Perhaps you have played games with someone like this:

Within the confines of the rules, there’s not much I won’t stoop to, and not only in games where lying is the point, as it is in Werewolf. If we are playing Settlers of Catan, where players trade resources and build settlements, I will manipulate you to try to get the best possible deal, and I will downplay how well I’m doing so I seem unthreatening until I swoop in and win in one massive turn. If we’re playing some kind of war game, say, Risk or Root, I will lock in on the person most likely to keep me from winning and work to convince everyone they’re a bigger threat than I am. I don’t always lie—that would be too predictable. A mix of heartfelt honesty and bald-faced lies keeps my opponents on their toes. All for the glory of winning at moving little plastic pieces around a cardboard surface.
This gets at the competitive nature of games: there are winners and losers. Some games might have reputations for pitting people against each other – ask people about family histories of playing Monopoly or Risk – and others might be gentler. Even cooperative games have collective winners.
Games are also social:
Of course, how you behave in a game can still affect how people see you outside of it. If you’re a poor sport, or if you go too far with the playful deceptions and actually start bending the rules, that could degrade your real-life relationships. But people can usually tell what’s all in good fun. Even if you’re backstabbing, deceiving, and betraying one another, “our brains are very smart,” Kowert said. “We know what’s real and what’s not.” For instance, in a game, “I’ll throw my husband under the bus so quick,” she said. “And I wouldn’t do that in real life.”
Both Tilton and Kowert emphasized that the main thing games teach their players is social skills. Tilton has used Werewolf in the classroom to teach small-group communication. Because the fantasy scenarios of games don’t really translate to real life, what’s most likely to carry over is the practice you get at reading people and communicating with them.
Throughout games, players interact. Sometimes those interactions are directly about the game, with some games encouraging more of this than others, and other times the interactions are about other aspects of life. Gaming groups can involve long-time friends and also help new people meet each other.
If some people are board game sociopaths, how many others are glue people that help the group stick together? Or people who help other players along? Or players who care less about the outcome and enjoy the process? Could a group of people only devoted to winning continue over time?
In the bigger picture, games and leisure activities offer humans opportunities to build relationships and practice interactions that take place in other settings. Can you handle winning and losing a board game? Can players develop skills in negotiating? Can they learn how to have small talk? Yes, they are “just games” and the consequences of winning and losing are usually small but they can be learning opportunities for other areas of life.

