Board games have a long tradition in Europe. The oldest
records of board gaming in Europe date back to Homer's
Iliad (written in the 8th century BC), in which he mentions the
Ancient Greek game of Petteia. The late 1990s onwards have seen
substantial growth in the reach and market of board games. This has been
attributed to, among other factors, the Internet, which has made it
easier for people to find out about games and to find opponents to play
against, as well as with a general increase in leisure time and consumer
spending on entertainment. Some games, such as chess, depend
completely on player skill, while many children's games such as
Candy Land and Snakes and Ladders require no decisions
by the players and are decided purely by luck.
Another important aspect of some games is diplomacy, that is, players,
making deals with one another. Negotiation generally features only in
games with three or more players, cooperative games being the exception.
An important facet of Catan, for example, is convincing players
to trade with you rather than with opponents. Although the number of
studies investigating board game use remains limited, interesting
findings have recently been obtained in terms of
brain function,
cognitive effects, and
health-related lifestyle modification.
Board games may also be applicable as educational tools for health
professionals.
Learn more about boargames in Wikipedia