Sebastian Terry
Founder of the 100 Things Movement | Bestselling Author & TV Host | Expert in Purpose, Mental Health & Human Connection
President, Games for Change | Tech and Social Impact Advisor | Worthy 100 List | former SVP, BBC Worldwide
Susanna Pollack is one of the world's leading voices on games as a force for good. As President of Games for Change, she has spent over a decade showing how play and immersive media can transform learning, health, sustainability, and civic life, convening leaders from the game industry to the United Nations. On stage, she reveals why play is one of the most powerful tools we have for shaping a more inclusive, resilient future.
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Susanna Pollack is a globally recognized leader working at the intersection of games, technology, and social impact, with over twenty-five years of experience spanning traditional and interactive media. As President of Games for Change, she has spent more than a decade advancing the nonprofit’s mission to harness the power of games and immersive media to address real-world challenges across education, health, sustainability, civic engagement, and workforce development.
Technology speaker and social impact leader Susanna Pollack has transformed Games for Change into a global platform that brings together leaders from the game industry, technology companies, governments, foundations, academia, and the United Nations. Through its flagship Games for Change Festival – often called the “Sundance of video games” – and an international network spanning five continents, she has helped establish the premier forum for exploring how play and emerging technologies can drive positive change. Under her leadership, G4C has also launched award-winning education and immersive media initiatives, including the G4C Student Challenge, the world’s largest youth game design program, reaching nearly 100,000 students annually across 91 countries. As an executive producer, Pollack collaborates with award-winning creators and mission-driven organizations to develop media experiences that inspire action and create meaningful impact.
Before Games for Change, Pollack held senior leadership positions at BBC Worldwide Americas, where she led business development and digital media initiatives. She later advised organizations including MAC Cosmetics and Purpose on digital engagement and social impact strategies. Her work has been recognized by The NonProfit Times Power & Influence Top 50 and Worthy’s Worthy 100, and she was recently named GamesBeat’s Visionary Person of the Year. A sought-after speaker and moderator, she has appeared at the United Nations, the World Economic Forum in Davos, the Nobel Peace Center, SXSW, Techonomy, Tribeca Festival, GDC, GamesBeat, and D.I.C.E., and regularly advises industry leaders, philanthropies, and international organizations on the opportunities and responsibilities created by games and interactive media.
As a speaker, Susanna Pollack brings a compelling, cross-sector perspective on the future of play, AI and creativity, digital well-being, youth empowerment, and game-based learning. Whether addressing executives, educators, policymakers, or parents, she shows how technology, creativity, and human connection can come together to shape a more inclusive and resilient future, leaving audiences with both inspiration and a practical sense of what games can accomplish beyond entertainment.
Games are no longer just entertainment; they are among the most powerful tools we have for shaping how people learn, heal, connect, and engage with the world. Susanna Pollack explores how games are transforming education, health, culture, and social impact, and why play deserves a central place in any conversation about the future.
Gaming can feel overwhelming for parents and caregivers, but it holds enormous potential for learning, connection, and well-being. Drawing on her work at the forefront of the field, Susanna helps families navigate gaming with confidence and shows how to turn screen time into an opportunity rather than a worry.
As artificial intelligence reshapes work, distinctly human skills like creativity, collaboration, and systems thinking are becoming more valuable than ever. Susanna explains why these capabilities matter, and how games are uniquely effective at developing them in learners of every age.
Games, immersive technologies, and AI are rewriting the rules of storytelling and audience engagement. Susanna takes audiences inside this shift, exploring how interactivity and agency are redefining how stories are told and experienced, and what it means for creators, brands, and media organizations.
The future of games lies not only in entertainment, but in their power to educate, inspire, and strengthen communities. Susanna makes the case for a broader vision of play, sharing real-world examples of games designed to tackle society's most pressing challenges and inviting audiences to imagine what's possible.
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