The Death of Family Board Games

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Board games have been a core aspect of humanity from the start of time. Christina Murphy explores how we are slowly killing them off.

Board games have been a part of society since at least 5000 BC. The earliest games utilised carved bones, shells, stones, and some have even been found to have used dice. Since very early in history, board games have been a way to connect people and bring them together, and they have continued to be a stable aspect of humanity and families until recently. 

Board games then hit their “Golden Age” from the late nineteenth century to the early twentieth century, but then faced a decrease in sales as the world became more concerned with war and violence. However, after World War Two, they hit a boom once again and games like Cluedo and Catan dominated alongside a resurgence of Scrabble and Monopoly. Board games have only grown since, and generated approximately 7.2 billion U.S. dollars in 2017, according to Statista.

But what is the appeal of playing board games? It's a bonding activity at the end of the day, a way of socialising that overcomes language barriers, as most games require only knowledge of cards, dice, or basic rules. They can provide social connection as well as mental stimulation through strategy and planning focused games too. At the end of the day, there is a board game for everyone. 

Outside of the busy nine to five work day, balancing a sleep schedule, finding time to eat, and indulge in personal hobbies, board games offered a way to bring families together. It was an easy and accessible social outlet that created a fun atmosphere at the dinner table without the need for uncomfortable small talk. Children of most ages could participate, as well as adults of all ages. It was a unanimous way of spending a fun evening together. 

There has been a decline in playing family board games. As of 2025, 21.4% of Americans play board games at least once per month according to survey data by Quantumrun Foresight , the Board Game Popularity Statistics of 2025. The gaming community transformed from a dining table to an X-Box overnight, leaving cardboard cutouts of characters in the trash. Many popular games like Valorant or League of Legends are heavily reliant on violent game-play, making them not so family friendly anymore.

Influence from technology has also taken away from the social aspect of playing together. As well as a rise in popularity in other genres of board games, technology has played a massive role in why we don't sit around with our friends and family anymore. 

Most board games that would have peaked around the 1990s have now been monopolised by technology and are available to play online. This means that most people no longer see the need to waste time sitting around and setting up a game when it can be played in half the time with half the effort online, even going as far as to play against robots instead of their own family or friends. 

Technology influence also includes the role social media plays in board game popularity. Nowadays, board games are seen as “cute” or “trendy” meaning that younger generations who are being fed this anti-family and anti-board game content are going to be even less motivated to indulge in a good old game of Dominion with their old man. 

It's upsetting watching people become less and less interested in the simple games in life, when there used to be a time kids on the street would sketch at a game of Tic-Tac-Toe or Snakes and Ladders with chalk and play until the sun came down. By leaving this fundamental piece of our history behind, we lose touch with each other. Board games have always been a way to bring families and communities together, and will continue to be for those willing to play.