Game Categories

 

Tabletop Scholars will feature games nominated to fit the particular needs and practical applications of several professional and educational categories

The Tabletop Scholars Conference welcomes submissions of commercially published tabletop games for evaluation in the Board Game Academic Accreditation. Games must demonstrate a practical application beyond entertainment in at least one of our recognized fields, including education, counseling, professional development, occupational therapy, or community engagement.

Education

  1. Pre-School / Early Childhood (Ages 3–5)
    • Games focused on basic skills: colors, shapes, counting, sharing, following simple directions, and sensory engagement.
    • Strong emphasis on physical safety, durability, and visual clarity.
  1. Elementary & Middle Childhood (Ages 6–11)
    • Games that build on reading, math, logic, cooperation, and early strategy.
    • Suitable for early readers through confident independent readers.
  1. Junior High / Early Adolescence (Ages 12–14)
    • Games incorporate higher-level reasoning, moderate complexity, and more sophisticated themes.
    • Social connections, teamwork, and identity-building themes are valued.
  1. High School / Adolescence (Ages 15–18)
    • Games supporting critical thinking, collaboration, negotiation, empathy, and subject-specific knowledge.
    • May incorporate mature but age-appropriate themes.
  1. Higher Education / Adult Education: (Ages 18-99) Undergraduate & Graduate Courses 
    • Games designed by subject area (e.g., STEM, Humanities, Social Sciences)
    • Awards given by subject area (e.g., “Best Game for History Instruction,” “Best Game for STEM Instruction”) rather than one broad “Higher Education” winner.
  1. Student Life & Activities
    • Games for Student Life: Residence Life, Clubs, Activities, Guidance, Advisement, Sports

Professional, Medical & Community Contexts

  1. Counseling & Personal Development 
    • Games for use in therapy, group counseling, and skills-building sessions.
    • Evaluated on therapeutic fit, emotional safety, and adaptability for diverse client needs.
  1. Community Development / Civic Engagement / Social Work
    • Games that support leadership training, conflict resolution, civic education, community planning, and social justice.
  1. Professional Development & Vocational Skills
    • Games that help individuals improve their workplace skills, leadership abilities, creativity, or personal growth outside formal classrooms.
  1. OT/Rehabilitation
    • Directly applies to rehabilitation or skill development goals.
  1. Other Fields of Interest, Study, or Practice
    • Any area, personal or group interest, industry, or profession can be considered.

Have a Game in Mind?

Submit a game for consideration for inclusion in the 2026 Tabletop Scholars Conference in Rochester, NY.