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?
I'm going to guess this sow opened her closet one day and noticed, to her horror, that her limited editions of Harry Potter, Star Wars, and Marvel Monopoly all had white males on their boxes.

Which to her means that all board games are inherently white and racist and meant to keep poor, illiterate POCs down.
 
whiteness of boaard games?
im 90% sure board games were invented in the middle east, as far as i can tell.
 
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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'
 
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This is the first time I've seen "global majority" used as the reasoning for "diversity" shit. So it's discrimination and white man bad for there nto being enough black people on a thing because black people are a minority and therefore a potential market but white man also bad and needs to go because black people are global majority and therefore a potential market? I know marketing people these days are completely backasswards but holy fucking shit lmao it makes sense now why they're so fucking insane.
 
This is the first time I've seen "global majority" used as the reasoning for "diversity" shit. So it's discrimination and white man bad for there nto being enough black people on a thing because black people are a minority and therefore a potential market but white man also bad and needs to go because black people are global majority and therefore a potential market? I know marketing people these days are completely backasswards but holy fucking shit lmao it makes sense now why they're so fucking insane.
Malcolm X and the NOI used to say this shit in the 60s. it was retarded then, it's retarded now.
 
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.
Its for expensive nerd stuff that wouldnt be made otherwise but even that is changing now that the market is proven.

the small lighter games just a coupleof prototypes made, tested at a couple of local game stores and than get funding by a company.
The only problem is when im bored at game night in my local store. every test game i play doesnt get made for some reason.
 
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Here's a crazy idea.

If black people are underrepresented in the marketplace, then create a black-owned board game company and give them your money. It's not that hard.

Same thing with designer clothing shit. Who was that rapper that was bitching about the Gucci store making him wait an hour in VIP because he was black. Okay? But you still gave them $27K, you fucking moron. If the white man doesn't care about you, how about you give the money to the black man you fucking mongoloid? Remember when FUBU was a thing? Create an upscale version of that, the equivalent of Gucci, and then give them your money. No? Too hard? You need that GUCCI brand name? Then shut the fuck up; you're not helping.
 
There's more fun in the comments.

First, a commenter, while still acting as a huge suck-up, calls to question the premise of this "grizzled, veteran marketer and data analyst" by mentioning the legitimacy of target demographics:
Thanks for a well researched and thought provoking article. I would like your permission to engage but obviously as a white male understand that I have a bias, so I really hope that you will accept this question from where it comes (genuine curiosity) as opposed to a defense of a legacy system that needs to change.

The question is, where does supply and demand come into play? If you look at hip hop album covers, you will see a different bias being reflected based on the average consumer of the product.

Do some hobbies/sub-cultures appeal more to certain demographics, and if that is the case, is it okay to market more heavily to that particular demographic?

From a marketing standpoint, your total market would be considerably less, but almost every marketer tells you to pick a niche.

If a publisher has limited marketing budget, and high costs, would they not be better appealing to people that already want what they are selling as opposed to trying to gain new markets?

I believe that there is probably some nuance here, and that appealing to a broader demographic does not and should not limit the appeal to your current market, but I imagine that these are all things that need to be considered beyond simply total addressable market.

Thanks again for the article.

Rich...!

In response, the "veteran marketer" brings up irrelevant shit about "board gaming" through the ages around the world. (Yeah, because options for leisure were limited, numbnuts). Then she claims that "women, BIPOC" don't have as much free time as white men, and if they did, they'd spend it on expensive, complex board games:
Rich,

I get this question a lot. I appreciate the way you framed it.

Board games predate the written word. They've been found in Bronze Age civilizations including evidence of board gaming in the Jiroft culture in what is now Iran. They've been an integral part of human cultures all around the world. Some of the problems we are debating are conceptual ones, a failure of our social imaginary about what games are and who games. We, collectively, have gap in our understanding of other cultures and histories. This multiyear doctoral project was incredibly eye-opening for me. I recognize now that board games were intrinsically interwoven into every culture, historically.

The skew of games toward heavier, longer, expensive games is a dynamic that delimits (increasingly) everyone's (anyone's) ability to engage with games. We all don't have access to unlimited time (or any time particularly during the pandemic), and time is a commodity that is not equitably shared. There is so much research that plots the fact that women, BIPOC don't have the same access to leisure time. We tend (statistically) to have less access to leisure hours (minutes) because we tend to work more, have more care-giving responsibilities, etc.

And many of these discourses, "women, BIPOC don't play games, don't like games" we are seeing even in this thread are rooted in gendered and racialized myths and misinformation. We can play any game expertly that you can throw at us. What we lack is TIME for a myriad of socioeconomic, systemic reasons. That's something so many of the respondents to my research study talked and wrote about extensively.

What if our ideas about gaming, what it is to game changed? How much bigger might the market become?

I think board games are incredible (and become more so every single year), and I believe this sector and hobby could grow, and grow dramatically. That's why I conducted this research. I believe in board games, deeply, fundamentally.

Clawing our collective way out of 'hardcore valley' or the kind of "niche" closed-community stagnation we see in gaming can take time. A lot of time. For video games it took YEARS, and a lot of pain, trauma that, unfortunately, still exists. Video games aren't out of the woods, by any stretch yet. But the deep integration of video gaming and gamification into our collective lives continues. It is a steady march, video games are now such a dominant force globally, and huge, huge business (it is worth USD 151.06 billion globally based on 2020 numbers).

As you note, board games have always been there throughout cultures and communities all around the world. There's tons of games literacy we can all collectively build upon. And if you match the right gaming experience, the right teaching approach, to the right person ...and the people who can't be convinced of the magic of these experiences are diminishingly rare.

My research also found this https://twitter.com/PobudaTanya/status/1498104816274395140

The tweet:
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I have to imagine that she just surveyed her 3k Twitter followers or something like that.
 
This is the first time I've seen "global majority" used as the reasoning for "diversity" shit. So it's discrimination and white man bad for there nto being enough black people on a thing because black people are a minority and therefore a potential market but white man also bad and needs to go because black people are global majority and therefore a potential market? I know marketing people these days are completely backasswards but holy fucking shit lmao it makes sense now why they're so fucking insane.
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!"

"How? There aren't even enough black people in this town to hit those numbers, even if every single one was forced in here at gunpoint, there'd still be more white people"

" GASP! GASP! RACISTTTTTT!!!!! I expect you to hire a diversity consultant, YESTERDAY, and get those numbers up or we'll sue you!"



This is how it's gone since Progressivism took root: you can't just let a community organically develop, it has to develop the "RIGHT" way as ordained by people in cities thousands of miles away who are ignorant of economics, civics, demographics, everything really..... everything except counting how many white people are in any given place and getting angrier and angrier as the number goes up..... but they're not racists! YOU ARE!
 
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I have to imagine that she just surveyed her 3k Twitter followers or something like that.

Or they just made shit up and tried to make it sound convincing. There are a ton of ways to get bullshit data like this.
 
Or they just made shit up and tried to make it sound convincing. There are a ton of ways to get bullshit data like this.
Yes, surveying your Twitter follows is effectively making shit up, but I also mentioned "or something like that" to cover the whole range of ways she could've come up with bullshit data. Point being is that there's no way she has the means to gather data that's in any way genuinely useful to the production and marketing of board games.

Notice that a lot of the numbers she's spouting apparently comes from her just browsing BoardGameGeek like anyone could. That's very surface level and amateurish as far as data research goes, never mind that BoardGameGeek is also a very biased enthusiast source that hardly reflects the board game industry as a whole, undervaluing hugely successful household names like Monopoly and Apples to Apples. You can similarly make the error of researching for video game marketing by looking at the enthusiast press, thus missing out on how popular sports and mobile games are.
 
Yes, surveying your Twitter follows is effectively making shit up, but I also mentioned "or something like that" to cover the whole range of ways she could've come up with bullshit data. Point being is that there's no way she has the means to gather data that's in any way genuinely useful to the production and marketing of board games.

Notice that a lot of the numbers she's spouting apparently comes from her just browsing BoardGameGeek like anyone could. That's very surface level and amateurish as far as data research goes, never mind that BoardGameGeek is also a very biased enthusiast source that hardly reflects the board game industry as a whole, undervaluing hugely successful household names like Monopoly and Apples to Apples. You can similarly make the error of researching for video game marketing by looking at the enthusiast press, thus missing out on how popular sports and mobile games are.
Agreed, and any comment made publically will also probably be washed in right think, so the person could publicly praise niggers until they run out of breath (well, character space in this case) but behind closed doors they don't give a fuck.
 
Again, as someone who has done actual research on trends from the perspective of someone trying to actually make games rather than whine about them, let me take apart some of her follow-up. (I know, puzzle pieces, but this is both my hobby and passion.)

The skew of games toward heavier, longer, expensive games is a dynamic that delimits (increasingly) everyone's (anyone's) ability to engage with games.
This is true, and I agree. However, the vast majority of board games are now, as always, 45-90 minutes per game. And the hip trend (partly cell phone inspired, partly due to costs) the last few years has been towards smaller games you can play in 10-15 minutes. RailRoadInk for example, or Machi Koro.

Also, the people who like long dense games are pretty much always the same people and that’s not going to change. I usually play one 4+ hour game a year, but I know some people who get together for games like that every week or two.

We all don't have access to unlimited time (or any time particularly during the pandemic),
What about all those articles whining about how all they’re doing during the pandemic is sitting around watching TV and drinking wine? Get on Tabletop Simulator and play Brass.

And many of these discourses, "women, BIPOC don't play games, don't like games" we are seeing even in this thread are rooted in gendered and racialized myths and misinformation.
No one says this. I’d say most people admit that women make up about 30-40% of the hobbyist board gaming community. Partly because a lot of board gamers play games as a couple.

We can play any game expertly that you can throw at us. What we lack is TIME for a myriad of socioeconomic, systemic reasons
This however is not true. As the person who does the majority of rules explanations when playing board games - it takes a specific way of thinking to synthesize and explain rules and that’s the part very few people do well. There are definitely some women and “BIPOC” I have met who are good at it, but even a lot of normal white men aren’t.

Maybe you can PLAY the game “expertly” but if no one can read and explain the rules, it doesn’t really matter.

What if our ideas about gaming, what it is to game changed? How much bigger might the market become?
And here we get to the part that makes me MATI.

Ok, what if our ideas changed? HOW? Put your goddamn money where your mouth is. We have games like Love Letter that involve 13 cards and can be played in 10 mins. We have games like Fiasco that are roleplaying games you play with a Jenga set. We have games like Risk Legacy that bring friends back together every week or so for the better part of a year to play and ongoing and changing game together.

We have games that require boards, don’t require boards, require cards, require coasters or literally require nothing but your mind.

We have so many different ideas and permutations of gaming and what it entails in the hobbyist market that I have yet to find someone who I can’t recommend SOMETHING to. If you want to change the market, do it! Put your goddamn money where your fat mouth is!
 
Here's a crazy idea.

If black people are underrepresented in the marketplace, then create a black-owned board game company and give them your money. It's not that hard.

Same thing with designer clothing shit. Who was that rapper that was bitching about the Gucci store making him wait an hour in VIP because he was black. Okay? But you still gave them $27K, you fucking moron. If the white man doesn't care about you, how about you give the money to the black man you fucking mongoloid? Remember when FUBU was a thing? Create an upscale version of that, the equivalent of Gucci, and then give them your money. No? Too hard? You need that GUCCI brand name? Then shut the fuck up; you're not helping.
Remember black Wallstreet in Tulsa? How white people destroyed it keeping black people back for decades? They didn't mention that it was rebuilt shortly after. Then, desegregation came a long and black people didn't want to shop at black stores, they wanted to shop at white stores, so they all closed down. Even black people hate other blacks.
 
There is nothing stopping anyone from a nice game of Settlers of Catan or Illuminati. Nothing.
 
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This however is not true. As the person who does the majority of rules explanations when playing board games - it takes a specific way of thinking to synthesize and explain rules and that’s the part very few people do well. There are definitely some women and “BIPOC” I have met who are good at it, but even a lot of normal white men aren’t.
about half the games coming out every year are designed for the german market or try to emulate german style games. playing games with english instructions is hell, the language is just to primitive.
There is nothing stopping anyone from a nice game of Settlers of Catan or Illuminati. Nothing.
well those are not fun.... just get Red cathedral or that dune game or even the anno 1800 or what ever game...
 
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