I was listening to NPR’s Here and Now program and caught
this story on the resurgence of analog games, as the reporter refers to
them. Every so often, a reporter in the
media in need of a human interest story will
catch onto the fact that millions of people still play boardgames regularly
and will write a story announcing that there are games beyond Monopoly and Clue
and that people actually still “gasp” play boardgames as if it was something
that millions of people don’t already know. As the Here and Now program points
out, boardgames are the largest funded category on Kickstarter, dwarfing their
digital brethren in terms of amounts pledged. According to ICV2, boardgame sales have increased year to year
for the past 8 years, sold over $1.2 billion (eclipsing the number of comic
sold) in 2015 and fueled a 50% year to year increase in Dungeons & Dragons
sales at WOTC/Hasbro. Boardgames are big and yet it still seems as if daily,
game store owners report customers walking into their store, looking at all the
stock and asking “So where are your games?” Why? Here are a couple of reasons:
1.
Size of digital gaming market—Remember that I
just mentioned that boardgame sales topped $1.2 billion in 2015. That’s a
pretty impressive figure, except when you compare it to the digital gaming
market which is projected to top $100 billion in sales this year. Compare $1.2
billion to $100+ billion and you can see that boardgame sales are a drop in the
bucket compared to the sales of their digital brethren. When you have numbers
like that, it is no wonder the average
customer thinks of digital games first when they go into a “game store”.
2.
Confirmatory bias—This is the human tendency to
judge everything in terms of its relationship to ourselves and to seek and be
more comfortable with information that confirms our beliefs. Since I run a game
store, I deal with what the reporter in the Here and Now story referred to as
“analog games” on a regular basis. Most of my regular customers play analog or
table top games and we primarily sell tabletop games. Due to our extensive
familiarity with them, we naturally thing of table top games when we think of
games, forgetting that the average consumer has more likely played a digital
game last and are far more familiar with those games than they are the ones
that we sell.
3.
The Wal-Mart Effect. Customers are far more likely to have shopped
in a Wal-mart, Target or Walgreen’s than they are to have shopped in one of our
tabletop game stores and are therefore much more likely to have seen the games
for sale there and to view Monopoly, Sorry and Clue as the standard of a
boardgame. Confirmatory bias works both ways. When a customer spends all of
their shopping time in a mass market store, they are going to get exposed to
mass market games and not have any reason to consider the huge variety of other
games out there, either at your FLGS or available through Kickstarter.
Maybe,
instead of shaking my head at the next of these stories about discovering that
people play boardgames, I need to figure
out better ways of getting the word out to the huge numbers of people that do
not play “our” boardgames.
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