What's Happening?
Researchers at the University of Plymouth, in collaboration with Manchester Metropolitan University, are investigating the potential benefits of board games and tabletop role-playing games in health and social care settings. The study focuses on games like Dungeons and Dragons and Dixit, which have been found to enhance confidence, assertiveness, and social engagement, particularly among neurodivergent individuals. The research aims to develop a toolkit to improve wellbeing and is supported by the international Game in Lab programme. A national workshop for mental health and education professionals is scheduled for 2026 in Tunbridge Wells to further explore these findings.
Why It's Important?
This research highlights the potential of board games as tools for improving
mental health and social inclusion, especially for neurodivergent individuals. By fostering engagement and social connections, these games could offer alternative therapeutic approaches in mental health care. The study's findings may influence how educational and health institutions incorporate games into their programs, potentially leading to more inclusive and effective interventions. The initiative underscores the growing recognition of non-traditional methods in enhancing mental and social wellbeing.
What's Next?
The upcoming workshop in 2026 will serve as a platform for mental health and education professionals to discuss the research findings and explore practical applications. This event could lead to the development of new strategies for integrating board games into therapeutic and educational settings. The researchers aim to conduct a large-scale controlled study to further validate their findings and potentially influence policy changes in mental health and education sectors.
Beyond the Headlines
The study also touches on the broader cultural impact of board games, which are increasingly seen as valuable tools for learning and personal development. By supporting skills like strategic planning and problem-solving, these games could play a role in educational curricula. Additionally, the research may contribute to a shift in how society views gaming, moving away from stereotypes of games as mere entertainment to recognizing their potential in fostering social and cognitive skills.













