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.


 
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?
Through a logic stream that only makes sense to themselves. You and I might call it imagination.
 
How to write a shitty clickbait article in 2022:

1. Think of a random topic. It can be literally anything, it doesn't matter how benign or inane it is.

2. Accuse it of being racist. Don't be afraid to pad out your article with filler. The actual body of the article doesn't matter, the headline just has to generate outrage so it will be shared on social media.

3. Cry yourself to sleep knowing that you put yourself into thousands of dollars of debt for a shitty journalism degree and this is all it's good for.
 
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?
Remember how faggots erased asexuals.

If a character is not explicitly stated to be a sexual creature, they're straight by default. It's not possible for characters to have bigger priorities and not be nympho freaks and there is no such thing as a fictional character who won't fuck anyone either on or off screen. Everyone is straight unless officially made gay. That straight privilege is why why have to be such obnoxious cunts about gaying everything up.

Take the same oppression mentality and apply it to race. It doesn't matter if there are no people on the box, there are still white people on the box because the people on the box were not explicitly made any other color.

Asexuals should fucking quit the glbtqiaapp**++bbq for what gays did to erase their representation. Oh and because people who ostensibly do not care about sex hanging out with people who obsess over sex is weird.
 
Remember how faggots erased asexuals.

If a character is not explicitly stated to be a sexual creature, they're straight by default. It's not possible for characters to have bigger priorities and not be nympho freaks and there is no such thing as a fictional character who won't fuck anyone either on or off screen. Everyone is straight unless officially made gay. That straight privilege is why why have to be such obnoxious cunts about gaying everything up.

Take the same oppression mentality and apply it to race. It doesn't matter if there are no people on the box, there are still white people on the box because the people on the box were not explicitly made any other color.

Asexuals should fucking quit the glbtqiaapp**++bbq for what gays did to erase their representation. Oh and because people who ostensibly do not care about sex hanging out with people who obsess over sex is weird.
Found the angry asexual kiwi.
 
Stay tuned for when an article about colorblind people chimp out about not being able to tell which piece is whose in those board games is written and it's still whitey's fault.
 
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.
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.

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.
I hope you get laid off when your company goes under for lack of market shares.

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).
I know this is more of academia/society rewriting words than it is you; but if you're gonna say "Indigenous," you may want to consider who/what are indigenous to Europe (still a minority mind you). Get your fucking words right; you want to say non-white, despite popular belief, white people weren't born in a Yakubian test tube or whatever the fuck it is you idiots want to believe. For someone who's apparently so smart to do market research, you can't even get your words right. Again, not entirely your fault, but the proles know what indigenous means, and it's not "non-white" ... ... ... at least not yet. Merriam and Webster need another lobotomy.
 
How to write a shitty clickbait article in 2022:

1. Think of a random topic. It can be literally anything, it doesn't matter how benign or inane it is.

2. Accuse it of being racist. Don't be afraid to pad out your article with filler. The actual body of the article doesn't matter, the headline just has to generate outrage so it will be shared on social media.

3. Cry yourself to sleep knowing that you put yourself into thousands of dollars of debt for a shitty journalism degree and this is all it's good for.
4. conservatives: "wow, imagine if this situation/statement was reversed." *shits self, does nothing*
 
>asking African-Americans to voluntarily adhere to an agreed set of rules intended to create a level playing field while ensuring healthy competition is not stifled
Most of them don’t do it in real life when they know they could be shot for it, why the fuck would they do it for fun in their downtime?
 
1. Identify and address racism in board games.
2. Market your $50 boxed game to poor brown people who have a monthly income of $100.
3. ???
4. Profit!
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.
 
Excuse me, I have a question? Who gives a single solitary fuck? Why does it matter who's playing board games?


What is it with these lizards and their naked fetishization of black people? They're obsessed. It's BLACK like they have POC keyboard BLACK Tourette's and everything BLACK needs to constantly BLACK BLACK POC center on their negrophilia. House party? Will there be *fingers cooter* BLACK PEOPLE there? Board games? Is it a game about *shivers in ecstacy* BLACK PEOPLE?
I never saw it but wasn't Get Out more about this creepy type of fetishization than more typical racism?
 
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.
 
You know, these articles would be a bit less annoying if I knew that they weren't going to blame the "straight, white, cis-gendered incels" when stuff like this inevitably doesn't turn a profit. It the same song and dance every week or so.

You want to make some board-games that are more "inclusive" and "diverse", fine, go ahead. If it turns out good and sells well, great, I'm happy for ya, but don't play the blame game if it flops.
 
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