More Than Just Fun and Games: Tabletop Games, Mental Health, and Community

Whether it’s late-night cards, family charades, or a board game that went on way too long, most of us have joyful memories tied to games. Tabletop games in particular are almost always seen as fun, but not often as serious self-care.

The truth? Tabletop games are good for our mental health.

They offer relief from stress, boost brain function, and create or maintain interpersonal connections. Research shows they support emotional regulation, stimulate memory and problem-solving, as well as strengthen social bonds. In short: games aren’t just for kids. They’re part of human nature, and they belong everywhere between classrooms, therapy spaces, and family traditions.

Human Nature

Games have always been with us. Across cultures and centuries people have turned to play for stimulation and connection. Classics like Chess, Mahjong, and The Royal Game of Ur have been around for thousands of years (British Museum); and they’re still actively played today.

So why do we keep coming back to them? Because they work.

Table top games:

  • strengthen memory, strategy, and problem-solving

  • teach patience, emotional regulation, and how to handle frustration

  • help children grow and older adults maintain cognitive skills

  • bring people together across age, culture, and language

  • encourage creativity and self-expression (especially role-playing games)

  • build identity, confidence, and independence

  • foster empathy and teamwork

Why This Matters

Games are too often dismissed as childish or a waste of time. That stigma overlooks their real impact. Research shows that play is critical to our wellbeing, particularly during times of stress and isolation (Davidson et al., 2006). Play builds resilience, sparks joy, and gives us space to breathe when life feels heavy

A Growing Movement

The power of play is finally being recognized. Board game cafés and community game events are popping up, schools and clinics encourage family game nights, and some therapists are even bringing games into their work.

Why? Because games naturally break down walls and help people open up. They create space for connection and conversation, especially for people who feel intimidated by traditional therapy.

Check out these two nonprofits leading the way:

The Bodhana Group

“The Bodhana Group is a 501(c)(3) nonprofit organization that advocates the use of tabletop gaming as a directed therapeutic and clinical practice that can benefit personal growth as well as enhance social and educational services to individuals and families. We believe that the inherent benefit one gets from playing games can be focused and utilized to make one better. Better at math or reading. Better at socializing or emotional expression. Better at coping skills. Better at life.” https://www.thebodhanagroup.org 

Board Games for the Better

“Board Games for the Better is a 501(c)3 non-profit organization that gifts board games and board game experiences to underserved communities to improve mental health, relieve stress, and provide opportunities for social engagement.” https://boardgamesforthebetter.org

Changing the Narrative

Games aren’t “mindless” or “lazy.” They’re practice for life. They let us win and lose safely, experiment with identity and self confidence, and connect with others on a human level. In a world full of stress and disconnection, play reminds us of the joy we’re still capable of obtaining from within ourselves.

Ready to Play?

Whether it’s buying secondhand, pulling out an old favorite, or visiting a local board game café, the invitation is the same: gather a few people you care about and start playing. Notice how you feel afterwards. You might be surprised at the difference.


Join Our Next Play It Forward: Game & Trivia Night


Further Reading & Sources:

All of the claims in this blog are grounded in peer-reviewed research. For those who want to explore the evidence in more depth, check out these academic publications:

  1. Cès, P., Duflos, M., Tricard, E., Jhean-Larose, S., & Giraudeau, C. (2024). Playing Board Games to Increase Emotional Competencies in School-Age Children and Older People: A Systematic Review. Leisure Sciences, 1–24. https://doi.org/10.1080/01490400.2024.2373415 

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  2. Davidson, L., Shahar, G., Lawless, M. S., Sells, D., & Tondora, J. (2006). Play, pleasure, and other positive life events: "non-specific" factors in recovery from mental illness?. Psychiatry, 69(2), 151–163. https://doi.org/10.1521/psyc.2006.69.2.151

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  3. Nakao M. (2019). Special series on "effects of board games on health education and promotion" board games as a promising tool for health promotion: a review of recent literature. BioPsychoSocial Medicine, 13:5. https://doi.org/10.1186/s13030-019-0146-3 

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  4. Noda, S., Shirotsuki, K. & Nakao, M. (2019). The effectiveness of intervention with board games: a systematic review. BioPsychoSocial Medicine, 13:22. https://doi.org/10.1186/s13030-019-0164-1 

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