Just for fun Week
International Games Week
A week that starts on November 7 every year. Next: in 362 days
What it’s about
International Games Week is a lively week-long observance held during a week in November, celebrating the many ways games bring people together. From board and card games to puzzles, role-playing games, and digital adventures, games offer opportunities for fun, creativity, problem-solving, and friendly competition.
Libraries, schools, community groups, families, and friends often mark the occasion by hosting game gatherings, demonstrations, tournaments, or relaxed sessions for people of all ages. More than a celebration of play, International Games Week highlights games as a way to encourage connection, learning, communication, and a welcoming sense of community.
A little history
International Games Week is a week-long observance held during November that celebrates games as tools for learning, social connection, creativity, and community participation. Its roots lie in the library community, where games increasingly came to be recognized as valuable cultural and educational resources rather than merely recreational activities. Libraries began organizing public gaming events to welcome people of different ages and backgrounds, encourage interaction, and show how games could support communication and problem-solving.
The observance developed from the American Library Association’s International Games Day initiative, which was created to highlight the role of libraries in bringing people together through play. Early events commonly featured board games, card games, role-playing games, video games, and demonstrations led by library staff or local volunteers. These programs reflected a broader change in attitudes toward gaming during the late 2000s, as educators, researchers, and cultural institutions paid greater attention to games as forms of storytelling, design, and participatory learning.
Over time, the initiative expanded from a single event into International Games Week. This broader format gave libraries and other participating organizations greater flexibility to arrange tournaments, open gaming sessions, game-creation workshops, family activities, and discussions about game culture throughout a week in November. The change also helped accommodate international participation and recognized that communities have different schedules, traditions, and preferred types of games.
Culturally, International Games Week emphasizes that games can connect people across generations and cultures. Traditional games preserve heritage and local customs, while contemporary tabletop and digital games encourage collaboration, strategic thinking, and imaginative expression. By making games available in shared public spaces, the observance also supports libraries’ role as inclusive community centers where people can meet, learn, and participate regardless of prior gaming experience.
Timeline
- 1958
Physicist William Higinbotham demonstrated Tennis for Two at Brookhaven National Laboratory’s annual visitors’ day, an early electronic game displayed on an oscilloscope.
- 1972
Magnavox released the Odyssey in North America, widely recognized as the first commercial home video-game console.
- 1978
Taito released Space Invaders in Japan, helping establish the arcade video-game boom and becoming one of the medium’s most influential early games.
Other weeks starting November 7
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