Shot of two unidentifiable people playing a board game on a table
Many households across the UK will have wiled away hours over the festive period digging board games out of cupboards and engaging in friendly competition with friends and family members.
However, there is increasing evidence that many classics – and other modern tabletop role-playing games – have a wide range of social, educational, and therapeutic benefits, particularly among neurodivergent players.
In this area, researchers at the University of Plymouth have demonstrated how the experiences within modern games such as Dungeons and Dragons and Dixit can lead to improvements in confidence, assertiveness, and real-life social engagement.
Now they, and colleagues at Manchester Metropolitan University, have secured funding to host a national workshop that will explore how games might be integrated more widely into health and social care interventions.
The event, to be held at the Amelia Centre in Royal Tunbridge Wells during 2026, will be open to professionals from across the UK working in the mental health and education sectors.
Its ambition is to create the first toolkit of how tabletop role-playing games can be used to enhance people’s wellbeing, to draw together expert opinions into a series of recommendations, and to lay the groundwork for a large-scale controlled study on the impact of such games in social care.
The initiative is being led by Dr Gray Atherton and Dr Liam Cross, from the University of Plymouth’s School of Psychology, and funded through the international Game in Lab programme, which supports independent academic research into the societal and wellbeing impacts of tabletop games.

Board games are enjoying a renaissance.

While the classics remain popular, a wave of modern games – from Ticket to Ride and Settlers of Catan, to Carcassonne and Werewolf – has captured the spotlight and is even rivalling the booming video game industry. Our research has shown they can enhance wellbeing, foster inclusion, and support learning, with strong evidence that games improve engagement and social connection for neurodivergent individuals compared to other activities. This workshop will hopefully provide the next step in our quest to turn this evidence into action.

Gray AthertonDr Gray Atherton
Lecturer in Psychology

Dr Atherton and Dr Cross have been working for many years to understand the impact of gaming on people with autism and other similar conditions.
Their previous work has shown that those with autism enjoy board games because they take the pressure off the uncertainty around meeting and interacting with people, while another study found that playing Dungeons and Dragons provided people them a safe space to engage in social interactions away from some of the challenges they face in their daily lives.
In other research, they found the card-playing game Dixit could be particularly appreciated among people with autism as participants could use the cards to evoke emotions about their condition rather than having to come up independently with inspiration.

Games make social interactions more predictable.

They allow individuals to experiment with challenging scenarios like conflict resolution, and offer opportunities to explore identity through character play. But this new generation of board games has benefits beyond mental health, as their design supports mathematical reasoning, strategic planning, and problem-solving, while rich narrative settings bring history and storytelling to life. This makes them valuable tools for both STEM and humanities education, in addition to personal and social development, and we are hoping people working across all of these areas will take part in our event in 2026.

Liam CrossDr Liam Cross
Lecturer in Psychology

 
 
 
 

Study Psychology at the University of Plymouth and experience hands-on learning in a research-led environment

A psychological student conducting brain research