games are an integral part of most childhoods. through games, we learn and grow, expanding our horizons and attention spans. personally, tabletop board and card games are a big part of my early childhood memories. i spent many afternoons and evenings on the floor with my grandparents, hunched over snakes and ladders, ludo, and checkers.

as i grew older, facebook and online games like nightclub city and club penguin took over the space that board games once held. sure, i played the occasional game with my cousins and siblings, but more often than not, we were crowded in front of the wii console or computer screen.
in the current day and age, generations like z and alpha who have grown up as digital natives (that is, who have grown up with the Internet and smart technology as a part of their daily lives) are now seeking respite in board games. and as we all know, the COVID-19 pandemic subjected everyone to staying indoors for months at a time. this could also be a factor in the recent resurgence of board and card games; people got bored, and needed “new” forms of entertainment to keep themselves occupied.
according to businesswire, the worldwide board game market in 2022 was valued at about $20 billion — a figure that is expected to double by 2028. (this seems like an unreasonably large number until you put it in proportion: in 2022, the mobile gaming market was valued at $248 billion.)
you’re probably thinking, with the widespread availability of digital entertainment and gaming, doesn’t it seem counterintuitive that a comparatively outdated form of entertainment is making such a comeback? well, not really, actually. there are a few factors behind the board game renaissance that i also think reflect wider trends in society.
depiction of board games in media
in recent years, mainstream media has produced content, namely movies and television series, about board games. there was the 2017 star-studded remake of 1995’s jumanji, and its 2019 sequel, and the 2023 dungeons & dragons: honor among thieves film. and of course, the 2020 miniseries the queen’s gambit.

released on october 23rd, the queen’s gambit follows orphan beth harmon’s quest to become the world’s greatest chess player. the series had an incredible effect: in the third week of november, more than 100,000 new members registered as users on chess.com each day — a number roughly five times more than average. but it wasn’t just online chess that was booming. in the first three weeks after the series’ debut, sales of chess sets went up by 87% in the u.s., and sales of books about chess leaped 603%.
through these films and series, media did something remarkable to the public image of board games: they made people take them seriously. gone was the perception of board games as outdated and childish; they could now be seen as intellectually challenging, and even thrilling.
this reminds me of the rise of hipsterism in pop culture. i remember, growing up, that hipsters were made fun of and forced into the sidelines. and then suddenly, one day, it was cool to be a hipster. moustaches appeared on merchandise of all kinds, coffee shops and cafes were the place to hang out with friends, and indie music played on mall loudspeakers. it’s funny how some traits can go from being ostracised and shamed to being celebrated depending on who exhibits them.
search for community
as the existence of third spaces in modern society continues to dwindle, people are in search of community. it’s a human instinct, after all, to be connected to one another. we all want to spend some time with our loved ones doing something enjoyable and meaningful.
this reflects in the types of games that have been created in recent years, too. games have evolved from valuing brute competition to good times and the forging of memories as the main motivating playing factor. i think this has been caused by millennials and gen z growing into their purchasing power. the two generations’ spending makes up almost half of the entire amount spent by all five active generations (the silent generation, boomers, gen x, millennials, and gen z). and i think there’s a correlation here; as we’ve grown up and become able to manage our own resources, there would rationally be a rise in sales of goods and services that resonate with us most.
board games provide nostalgic comfort and much-needed tactile interaction. by touching and moving pieces, rolling dice, we interact physically with the game — and consequently, each other. in a world that is so hyperfocused on monetary gain and productivity, advancing your token to a very achievable finish line while competing in a healthy manner can be like an oasis in the desert.
board games provide offline connection
not only do they help with the isolation caused by excessive screen time from work and doomscrolling; board games also facilitate and encourage meaningful face-to-face interactions between people.
although board and card games did start increasing in popularity even before the thick of the pandemic, when it did, and people were kept at home, sales spiked tremendously as families forced to spend time together sought connection through these games and puzzles. the trend only continued once restrictions eased: people were desperately craving social interaction following years of seclusion, and game night with friends acted as a quick and easy remedy.
board games foster genuine human connection, improve communication and strategising capabilities, and promote collaboration and healthy competition. they also build social skills and strengthen relationships — an impressive resume for such a simple innovation. this level of personal engagement is something that virtual/digital entertainment still struggles to achieve.
in an increasingly virtual world, having an activity as simple as a board game can do wonders for mental health. playing stimulates brain areas that are responsible for memory formation and complex thought processes, and assists in practicing essential cognitive skills. research has actually shown that board games can help to slow down cognitive decline and reduce the risk of developing age-related conditions like dementia or alzheimer’s. basically, it’s great for your brain.
there’s a board game for everyone!
no matter your interest level (beginner, novice, or hardcore enthusiast), personality type, or age, there’s surely something for you. and with modern crowdfunding platforms such as kickstarter, it has never been easier for indie and known designers/developers to create games. in fact, according to boardgamegeek, 3,000+ new games and expansion packs are released each year.

the industry now has more categories and themes than ever before, and prettier packaging that opens up to higher quality playing materials. this fits in with the trend of entrepreneurial endeavours; people are taking matters into their own hands to create the content and games that they would want to play. this is so affirming to me, because it proves that a spirit of determination and creativity is still very much alive and appreciated.
if you aren’t sure how to go about getting started with board games, i’d recommend going to a board game cafe, which are establishments that, like other regular cafes, offer food and drink. the main difference is that board game cafes have a large selection of card and tabletop games for their patrons to play. some cafes allow access to all their games with purchase of food and drink, while others insist upon a rate paid per hour of time spent there.
these cafes provide a comfortable environment and atmosphere for people to gather and immerse themselves in board games, and there are often also knowledgeable staff members to help explain game rules and guide unfamiliar players through the motions. it’s a good option if you and your friends don’t have a suitable home environment to gather in — or if you’re all quite far apart and would prefer to compromise and meet somewhere in the middle.

as a third space promoting healthy activities and intellectual stimulation, board game cafes are valuable assets to our societies. i hope you find one near you!
overall, i think board games are great because they allow us to be invested in the people we are spending time with. it’s rare to find an activity that can make you study the expressions of your competitors, or watch the hand movements and rolls of a dice so intently. playing board games, we talk to our friends, which we wouldn’t if we were to watch a movie. we laugh at and with them. we plot against or conspire to collaborate with them. these games don’t just nurture a good time, they teach us how to be active participants in our loved ones’ lives.
and i think that’s wonderful.