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.

1646081292226.png


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).


1646081172687.png


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.

1646081192170.png


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.

1646081212743.png


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.

1646081231373.png


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.


 
Correct me if I'm wrong but wouldn't a "grizzled, veteran marketer and data analyst" leap on a yet to be tapped money-maker in a market and make a killing on before anyone else notices the potential rather than blab about it in some shitty clickbait article?

I guess "grizzled, veteran marketer and data analyst" is some kind of new lib-speak for 'desperate journscum farming for hateclicks'
The length of the article, the lack of any really density of information in the included graphics, and lack of data analysis should be a clear enough signal she's a fraud. The entire purpose of data analysis is to take some meaningless data on a spreadsheet/database with lord knows how many entries and ideally boil it down into observations/action items that should be shorter than a Tweet. It doesn't present evidence or ask for conclusions to be drawn, those should be asked, answered, and discarded when disproven. When you cannot find an avenue to question your results, you can start feeling confident. Even then you better have a depth of understanding to be ready to address a wildcard inquiry.

I can tell you from the data analytics professors I've had, there's a good chance they would drop you from the course if you tried presenting what she wrote. It's wasting way too much time to say way too little and there's enough clear dishonesty permeating everything from this author to dismiss their premise completely out of hand. "When you look at the results of A, B, and C, option 1 is the better choice here. X, Y, and Z factors were potentially confounding so we have already addressed them on this chart/spreadsheet/output." Your conclusion's veracity should be obvious to anyone that passed high school math. It doesn't need such a big screed, appeals to emotion, or the reader to even really think about it to arrive there.
 
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?
Well with Marvel getting tie-in editions to literally every fucking thing...
 
  • Feels
Reactions: L50LasPak
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).

FINALLY someone is stepping up and advocating for minorities such as me, a straight white male. I hope that we can keep working hard to correct the discrimination that my people face, as racism is prejudice plus power, and 10% of the global population can't have that much power, can it.

are we really calling them PGMs or is that some made up shit from the author?
 
Out
FINALLY someone is stepping up and advocating for minorities such as me, a straight white male. I hope that we can keep working hard to correct the discrimination that my people face, as racism is prejudice plus power, and 10% of the global population can't have that much power, can it.

are we really calling them PGMs or is that some made up shit from the author?
Out: Nonwhites are an oppressed minority, and for that reason, they deserve deference from whites.
In: Nonwhites are a powerful majority, and for that reason, they deserve deference from whites.
 
  • Like
Reactions: Dan Abrams
1) Nothing is stopping blacks from playing board games except their own lack of interest in them.

2) If blacks don't like all the games made by whites, then they can make their own games. Nothing is stopping them from doing that either.

I hate how just because blacks don't do something it's immediately presented as racial oppression. There are never any calls for introspection or change to black culture from blacks. It's always white people's fault that blacks refuse to do anything or simply don't care. It's beyond tiresome. It's fucking awful and honestly makes me not want to be around blacks at this rate.
 
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).

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.
Literally "minorites are massively overrepresented in my hobby and I don't understand why".

Welcome to how the People of Global Minority feel every moment of every day. Doesn't feel great, does it?
 
Literally "minorites are massively overrepresented in my hobby and I don't understand why".

Welcome to how the People of Global Minority feel every moment of every day. Doesn't feel great, does it?

Well then, in countries where POCs are the majority they should definitely have them depicted on board game ads and packaging.

And it really is hilarious that they, a global majority, are mad that whites, a global minority, are over represented in board games. I guess if I went to Africa I'd be told I was in a country full of minorities by some #woketard back home.

Here's my solution. Just put cartoon animals on the boxes. Alligators playing Monopoly. Cats playing Yahtzee. Ducks playing Life ect... Just don't let the art come from the same people who draw Blues Clues. Or we'll get lesbian beavers with top surgery scars again.
 
  • Feels
Reactions: Picnic_Boy
1) Nothing is stopping blacks from playing board games except their own lack of interest in them.

2) If blacks don't like all the games made by whites, then they can make their own games. Nothing is stopping them from doing that either.

I hate how just because blacks don't do something it's immediately presented as racial oppression. There are never any calls for introspection or change to black culture from blacks. It's always white people's fault that blacks refuse to do anything or simply don't care. It's beyond tiresome. It's fucking awful and honestly makes me not want to be around blacks at this rate.
If black people don't like something, that thing must be racist.
 
Seriously, as much as I don't want it to happen, this shit makes me wish for 'the cult to win', just so we can get rid of this garbage once and for all!
 
Just a macro-ization of the same thing they've been doing for years on the local level to push the obvious need for diversity and inclusion:

"Why are there no BLACK people shopping here? Are you racist?!"

"No, the local populace is 95% white, that's just who comes in naturally when you open your doors"

"NO! you are doing something WRONG! You need to get at least 50% black people in here!"
Powerlevel but I know someone who works in a local government and they're having this shit happen with their police force.

"Where are the blacks on the police force? This shit be racist!"

"Sir, the county is 2% black, so having one black officer in a department with 50 cops is..."

"YOU NEED MORE BLACKS. NIGGAZ BE GETTING KILT OUT HERE. THIS SHIT BE RACIST!"

Never mind the fact that there's like 10 Latinos and 5 feather Indians, which lines up with the demographics of the community, THIS SHIT BE RACIST.
 
Back