.00:19:39 – Reframing games as digital play Susanna makes the case for talking about games as play, helping parents relate to the medium in a more human way.00:22:40 – Why fear-based narratives persist The group explores why bad headlines dominate and how better stories, better evidence and better dialogue can shift the narrative.00:27:56 – From understanding to engagement A key idea emerges: parents do not just need to understand games, they need pathways to engage with their children through them.00:36:13 – What the white paper covers Susanna outlines the main themes in the research, including parental concerns, policy gaps, industry language and practical tools.00:46:21 – Favourite games, hopes for the industry, and questions for future guests The episode closes with personal game picks, reflections on AI and the future of the industry, and two thoughtful questions for the next guest.</itunes:summary>
      <itunes:subtitle>Recorded on the road in San Francisco during GDC Festival of Gaming, this episode of the Good Game Club Podcast explores how we raise healthier, safer and more informed young players. Jude and Matthias are joined by Susanna Pollack, President of Games for</itunes:subtitle>
      <itunes:keywords></itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
    </item>
    <item>
      <title>Mick Donegan | Making Play Accessible For All</title>
      <itunes:episode>2</itunes:episode>
      <podcast:episode>2</podcast:episode>
      <itunes:title>Mick Donegan | Making Play Accessible For All</itunes:title>
      <itunes:episodeType>full</itunes:episodeType>
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      <description>
        <![CDATA[<p>We sat down to speak with Mick Donegan, founder and CEO of SpecialEffect, about what accessible gaming really looks like and why it matters so deeply.This episode explores a reality that is often overlooked. When disabled players are excluded from games, they are not just missing entertainment. They can be missing out on social connection, learning, problem solving, confidence and shared experiences with family and friends.Mick shares how SpecialEffect approaches this work with care and precision, tailoring technology and controls to the individual so more people can play the games they want to play. It is a practical example of gaming at its best: creative, inclusive and deeply human.For anyone interested in gaming’s wider role in culture, education and wellbeing, this is an episode for youThe Good Game Club podcast is supported by a strategic partnership with Tencent, uniting shared ambitions to advance understanding of gaming as a powerful cultural medium.Chapters and Timestamps00:00 – Why accessible gaming mattersMick opens with the scale of disability worldwide and why games are a vital part of learning, challenge, and social connection.00:00:51 – Welcome to the episodeThe hosts introduce the theme of healthy, inclusive gaming and welcome Mick Donegan from SpecialEffect.00:02:03 – Mick’s background in education and assistive technologyFrom teaching children with physical disabilities to building technology for learning and communication, Mick explains the path that led him into gaming.00:04:36 – Founding SpecialEffectMick describes the early lack of accessible gaming hardware and how the charity began by modifying mainstream controllers and systems. https://www.specialeffect.org.uk/what-we-do/our-work00:06:39 – Entering games from outside the industryWhy Mick did not come from the games world, but from a mission to help children with disabilities get more out of life.00:08:44 – Building a team of gamers, therapists and technical specialistsHow SpecialEffect grew its expertise by bringing together people who understood both disability support and games.00:11:31 – Gaming as a global needA discussion about the global reach of games, online play, and why accessible gaming must be treated as an international issue.00:13:09 – Matching the player to the gameMick explains SpecialEffect’s “expert tailoring” approach, focusing on what a person can do and adapting controls around their abilities.00:15:40 – Eye-gaze technology and the story behind TobiiHow early work with gaze tracking opened up gaming and communication for people with severe physical disabilities and locked-in conditions. https://www.eyegazegames.com/onboarding00:19:17 – What game developers can doThe conversation turns to accessibility in design, from control schemes to mobile experiences and broader compatibility. https://specialeffectdevkit.info/00:21:22 – Adaptive hardware is becoming mainstreamMick highlights progress through products like the Xbox Adaptive Controller, Sony Access controller, and related tools. https://gameaccess.info/00:23:02 – GameAccess.info and sharing knowledge openlyWhere players, families, and developers can find videos, guides, and practical support for accessible play.00:29:08 – “Thank you for giving me my life back”Mick shares the powerful story of Tom, who regained the ability to play FIFA with his brother after losing hand function.00:31:17 – The moment that changed everythingA moving story about a three-year-old child using gaze technology for the first time and discovering control, agency, and play.00:37:05 – AI, the future of accessibility, and the win-win for gamesMick reflects on how AI could support shared play and adaptive difficulty, and why accessibility is both a moral opportunity and a commercial one.</p>]]>
      </description>
      <content:encoded>
        <![CDATA[<p>We sat down to speak with Mick Donegan, founder and CEO of SpecialEffect, about what accessible gaming really looks like and why it matters so deeply.This episode explores a reality that is often overlooked. When disabled players are excluded from games, they are not just missing entertainment. They can be missing out on social connection, learning, problem solving, confidence and shared experiences with family and friends.Mick shares how SpecialEffect approaches this work with care and precision, tailoring technology and controls to the individual so more people can play the games they want to play. It is a practical example of gaming at its best: creative, inclusive and deeply human.For anyone interested in gaming’s wider role in culture, education and wellbeing, this is an episode for youThe Good Game Club podcast is supported by a strategic partnership with Tencent, uniting shared ambitions to advance understanding of gaming as a powerful cultural medium.Chapters and Timestamps00:00 – Why accessible gaming mattersMick opens with the scale of disability worldwide and why games are a vital part of learning, challenge, and social connection.00:00:51 – Welcome to the episodeThe hosts introduce the theme of healthy, inclusive gaming and welcome Mick Donegan from SpecialEffect.00:02:03 – Mick’s background in education and assistive technologyFrom teaching children with physical disabilities to building technology for learning and communication, Mick explains the path that led him into gaming.00:04:36 – Founding SpecialEffectMick describes the early lack of accessible gaming hardware and how the charity began by modifying mainstream controllers and systems. https://www.specialeffect.org.uk/what-we-do/our-work00:06:39 – Entering games from outside the industryWhy Mick did not come from the games world, but from a mission to help children with disabilities get more out of life.00:08:44 – Building a team of gamers, therapists and technical specialistsHow SpecialEffect grew its expertise by bringing together people who understood both disability support and games.00:11:31 – Gaming as a global needA discussion about the global reach of games, online play, and why accessible gaming must be treated as an international issue.00:13:09 – Matching the player to the gameMick explains SpecialEffect’s “expert tailoring” approach, focusing on what a person can do and adapting controls around their abilities.00:15:40 – Eye-gaze technology and the story behind TobiiHow early work with gaze tracking opened up gaming and communication for people with severe physical disabilities and locked-in conditions. https://www.eyegazegames.com/onboarding00:19:17 – What game developers can doThe conversation turns to accessibility in design, from control schemes to mobile experiences and broader compatibility. https://specialeffectdevkit.info/00:21:22 – Adaptive hardware is becoming mainstreamMick highlights progress through products like the Xbox Adaptive Controller, Sony Access controller, and related tools. https://gameaccess.info/00:23:02 – GameAccess.info and sharing knowledge openlyWhere players, families, and developers can find videos, guides, and practical support for accessible play.00:29:08 – “Thank you for giving me my life back”Mick shares the powerful story of Tom, who regained the ability to play FIFA with his brother after losing hand function.00:31:17 – The moment that changed everythingA moving story about a three-year-old child using gaze technology for the first time and discovering control, agency, and play.00:37:05 – AI, the future of accessibility, and the win-win for gamesMick reflects on how AI could support shared play and adaptive difficulty, and why accessibility is both a moral opportunity and a commercial one.</p>]]>
      </content:encoded>
      <pubDate>Tue, 24 Mar 2026 07:00:00 -0100</pubDate>
      <author>Good Game Club Podcast</author>
      <enclosure url="https://media.transistor.fm/462c1054/bb73fd34.mp3" length="48611320" type="audio/mpeg"/>
      <itunes:author>Good Game Club Podcast</itunes:author>
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      <itunes:duration>3039</itunes:duration>
      <itunes:summary>We sat down to speak with Mick Donegan, founder and CEO of SpecialEffect, about what accessible gaming really looks like and why it matters so deeply.This episode explores a reality that is often overlooked. When disabled players are excluded from games, they are not just missing entertainment. They can be missing out on social connection, learning, problem solving, confidence and shared experiences with family and friends.Mick shares how SpecialEffect approaches this work with care and precision, tailoring technology and controls to the individual so more people can play the games they want to play. It is a practical example of gaming at its best: creative, inclusive and deeply human.For anyone interested in gaming’s wider role in culture, education and wellbeing, this is an episode for youThe Good Game Club podcast is supported by a strategic partnership with Tencent, uniting shared ambitions to advance understanding of gaming as a powerful cultural medium.Chapters and Timestamps00:00 – Why accessible gaming mattersMick opens with the scale of disability worldwide and why games are a vital part of learning, challenge, and social connection.00:00:51 – Welcome to the episodeThe hosts introduce the theme of healthy, inclusive gaming and welcome Mick Donegan from SpecialEffect.00:02:03 – Mick’s background in education and assistive technologyFrom teaching children with physical disabilities to building technology for learning and communication, Mick explains the path that led him into gaming.00:04:36 – Founding SpecialEffectMick describes the early lack of accessible gaming hardware and how the charity began by modifying mainstream controllers and systems. https://www.specialeffect.org.uk/what-we-do/our-work00:06:39 – Entering games from outside the industryWhy Mick did not come from the games world, but from a mission to help children with disabilities get more out of life.00:08:44 – Building a team of gamers, therapists and technical specialistsHow SpecialEffect grew its expertise by bringing together people who understood both disability support and games.00:11:31 – Gaming as a global needA discussion about the global reach of games, online play, and why accessible gaming must be treated as an international issue.00:13:09 – Matching the player to the gameMick explains SpecialEffect’s “expert tailoring” approach, focusing on what a person can do and adapting controls around their abilities.00:15:40 – Eye-gaze technology and the story behind TobiiHow early work with gaze tracking opened up gaming and communication for people with severe physical disabilities and locked-in conditions. https://www.eyegazegames.com/onboarding00:19:17 – What game developers can doThe conversation turns to accessibility in design, from control schemes to mobile experiences and broader compatibility. https://specialeffectdevkit.info/00:21:22 – Adaptive hardware is becoming mainstreamMick highlights progress through products like the Xbox Adaptive Controller, Sony Access controller, and related tools. https://gameaccess.info/00:23:02 – GameAccess.info and sharing knowledge openlyWhere players, families, and developers can find videos, guides, and practical support for accessible play.00:29:08 – “Thank you for giving me my life back”Mick shares the powerful story of Tom, who regained the ability to play FIFA with his brother after losing hand function.00:31:17 – The moment that changed everythingA moving story about a three-year-old child using gaze technology for the first time and discovering control, agency, and play.00:37:05 – AI, the future of accessibility, and the win-win for gamesMick reflects on how AI could support shared play and adaptive difficulty, and why accessibility is both a moral opportunity and a commercial one.</itunes:summary>
      <itunes:subtitle>We sat down to speak with Mick Donegan, founder and CEO of SpecialEffect, about what accessible gaming really looks like and why it matters so deeply.This episode explores a reality that is often overlooked. When disabled players are excluded from games, </itunes:subtitle>
      <itunes:keywords></itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
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    <item>
      <title>Maria Sayans | The Cultural Power of Games</title>
      <itunes:episode>2</itunes:episode>
      <podcast:episode>2</podcast:episode>
      <itunes:title>Maria Sayans | The Cultural Power of Games</itunes:title>
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      <link>https://share.transistor.fm/s/c20a55ba</link>
      <description>
        <![CDATA[<p>When games reach hundreds of millions - even billions - of people, they become more than entertainment. They become culture.In the latest episode of Good Game Club, Maria Sayans reflects on what it means to hold that kind of influence, and why responsibility isn’t just personal, but something the entire games industry must reckon with.With over 160 million players, Monument Valley may be a small studio success compared to global franchises, but the principle remains the same: with power comes responsibility.Chapters and Timestamps<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA">00:00</a> – Welcome + why this episode matters An industry-focused conversation, and why Maria was a “most-anticipated” guest.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=70s">01:10</a> – Meet Maria Sayans From 14 years at EA to CCP (EVE Online)—and now leading ustwo games in London.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=200s">03:20</a> – “I was emotionally transported on a train” Maria’s 2014 commute moment playing Monument Valley while working on Battlefield.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=305s">05:05</a> – What Monument Valley feels like to play A “beautiful toy” of impossible puzzles—touch, sound, and art working as one.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=435s">07:15</a> – Escher, Penrose triangles, and the joy of “now I see it” Optical illusions, shifting perspectives, and the satisfaction loop of puzzle discovery.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=550s">09:10</a> – Monument Valley 2 and the theme of parenthood Protection vs letting go, pride, and the universal “dance” between parent and child.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=665s">11:05</a> – Why Maria joined ustwo Started as a board advisor: stayed for the team, the culture, and the obsession with accessibility.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=790s">13:10</a> – Craft over “art” (and protecting the core as teams scale) How ustwo tries to keep the personal essence intact inside real production constraints.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=910s">15:10</a> – Purpose, B Corp, and “game makers first” Impact as an outcome of thoughtful design—not “activism-first” game concepts.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=1095s">18:15</a> – The myth of a single ‘games industry’ With billions of players, gaming is many layers—and mobile is a major gateway.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=1260s">21:00</a> – Games as the most emotionally impactful modern medium Why agency + interaction makes games uniquely powerful in shaping beliefs and behaviour.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=1385s">23:05</a> – With reach comes responsibility From cultural influence to player communities—what it means to take impact seriously.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=1810s">30:10</a> – Parents, teachers, and meeting kids where they are Why non-gamers can feel intimidated—and the case for better guidance and “hand-holding”.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=2290s">38:10</a> – Maria’s role at Ukie and the policy agenda How the UK industry is navigating transition—and what “Supercharged” prioritises.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=2765s">46:05</a> – Golden Thread questions Favourite game: Journey. UK law she’d pass tomorrow: equal (and enhanced) parental rights.</p>]]>
      </description>
      <content:encoded>
        <![CDATA[<p>When games reach hundreds of millions - even billions - of people, they become more than entertainment. They become culture.In the latest episode of Good Game Club, Maria Sayans reflects on what it means to hold that kind of influence, and why responsibility isn’t just personal, but something the entire games industry must reckon with.With over 160 million players, Monument Valley may be a small studio success compared to global franchises, but the principle remains the same: with power comes responsibility.Chapters and Timestamps<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA">00:00</a> – Welcome + why this episode matters An industry-focused conversation, and why Maria was a “most-anticipated” guest.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=70s">01:10</a> – Meet Maria Sayans From 14 years at EA to CCP (EVE Online)—and now leading ustwo games in London.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=200s">03:20</a> – “I was emotionally transported on a train” Maria’s 2014 commute moment playing Monument Valley while working on Battlefield.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=305s">05:05</a> – What Monument Valley feels like to play A “beautiful toy” of impossible puzzles—touch, sound, and art working as one.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=435s">07:15</a> – Escher, Penrose triangles, and the joy of “now I see it” Optical illusions, shifting perspectives, and the satisfaction loop of puzzle discovery.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=550s">09:10</a> – Monument Valley 2 and the theme of parenthood Protection vs letting go, pride, and the universal “dance” between parent and child.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=665s">11:05</a> – Why Maria joined ustwo Started as a board advisor: stayed for the team, the culture, and the obsession with accessibility.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=790s">13:10</a> – Craft over “art” (and protecting the core as teams scale) How ustwo tries to keep the personal essence intact inside real production constraints.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=910s">15:10</a> – Purpose, B Corp, and “game makers first” Impact as an outcome of thoughtful design—not “activism-first” game concepts.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=1095s">18:15</a> – The myth of a single ‘games industry’ With billions of players, gaming is many layers—and mobile is a major gateway.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=1260s">21:00</a> – Games as the most emotionally impactful modern medium Why agency + interaction makes games uniquely powerful in shaping beliefs and behaviour.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=1385s">23:05</a> – With reach comes responsibility From cultural influence to player communities—what it means to take impact seriously.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=1810s">30:10</a> – Parents, teachers, and meeting kids where they are Why non-gamers can feel intimidated—and the case for better guidance and “hand-holding”.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=2290s">38:10</a> – Maria’s role at Ukie and the policy agenda How the UK industry is navigating transition—and what “Supercharged” prioritises.<a href="https://www.youtube.com/watch?v=kg_2Tx5MNoA&amp;t=2765s">46:05</a> – Golden Thread questions Favourite game: Journey. UK law she’d pass tomorrow: equal (and enhanced) parental rights.</p>]]>
      </content:encoded>
      <pubDate>Tue, 24 Feb 2026 07:00:00 -0100</pubDate>
      <author>Good Game Club Podcast</author>
      <enclosure url="https://media.transistor.fm/c20a55ba/3679347c.mp3" length="50827754" type="audio/mpeg"/>
      <itunes:author>Good Game Club Podcast</itunes:author>
      <itunes:duration>3177</itunes:duration>
      <itunes:summary>When games reach hundreds of millions - even billions - of people, they become more than entertainment. They become culture.In the latest episode of Good Game Club, Maria Sayans reflects on what it means to hold that kind of influence, and why responsibility isn’t just personal, but something the entire games industry must reckon with.With over 160 million players, Monument Valley may be a small studio success compared to global franchises, but the principle remains the same: with power comes responsibility.Chapters and Timestamps00:00 – Welcome + why this episode matters An industry-focused conversation, and why Maria was a “most-anticipated” guest.01:10 – Meet Maria Sayans From 14 years at EA to CCP (EVE Online)—and now leading ustwo games in London.03:20 – “I was emotionally transported on a train” Maria’s 2014 commute moment playing Monument Valley while working on Battlefield.05:05 – What Monument Valley feels like to play A “beautiful toy” of impossible puzzles—touch, sound, and art working as one.07:15 – Escher, Penrose triangles, and the joy of “now I see it” Optical illusions, shifting perspectives, and the satisfaction loop of puzzle discovery.09:10 – Monument Valley 2 and the theme of parenthood Protection vs letting go, pride, and the universal “dance” between parent and child.11:05 – Why Maria joined ustwo Started as a board advisor: stayed for the team, the culture, and the obsession with accessibility.13:10 – Craft over “art” (and protecting the core as teams scale) How ustwo tries to keep the personal essence intact inside real production constraints.15:10 – Purpose, B Corp, and “game makers first” Impact as an outcome of thoughtful design—not “activism-first” game concepts.18:15 – The myth of a single ‘games industry’ With billions of players, gaming is many layers—and mobile is a major gateway.21:00 – Games as the most emotionally impactful modern medium Why agency + interaction makes games uniquely powerful in shaping beliefs and behaviour.23:05 – With reach comes responsibility From cultural influence to player communities—what it means to take impact seriously.30:10 – Parents, teachers, and meeting kids where they are Why non-gamers can feel intimidated—and the case for better guidance and “hand-holding”.38:10 – Maria’s role at Ukie and the policy agenda How the UK industry is navigating transition—and what “Supercharged” prioritises.46:05 – Golden Thread questions Favourite game: Journey. UK law she’d pass tomorrow: equal (and enhanced) parental rights.</itunes:summary>
      <itunes:subtitle>When games reach hundreds of millions - even billions - of people, they become more than entertainment. They become culture.In the latest episode of Good Game Club, Maria Sayans reflects on what it means to hold that kind of influence, and why responsibil</itunes:subtitle>
      <itunes:keywords></itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
    </item>
    <item>
      <title>Bastian Bergmann | Why Every Company Needs A Gaming Strategy</title>
      <itunes:episode>1</itunes:episode>
      <podcast:episode>1</podcast:episode>
      <itunes:title>Bastian Bergmann | Why Every Company Needs A Gaming Strategy</itunes:title>
      <itunes:episodeType>full</itunes:episodeType>
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      <link>https://share.transistor.fm/s/9cf3711b</link>
      <description>
        <![CDATA[<p>The debut episode of the Good Game Club Podcast drops tomorrow morning at 8am GMT, so listen along as Bastian Bergmann - Co-Founder of Solsten and author of Press Play: Why Every Company Needs a Gaming Strategy - joins us to explore why play matters more than ever. For people, for brands and for how we build trust in a digital world.</p>]]>
      </description>
      <content:encoded>
        <![CDATA[<p>The debut episode of the Good Game Club Podcast drops tomorrow morning at 8am GMT, so listen along as Bastian Bergmann - Co-Founder of Solsten and author of Press Play: Why Every Company Needs a Gaming Strategy - joins us to explore why play matters more than ever. For people, for brands and for how we build trust in a digital world.</p>]]>
      </content:encoded>
      <pubDate>Tue, 20 Jan 2026 07:00:00 -0100</pubDate>
      <author>Good Game Club Podcast</author>
      <enclosure url="https://media.transistor.fm/9cf3711b/ce007789.mp3" length="59901248" type="audio/mpeg"/>
      <itunes:author>Good Game Club Podcast</itunes:author>
      <itunes:duration>3744</itunes:duration>
      <itunes:summary>The debut episode of the Good Game Club Podcast drops tomorrow morning at 8am GMT, so listen along as Bastian Bergmann - Co-Founder of Solsten and author of Press Play: Why Every Company Needs a Gaming Strategy - joins us to explore why play matters more than ever. For people, for brands and for how we build trust in a digital world.</itunes:summary>
      <itunes:subtitle>The debut episode of the Good Game Club Podcast drops tomorrow morning at 8am GMT, so listen along as Bastian Bergmann - Co-Founder of Solsten and author of Press Play: Why Every Company Needs a Gaming Strategy - joins us to explore why play matters more </itunes:subtitle>
      <itunes:keywords></itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
    </item>
    <item>
      <title>Good Game Club Episode #0: Pilot</title>
      <itunes:episode>1</itunes:episode>
      <podcast:episode>1</podcast:episode>
      <itunes:title>Good Game Club Episode #0: Pilot</itunes:title>
      <itunes:episodeType>full</itunes:episodeType>
      <guid isPermaLink="false">1b42f088-05f0-4a65-bd2d-ccf6f0b3ea57</guid>
      <link>https://share.transistor.fm/s/2f7da498</link>
      <description>
        <![CDATA[<p>In this pilot episode, our hosts Jude and Mathias break down what the Good Game Club Podcast has been created for - shining much-needed light on the positive impact digital play can have on people and the planet. Think climate change, mental heath, mindfulness, education &amp; skills.</p><p><em>The Good Game Podcast is supported by a strategic partnership with Tencent, working together to shape a more positive future through the power of games . </em></p>]]>
      </description>
      <content:encoded>
        <![CDATA[<p>In this pilot episode, our hosts Jude and Mathias break down what the Good Game Club Podcast has been created for - shining much-needed light on the positive impact digital play can have on people and the planet. Think climate change, mental heath, mindfulness, education &amp; skills.</p><p><em>The Good Game Podcast is supported by a strategic partnership with Tencent, working together to shape a more positive future through the power of games . </em></p>]]>
      </content:encoded>
      <pubDate>Fri, 21 Nov 2025 13:58:31 -0100</pubDate>
      <author>Good Game Club Podcast</author>
      <enclosure url="https://media.transistor.fm/2f7da498/d191382d.mp3" length="44320955" type="audio/mpeg"/>
      <itunes:author>Good Game Club Podcast</itunes:author>
      <itunes:duration>2770</itunes:duration>
      <itunes:summary>In this pilot episode, our hosts Jude and Mathias break down what the Good Game Club Podcast has been created for - shining much-needed light on the positive impact digital play can have on people and the planet. Think climate change, mental heath, mindfulness, education &amp;amp; skills.The Good Game Podcast is supported by a strategic partnership with Tencent, working together to shape a more positive future through the power of games . </itunes:summary>
      <itunes:subtitle>In this pilot episode, our hosts Jude and Mathias break down what the Good Game Club Podcast has been created for - shining much-needed light on the positive impact digital play can have on people and the planet. Think climate change, mental heath, mindfu</itunes:subtitle>
      <itunes:keywords></itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
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