I write program goals that emphasise participation, accessibility and self-efficacy: adaptive components (large-print cards, card holders, simplified setup), shorter play blocks with clear breaks, and roles that let everyone contribute (rule-keeper, score-tracker, strategist).
BoardGameGeek is helpful for spotting popular cooperative and low-dexterity titles — Ticket to Ride, Pandemic, and cooperative family games often show up in people’s lists.
I have a leisure interests survey I get families to fill out when we first engage so I can quickly identify short cuts to engagement.
Choose cooperative or semi-cooperative games to reduce competitive stress; try Dixit or Forbidden Island for narrative and visual engagement, or lighter Euros like Azul that have manageable actions and strong turn clarity.
Consider online play options such as Tabletopia or browser implementations to allow remote play with assistive tech, voice controls, or switch access — online options also enable rural teens to connect without transport burdens.
Recent reviews and adaptations emphasise that digital adaptations can open up boardgaming for people with physical impairments.
Program note: use person-centred planning — ask the teen what “fun” looks like, co-design the table (who sits where, what assists they want), and set functional social goals (initiate once per session, ask a peer a question twice).
These are concrete, measurable, and clinically relevant outcomes a diversional therapist would record.
Ask us about how we can build a social circle in a lifelong hobby for you or the person in your care regardless of age or ability. If we can’t personally deliver a program for you, we will refer you to someone who can regardless of location in Australia.
Email: gametherapynetwork@gmail.com