Business The Unbearable Whiteness of Board Games - To a grizzled, veteran marketer and data analyst like me, the overrepresentation of whiteness in board game marketing seems like abject business malpractice.

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I used to work in multinational communication agencies. Later, I worked in senior leadership positions focused on market expansion, and revenue growth. One of the first things I used to do when I started building marketing campaigns was look at my client’s addressable market.

I’d ask myself: What does my client’s target audience want? What are the audience characteristics? From that baseline data, I’d build a performance dashboard for my clients and employers. Indeed, any serious business needs to spend the majority of its time and resources analyzing their audience as this work is critical to business survival.

That’s why, today, I’m going to do a very quick audience analysis for board game publishers.

The U.S., the white, non-Hispanic population is 57.8% of the total U.S. population. The number of mixed race people living in the U.S. in 2020 has increased by 276% over the 2010 census. The majority of the U.S. population (52.7%) under the age of 18 is BIPOC.

The U.S. is one of the single largest consumer markets in the world. Despite the relatively small population base, 329.5 million people, household spending in the U.S. is one of the highest in the world, and represents a quarter of the globe’s household consumption. When you compare the U.S. population with the population of India which represents 1.38 billion people, you might understand why most consumer goods manufacturers care so much about the U.S. consumer market.

Taking off my corporate dashboard hat and donning my current hat as a board game researcher, these basic demographic audience analyses are the exact point where my cognitive dissonance starts growing.

In the U.S., white straight men in the make up only roughly ~25% of the population, and ~10% of the global population. On the other hand, Black, Indigenous, and People of Colour represent over 80% of the world’s population, and are rightly called the People of the Global Majority (PGM).


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Yet, a recent analysis of board game cover art of 200 of the top BoardGameGeek games found only 17.5% of the human representation on covers was that BIPOC identities (112 total figures), versus 82.5% white-presenting figures (528 total figures). From a marketing perspective, I find that really strange.

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Why? Because covers are all about marketing, they are an invitation to buy, and to play. Yet, the skew here isn’t reflective of addressable audiences in one of the largest consumer markets in the world, nor does it represent a wider global addressable market. To a grizzled, veteran marketer and data analyst like me, the overrepresentation of whiteness in board game marketing seems like abject business malpractice.

Then, let’s consider the gender representation on board game covers of the top-ranked 200 BoardGameGeek games. Cover art images of women and/or girls were represented at 23.2% or 195 figures in total. Men and/or boys represented 76.8% of the sample or 647 figures. This is also strange when you consider that the U.S. and Canada have slightly more women than men at 50.5% and 50.4% respectively. Doing even basic audience mapping, an overrepresentation of whiteness and maleness seems a very strange marketing tactic indeed.

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Why strange? Again, because marketers and adverstisers know that representation can play a key role in consumer behaviour by enticing demographic identities to purchase or use the products based on their ability to see themselves in the marketing. But, the addressable audience of white males is only ~25%, and yet this demographic identity occupies 80% of the board game cover art.

My PhD research study of the top 400 BoardGameGeek games found that that 92.6% of the labour of game design was that of white-identified, male-identified creators. Again, that’s in stark contrast to the global and U.S. census numbers. This finding was one heck of a labour data skew.

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Whenever a representative sample doesn’t map AT ALL to population, you can bet that very strong forces are working against that representative sample, preventing it from looking like the wider population. That kind of finding doesn’t happen naturally. This usually means something systemic, an external force like enforced segegation, active gatekeeping, economic restrictions or policies are acting on that sample, creating that skew, and keeping members of the wider population away.

Based upon my research, I think it is safe to say that decisions made about board game artwork, labour, and design are clearly not undergirded by basic audience nor addressable market data. Clearly, they don’t reflect demographic realities AT ALL.

These decisions are happening for other reasons. One working theory is that people involved in decision-making and leadership of the board games industry, mostly white and male, can only imagine one audience: themselves.

Another reason might be that board game publishers want to keep their market small, stunted, and targeted at only rarified few luxury consumers, in much the same way that luxury fashion lines cater to a tiny handful of oligarchs, and wealthy elites. Perhaps.

But this approach is a very risky strategy long-term as fashions change, and well-heeled, wealthy and elite consumers demonstrate notoriously fickle consumer good purchasing patterns.

So, as a long-time marketer with multinational experience, I now pose a question to board game publishers: Would you, should you stake an entire business, marketing model, or the future of your sector on this audience of solely white males who represent ~25% of the population in the U.S., and ~10% of the global population? Is that a sustainable, long-term strategy?

…Nope, I didn’t think so either.


 
Another reason might be that board game publishers want to keep their market small, stunted, and targeted at only rarified few luxury consumers, in much the same way that luxury fashion lines cater to a tiny handful of oligarchs, and wealthy elites. Perhaps.
Yes. Hobbyist board gaming is an EXTREMELY luxury market. Outside of the family games they sell at Target, a cheap card game is $25. A cheap board game is about $30. I own several board games that cost $75-100 and that’s not even the top end. Cosmic Encounter, including all expansions, is something like $250. Fast Food Magnate was selling for $250 at one point, and that was before it went totally out of print. Gloomhaven sold for $150. There was a 30th anniversary edition of War of the Ring that sold for $500.

These are not mass market products. A successful hobbyist board game run is often 5-10K copies, and the profits are a few thousand dollars. Scythe, one of the biggest hits of the last decade has sold 300,000 copies. At $70 a piece. This is an expensive industry and it can afford to be.

It also somewhat has to be - there is a lot of printing and physical components. These things are big, they’re heavy, and they have a lot of printing involved. When I was looking into printing my first game, it was going to be $27 per copy just for materials, not to mention shipping, packaging, etc. And that was a small simple game.
 
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Most of India, despite population density, is still under developed. Their men and women are more interested in drawing water from the public wells and putting up chicken wire fences than sitting around with their friends and family and playing Monopoly or whatever. I'm out of my element, but I doubt I'm wrong when I say; most board games are a suburban/family experience. If you don't fit into that niche (as most of the world doesn't, especially the "diverse" world), it's probably not something you'd take part in.
This person would be immediately raped if they got within 5000 miles of India, so I'd like to know on what authority they can claim to speak about their boardgame interests.
 
Excuse me, I have a question? Who gives a single solitary fuck? Why does it matter who's playing board games?



I never saw it but wasn't Get Out more about this creepy type of fetishization than more typical racism?
Nah it was about their weird delusion that all white people are obsessed with them 24/7.
 
My PhD research study of the top 400 BoardGameGeek games found that that 92.6% of the labour of game design was that of white-identified, male-identified creators.
Designing a board game is cheap. Anyone can afford to do it. If the game's good, it's good, just kickstarter that shit without playing the race card and you're set for $$$.
I am of firm opinion that Kickstarter is perfect for boardgames, as the design costs are low and production/distribution costs scale linearly with the number of customers – unlike vidya, where design/development costs are practically everything. So just do it.
 
Designing a board game is cheap. Anyone can afford to do it. If the game's good, it's good, just kickstarter that shit without playing the race card and you're set for $$$.
I am of firm opinion that Kickstarter is perfect for boardgames, as the design costs are low and production/distribution costs scale linearly with the number of customers – unlike vidya, where design/development costs are practically everything. So just do it.
The problem with Kickstarter for board games is that a lot of people on Kickstarter are what I like to call ”mini-fags“, in that they care less about the game itself and more about the figures and stuff in it so they can repurpose them for their own campaigns. I rarely agree with Shut Up & Sit Down, but this is one spot where I do.

it’s the reason games like Scythe and Gloomhaven kickstarted so hard (and deservedly in their cases, to be fair) while a lot of smaller, lighter games don’t get the time of day. “Feelies” and “stuff” are really important to the Kickstarter crowd. It’s not across the board, some big games die and some smaller games make it. But as a trend, Kickstarter definitely feels like it trends towards ”kitchen sink” type games where you’re just like “Wow, look at all that stuff!”

it’s partly due to Kickstarter incentivizing “unlocks“ to keep building hype, it’s partly due to making it look like a more substantial package, and it’s partly due to the mini-fags. it’s definitely not perfect for everyone.
 
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Yet, a recent analysis of board game cover art of 200 of the top BoardGameGeek games found only 17.5% of the human representation on covers was that BIPOC identities (112 total figures), versus 82.5% white-presenting figures (528 total figures). From a marketing perspective, I find that really strange.
next do an analysis of BoardGameGeek's userbase. I'd put money down on a bet that if polled, 80% of the people willing to have a free profile on BoardgameGeek are male AND white. From a marketing perspective, I find you really fucking stupid.

Do people even own that many board games that depict a human being on the cover? There's Clue, some editions of Axis and Allies, Risk hasn't had people on the box for awhile, unless its a tie-in showing people from the games. Most abstract games don't have people on the cover, at least none of the ones I own do. Fair amount of blank of minimalist covers, infact that tends to be the norm. How the Hell did they even arrive at these figures in the first place?
In hobbyist board gaming, which is what she’s clearly talking about - yes, there’s a fair amount of humans on the cover.

Interestingly, a lot of them are “European-style” board games and many of them are 10 or so years old - Settlers of Catan, Puerto Rico, San Juan, Through the Ages, Agricola, some versions of Power Grid, 18XX, etc. Mostly very dry, counter-based economic and trading strategy type stuff. Also a lot of strategy war games tend to have people - Stuff from DVG and Avalon Hill and whoever does Heroes of Normandie.

Modern hobbyist board games actually are going out of their way to try to avoid just having a couple people on the cover just because it looks more engaging - Wingspan has a beautiful painting of a bird, Azul and Sagrada use stained glass. Pipeline has this cool abstract oil painting. Root kinda looks like the old Disney Robin Hood. Etc.

It’s not wholly true, but board games are a big business these days and boxes are their advertisements, and they have gotten quite sophisticated. There is definitely an element of “old white medival dude on the box is a bit of dead horse trope” and just as well, there’s a lot more dynamic and interesting looks.

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Racist.

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Racist!

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RACIST!

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RACIST!!!!

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RAAAAAYYYYYYYYYYCIIIIIIIIIIISSSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!!
 
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next do an analysis of BoardGameGeek's userbase. I'd put money down on a bet that if polled, 80% of the people willing to have a free profile on BoardgameGeek are male AND white. From a marketing perspective, I find you really fucking stupid.




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Racist.

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Racist!

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RACIST!

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RACIST!!!!

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RAAAAAYYYYYYYYYYCIIIIIIIIIIISSSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!!
If we have finally reached the era where pictures of cats are inherently racist, then call me the next Grand Wizard of the KKK.
 
Now you know how many of these faggots are into socialism. Not because they want people to be able to afford basic stuff like food or clothes, but because they want them to consoome the shit they sell.
Crazy how capitalism has reached such a stage that it's now used to sell socialism and communism to the soypod-bugmen for their consoomption.
 
Again, because marketers and adverstisers know that representation can play a key role in consumer behaviour by enticing demographic identities to purchase or use the products based on their ability to see themselves in the marketing.
This shit again?

You can plaster as many blacks on as many boxes as you want. If there's not a ball for them to throw or chase inside, most of them won't be interested.

That's why the most watched sport by the People of the Global Majority is Poverty Ball.

No one should be obliged to chase niggo-bucks. But if a 'grizzled veteran marketer' like you sees an untapped market, by all means, make that much awaited boardgame that appeals to the 'People of the Global Majority' and snatch up all the niggo-bucks for yourself.

The U.S. is one of the single largest consumer markets in the world. Despite the relatively small population base, 329.5 million people, household spending in the U.S. is one of the highest in the world, and represents a quarter of the globe’s household consumption.

So, as a long-time marketer with multinational experience, I now pose a question to board game publishers: Would you, should you stake an entire business, marketing model, or the future of your sector on this audience of solely white males who represent ~25% of the population in the U.S., and ~10% of the global population?
Yes, because I don't have to be all things to all people.

EDIT:

23 Subs in 9 YEARS. My fucking sides are in orbit. GTFO jewtube.

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If we have finally reached the era where pictures of cats are inherently racist, then call me the next Grand Wizard of the KKK.
Well it is a small ginger pussy cat. It's probably also a maptrap, soulless, sexist, and transphobic all at once.

Fff how did I manage to quote one of you with attribution to the other one if you the first time around?
 
At this point I am waiting for an article about how overly white and racist model railroad building is...
Bro, I remember reading an article a while back about how the Magic Art League wasn't inclusive enough and very snobby. For those who don't know, the Magic Art League was a format created by art collectors who buy the original piece of art on cards and you can only play cards you own the original art for. They even play with white gloves as a joke/nod to how people handle art, it's just a goofy thing for people who like collecting art to get some more mileage out of their niche thing, but even that was seen as somehow a problem.
 
Most of India, despite population density, is still under developed. Their men and women are more interested in drawing water from the public wells and putting up chicken wire fences than sitting around with their friends and family and playing Monopoly or whatever. I'm out of my element, but I doubt I'm wrong when I say; most board games are a suburban/family experience. If you don't fit into that niche (as most of the world doesn't, especially the "diverse" world), it's probably not something you'd take part in.
India also has their own board games. May as well be shocked that Go isn't popular in Norway.
 
These are the kinds of people that would complain they can't relate to the Game of Life because none of the jobs are crack dealer or basketball player, and there are no brown pegs, and will complain about the pink and blue ones because HOW DARE YOU ASSUME MY GENDER
 
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