3.3 billion people play video games worldwide. Parents searching online for information about gaming are five times more likely to find a negative headline than a positive one. But the research tells a different story: games are driving education, mental health support, climate action, and human connection at a scale no other medium can match.
WHAT THIS PANEL COVERS
- How the pandemic revealed gaming as a social lifeline for children, shifting the narrative around screen time and digital play
- Why co-play between parents and children builds trust, creates core memories, and helps parents understand the games their kids love
- How Subway Surfers reaches 100-150 million monthly players while embedding inclusivity, diversity, and sustainability messaging
- Why AI-powered parental dashboards can provide personalized, science-based guidance on children's gaming habits in real time
- How in-game fundraising campaigns have directly funded mental health helplines and saved lives through studio-player partnerships
PANELISTS
• Ignat Bobrovich — CEO & Founder, Valvur; Founder, eSports NGO (Moderator)
• Lucy Chow — Author, Changing the Game; Investor & CES Innovation Judge
• Jude Ower — Chief Strategy Officer, PlanetPlay; Co-Host, Good Game Club Podcast
• Susanna Pollack — President, Games for Change
• Emma Richards — Head of Communications (Americas & EMEA), Tencent
• Mathias Gredal Nørvig — CEO, SYBO (Subway Surfers)
unDavos is a community-driven summit running during WEF week in Davos, democratizing the conversation around global challenges.
🌐 undavos.com
Tags: gaming for good, esports, healthy play, Games for Change, Subway Surfers, Tencent, PlanetPlay, gaming wellbeing, co-play parenting, gaming education, cybersecurity gaming, game design, mental health gaming, climate action gaming, gaming industry, trust in gaming, unDavos, Davos 2026, WEF