Post-Pandemic Card Games

Where Should We Begin? Helps to Rebuild Social Confidence

Where Should We Begin? is the name of a new card game from renowned Belgian psychotherapist Esther Perel and it was created with the intention of helping people to cope with social anxiety coming out of a pandemic. As Perel describes, "The pandemic left us missing intimacy and play. So I created a game that helped us do both. The game is designed to help us connect and reconnect in a time of social atrophy.”

The card game taps into storytelling as one of the most ancient methods for connecting with other people and it has the potential to spark lighthearted conversations and deep meaningful connections. The card game's prompts come from conversations Perel has started with friends, family members and colleagues, such as "I've never shared the whole story about the time..."

Social Anxiety Relief Games
Games designed to help individuals cope with social anxiety following the pandemic offer opportunities for disruptive innovation in mental health and wellness.
Storytelling Connection Games
As storytelling has proven to be a powerful tool for human connection, developing games that foster this can be a disruptive innovation opportunity in the entertainment industry.
Intimacy and Play-focused Activities
Creating activities that can help individuals regain a sense of intimacy and play in a post-pandemic world presents disruptive innovation opportunities in leisure and recreation industries.

Sectors Adopting This

Mental Health and Wellness
Creating novel solutions like games or therapy programs designed to help individuals cope with social anxiety presents disruptive innovation opportunities in the mental health and wellness industry.
Entertainment
Developing storytelling games and activities for people to connect and spend time together can introduce disruptive innovation opportunities in the entertainment industry.
Leisure and Recreation
Creating activities or programs designed to help people connect and enjoy each other's company post-pandemic can disrupt the leisure, recreation, and tourism industry.
SCORE
6.6 out of 10
GENDER
10% Men90% Women
MARKETTop markets: North America
GENERATION
  • Gen Z
  • Gen Alpha
  • Gen X
  • Millennial (primary audience)
POPULARITY
Popularity 91%
Activity 96%
Freshness 10%

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