In 2025, Guy Blomberg and Shay Leighton founded The Game Club, a community network inspired by traditional book clubs. Members play the same game each month and meet in small groups to discuss their experiences, according to gamesindustry.biz.

Over 1,000 Gamers Connected in First Year with Increased Social Bonds

In its first year, The Game Club connected more than 1,000 gamers across six countries. A recent member survey showed 88% made new friends, and 78% felt less lonely. Blomberg commented, "We've created something truly meaningful that not only celebrates the medium of video games but brings people together in a world that couldn't be further apart."

Curated Overlooked Classics and Small Group Discussions Foster Connection

Each month, The Game Club selects "overlooked classics" — well-reviewed games that didn't receive enough attention. Members join Clubhouses of up to ten people to discuss the game and connect either in person or online. Clubhouses are organized based on factors like age, accessibility, proximity, and time zone, with members able to start their own if needed. Blomberg explained, "Everyone gets a code for the same game every month – it's what makes it such a fascinating community. We try to find games people haven't played yet and switch genres monthly." The November 2026 game is Perfectly Paranormal's The Holy Gosh Darn, with past selections including MindThunk's Ctrl Alt Ego, Triple Topping's Welcome to Elk, Unbound Creations' Just Crow Things, and Moral Anxiety Studio's Roadwarden.

Support for Hosts and Partnerships Deepen Community Operations

The Game Club provides hosts with tools, resources, and training to run their groups, and helps find venues for in-person meetings. It also collaborates with game developers and publishers, enabling them to discuss past games or promote upcoming titles. Member suggestions heavily influence game selection, with suitability and developer cooperation assessed by the team.

Editor's take: New Social Model for Adult Gamers with Growth Potential

The Game Club was initially created to help adults make new friends from scratch, addressing the decline in shared game conversation on social media. Blomberg notes, "Unless it's a big release like Grand Theft Auto, it's harder to have those conversations nowadays. It's fun to do it with small Clubhouse groups and a wider community." Plans for the second year include expanding to more communities, including educational institutions and global gaming organizations, and partnering with events worldwide. Entrepreneurs can validate the model by tracking member growth, new Clubhouses, and engagement metrics, while exploring collaborations with developers to expand offerings and create diversified services.