While most people think of gaming as virtual games, tabletop board games have increased in popularity, topic, and style over the past couple of years and especially because of the pandemic. The allure of board games is the face-to-face interaction, the strategy and planning, and the challenge of being catapulted into a world where decisions are made points and winning. Sometimes board games are collaborative and other times they are individualized where gamers aren’t playing against somebody so much as trying to get the most points. Winning in many of these games comes from scoring the most points over the course of rounds rather than reaching some identified end point. The strategy involved is figuring out how to best utilize resources to get the most points while at the same time impeding your competitors from scoring high levels of points. To be clear these are not the games one often associates with board gaming such as Monopoly®, Life®, or Scrabble® but rather games such as Terraforming Mars®, Caverna®, and Wingspan®. Regardless of what is being played, these games have a power to give us a break from reality, build community, and help players work toward goals.
Before the pandemic, several of my friends and relatives participated in weekly tabletop game nights at a local store. These evenings became akin to the proverbial poker night each week. However, the major difference being that new games were tried out each week and new people were coming and going all the time. Sometimes the 3-5 games were played in one night. There was a sense of camaraderie and community throughout the evenings. There were upwards of 26 people who would show up on a regular basis with smaller groups forming to play based on interest. Based on statistics being kept by a board game group (4 members of whom were interviewed during this essay), in 2019 one member played upwards of 400 games.
When asked what they felt the best part of gaming was, four gamers (who were interviewed as a part of this essay) immediately said “community” or “social aspect” of gaming. They indicated that it really gives them a chance to interact with people and meet new gamers each week. One player mentioned that he goes through the gamut of emotions when playing based on moves he and other players make. Still another gamer indicated that for him the puzzle and challenge of the games is what draws him to the board game. Each game, regardless of how many times it is played, is a new game. It is hard to find one perfect strategy because of the randomness of the game.
These four participants enjoy playing so much that they continued to play virtually during the pandemic, which caused some issues due to restrictions on what games could feasibly be played over video conferencing apps. Quickly it became apparent that the social aspect was lacking but also the tactile and kinesthetic variables of picking up and moving pieces was missing. Lastly, these gamers indicated, that while they enjoy playing games with each other, the lack of diversity in the games they played was causing some boredom to set in, as well as the lack of new people. In the last several months, these four gamers have started meeting once a week to play games (where they do wear masks).
Because tabletop gamers do not typically have their phones out and board gaming necessitates the need pay attention to each other move on the board, while planning their next move, there is little opportunity to multitask. This allows the suspension of reality to take place and to become fully absorbed in the task at hand whether that is colonization of a planet or trekking through the national parks. Tabletop gaming becomes an escape that requires critical thinking skills to succeed. During the pandemic even the worst gaming days were a way to break away from the trials of daily life.
NOTE: As a part of this essay, I hosted a focus group with the four gamers referenced throughout. For reader information, three identify as men, and one identifies as a woman. Ages are 51, 49, 36 and 37. One man and woman are married and living together, one man is married (spouse does not participate), and one man is single. All are professionals (2 post-secondary educators, 1 private-sector employee, and one government employee).