Board Games as Gathering Places: The tabletop Agora's role in bringing communities together

Before addressing the main topic of this month’s blog, I feel that I must clarify the central theme. It is increasingly clear that Western societies, Malta included, have shifted away from face‑to‑face social interaction as the primary mode of communication, relying more heavily on digital alternatives. This statement requires qualification, as the adoption of digital alternatives has influenced the way we conduct the remaining forms of human interaction. This shift has affected various aspects of daily life and has weakened our collective capacity to engage in meaningful “in-person” debate or to form well‑informed personal opinions.

I speculate here that board gaming could provide a valuable opportunity to reclaim the benefits of face-to-face engagement that has diminished over time. While other methods certainly exist, I believe that using play can be an effective way to facilitate social interaction. I believe that play is the most fundamental form of exploration and socialisation.  It is how we learn as children and remains a practical way for adults to connect with those around them. In this look at the subject of socialisation and play, I start by offering the idea of the “Agora” and how structured play could help in re-establishing, at least in spirit, those ancient meeting places of intellectual exchange.

To understand the origins of public discourse and citizenship, we could look back at ancient Greece. In an era before digital platforms, the Agora served as the primary destination for commerce, philosophy, and political debate. It was the essential heart of Greek society, a physical space where citizens exchanged both goods and ideas.

Over the millennia, the role of the Agora transitioned to other venues, such as town squares, public parks, and coffee houses. In Malta, this tradition was mirrored in locations like main village and town squares or popular roads like Republic Street (formerly Kingsway) in Valletta or St. Joseph High Street (formerly Strada Reale) in Hamrun. For decades, both streets running down the very centre of the capital city of Valletta and Hamrun respectively, functioned as both a commercial hub and a vibrant stage for social gatherings and political demonstrations.

The introduction of the Internet in the early 1990s fundamentally altered these social dynamics. To understand this shift, we must examine how digital connectivity replaced these physical "Agoras” with digital doppelgangers.

One significant change, at least locally, was in the consumption of news. Previously, the daily ritual of purchasing a newspaper at a local stationer established a "human chain" of interaction. These physical locations acted as catalysts for spontaneous debate among citizens from all walks of life. With the rise of online media, the demand for printed news diminished, and the communal experience of the physical newsstand has largely become redundant and practically non-existent. This is by no means an exclusively local phenomenon but it is still a significant contributing factor in my opinion.

The transition to digital media has not only cost us the tactile experience of handling a newspaper, it has also deprived us of the opportunity to engage with others sharing the same information. Meaningful discourse has been relegated to online comment sections, which are frequently compromised by "trolls", individuals who intentionally start arguments or upset people by posting provocative, unnecessary, or off-topic messages, and "spin doctors," thereby eroding the potential for constructive debate.

I believe that a similar decline also occurred when it comes to the retail and convenience sector. This sector has in fact seen a shift toward a retail concentration or franchise‑driven model when it comes to retailing. Large franchises and international chains have optimised logistics to the point that smaller, town or region centric businesses are often priced out of the market. Consequently, I argue, the act of shopping has been infused with a growing element of anonymity.

It’s interesting that for a time the very idea of a “mall” did create an Agora of sorts where, especially, young members of society often gathered over some refreshments or even merely over a shopping expedition of sorts. For a while in the 90’s these malls became a means to be seen and to socialise in the process. Whether it was an equally valid locus for meaningful discussions is another thing altogether.

Locally, if you were to go back some 30 or 40 years you could still see several thriving small convenience stores, or mini markets that catered exclusively for the village or town in which they happened to be located. These shops thrived not only on the convenience of proximity to the clients they served but also from an active physical social network established by nurturing meaningful relationships with the regular patrons. In these spaces discussions were common, exchanges of opinion likewise. At times you could get meaningful information by just hanging around those quaint shops. It is important to highlight this aspect as these venues contributed to the physical exchanges of opinions and gossip that have since migrated online.

What I think facilitated the dialogue was the size of the establishment and the fact that, often, the shop owners were themselves “locals” living within the communities they served. This helped establish a strong sense of belonging with patrons looking at these smaller shops as being something “theirs”, rather than merely a means to address the purchasing of day-to-day necessities.

Large franchise superstores and shopping centres originally replaced a significant number of small, local shops. The attraction of these outlets was mainly centred around the aggregation of a larger selection of products sold at lower price-points by leveraging economies of scales and optimised logistics. The next step proved even more impactful, when these same businesses moved partially or wholly online, allowing people to manage their household shopping without leaving their home. In my view, this shift contributed even further towards an increased anonymity of modern life by removing the need for even the simplest form of interactions.

The Internet brought convenience at formerly unimaginable scales. This was a ground shaking communication revolution that made many lofty promises, and many enterprising individuals were keen to cash in from what they perceived as the next veritable goldmine. What followed was a concerted effort to keep eyes on screens, sell ads which in turn meant selling products and making profit. The cycle once started was unstoppable, but it did something to the underlying promises, it tainted communication turning it into something other than just a beneficial tool. It now had an agenda, one far removed from the principle of free flowing, useful communication.


In my view, the "communication revolution" promised by the Internet resulted in, apart from a mind-numbing information overload, the decimation of physical spaces where genuine human connection once flourished. While technology has arguably made us more efficient, it has contributed to dissolving that "social glue" that formerly bound communities together. In its stead, the online platforms used have created distorted collectives fuelled by limited blinkered perspectives to any given topic. Debate and consensus have given way to affirmations and compliance.

We have, by most measures, lost the traditional Agora. However, despite this decline, there is a burgeoning desire to create new physical spaces where its spirit may yet survive. Crucially, these cannot be virtual environments where individuals hide behind anonymity. They must be physical or accountable spaces where one can interact safely and take responsibility for their views. Environments where diverse opinions are expressed, respected, and debated in a civilised, ethical manner.

While I do not suggest that board gaming events can entirely replicate the benefits of an ancient Agora, they certainly offer a transformative space where individuals from diverse backgrounds can converge. At a fundamental level, such events allow enthusiasts to gather around a shared interest, the game itself. Through regular participation, these venues may be used constructively for the personal development of the players and the betterment of their wider communities.

To truly benefit from these experiences, one must carefully select titles that align with specific social principles. For instance, if the objective is to foster social cohesion, it is advisable to choose games that encourage teamwork and cooperation. This does not necessitate the removal of competition, rather, the competitive spirit should be channelled to benefit all participants.

Furthermore, as every gaming group possesses a unique dynamic, players may compete in a spirit of genuine sportsmanship. This allows for a competitive environment where winning or losing does not undermine the underlying friendships. Regardless of the genre, the games must be engaged with the same communal intent that originally defined the Agora.

It is encouraging to observe the recent proliferation of local board gaming events; however, many remain burdened by an often too obvious sense of commercialisation. In my view, this market-driven approach taints the foundation of the environment. For a modern Agora to flourish, it must not appear to exist solely for financial gain. While profits may occur, they should be incidental rather than a prerequisite for the venue's existence. Consequently, such spaces should avoid aggressive monetisation, focusing instead on value-added services that feel like a natural extension of the experience.

For instance, if a space is leased for gaming, acceptable costs might include a nominal annual membership to cover administration, or small session fees to offset utilities. A refundable deposit for the use of on-site games would also be a reasonable measure to safeguard against damages particularly in those instances where a formal membership would not work. Furthermore, should the venue’s popularity render space a scarce resource, a modest booking fee could ensure patrons are guaranteed a table, provided it is both sized and viewed as a service rather than a financial burden.

Once a space is consistently occupied and its popularity grows, it can be said to be on the path toward becoming a true Agora. However, this is merely the beginning. The environment must actively nurture the interests of its participants; organisers should "feel the pulse" of the community to offer bespoke events that align with the preferences of regular attendees.

While it is not the purpose of this piece to outline a business plan of sorts, it is compelling to note how this mirrors the Stoic manifesto of cosmopolitanism. The Stoics argued that our fundamental identity resides not in nationality or social strata, but in our shared capacity for rational thought. By embracing this, we move beyond narrow tribalism toward a broader, more compassionate perspective, one of global kinship where the welfare of others is interwoven with our own. This guiding principle should be the cornerstone of any board-game-centric Agora, a space where we are challenged to become the best versions of ourselves.

Ultimately, the activities within such a space will be shaped by the interests of the participants. It may remain a purely ludic platform, or it may evolve into a community dedicated to lifelong learning and self-betterment. Ideally, it would become a blend of both.

The ancient Agora began out of simple necessity. People needed a place to talk, to understand one another, make sense of the world around them, and to trade for the things they needed to survive. Within those confines, everyone who took part became a community that looked after itself, all working together to grow. It was not a perfect system, but it was a genuine step in the right direction.

I do not think we have forgotten how to build communities like this. Instead, we have let ourselves become distracted by a thousand different things fighting for our attention. Perhaps it is time to reclaim our time and spend it on better things.

The sheer volume of information available online can frequently cause confusion rather than provide clarity. Revisiting core principles and the ethos of traditional public discourse, reminiscent of the ancient Agora, may aid in handling this overload more effectively. Board games could be useful in reintroducing positive habits that have been neglected. Additionally, considering how we read and use information in ways that suit individual needs may help foster a more balanced way of life.

 

Comments