During the pandemic, board game journalist Tim Clare realized how vital games were to his well-being, offering comfort, connection, and a sense of control during chaotic times. He and others, like professor Scott Preston, highlight that board games differ from books, films, or even video games by allowing players to make meaningful choices and interact face-to-face.
Read MoreThis study highlights a significant lack of diversity in the board game industry, particularly among top-ranked BoardGameGeek (BGG) games. White males dominate both game design and illustration roles, and cover art overwhelmingly features white, male imagery, misrepresenting real-world demographics.
Read MoreThe 2026 Board Game Design Virtual Summit (Feb 3–9) offers aspiring and experienced designers expert insights, live Q&As, and lifetime access to sessions. Hosted by Joe Slack, the event features 20+ industry leaders covering game development, publishing, crowdfunding, and more. Multiple pass options are available, including free access.
Read MoreFridays in my RTI class were dedicated to board games, enhancing students’ numeracy skills through engaging play. Research confirms the benefits of game-based learning, highlighting improved executive functions, reading, and math skills among students who participated.
Read MoreIn 2023, the board game industry reached $16.8 billion, projected to hit $40.1 billion by 2032, with classics being revitalized and new games gaining popularity. A visit to the American Antiquarian Society revealed “The Travellers’ Tour Through the United States,” the first board game printed in the U.S. in 1822, which utilized a map of the country.
Read More