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==Market== [[File:Nepomuk 280 - Osadníci z Katanu.jpg|thumb|left|The modern German board game ''[[Catan]]'' is printed in 30 languages and sold 15 million by 2009.]] While the board gaming market is estimated to be smaller than that for [[video games]], it has also experienced significant growth from the late 1990s.<ref name="guardian_2014(oct)"/> A 2012 article in ''[[The Guardian]]'' described board games as "making a comeback".<ref>{{Cite news |date=9 December 2012 |title=Why board games are making a comeback |work=The Guardian |url=https://www.theguardian.com/lifeandstyle/2012/dec/09/board-games-comeback-freeman |author-last=Freeman |author-first=Will}}</ref> Other expert sources suggest that board games never went away, and that board games have remained a popular leisure activity which has only grown over time.<ref>{{Cite web |date=1 August 2018 |title=Not Bored Of Board Games |url=https://www.toyindustryjournal.com/not-bored-of-board-games/ |url-status=dead |archive-url=https://web.archive.org/web/20210302164229/https://www.toyindustryjournal.com/not-bored-of-board-games/ |archive-date=2 March 2021 |access-date=5 January 2021 |website=Toyindustryjournal.com}}</ref> Another from 2014 gave an estimate that put the growth of the board game market at "between 25% and 40% annually" since 2010, and described the current time as the "golden era for board games".<ref name="guardian_2014(oct)"/> The rise in board game popularity has been attributed to quality improvement (more elegant [[Game mechanic|mechanics]], {{boardgloss|components}}, artwork, and graphics) as well as increased availability thanks to sales through the Internet.<ref name="guardian_2014(oct)"/> [[Crowdsourcing|Crowd-sourcing]] for board games is a large facet of the market, with $233 million raised on [[Kickstarter]] in 2020.<ref>{{Cite web |last=Hall |first=Charlie |date=22 December 2020 |title=Games broke funding records on Kickstarter in 2020, despite the pandemic |url=https://www.polygon.com/2020/12/22/22195749/kickstarter-top-10-highest-funded-campaigns-2020-video-games-board-games |url-status=live |archive-url=https://web.archive.org/web/20201222221453/https://www.polygon.com/2020/12/22/22195749/kickstarter-top-10-highest-funded-campaigns-2020-video-games-board-games |archive-date=22 December 2020 |access-date=8 August 2021 |website=[[Polygon (website)|Polygon]]}}</ref> A 1991 estimate for the global board game market was over $1.2 billion.<ref name="BrowneBrowne2001">{{Cite book |last=Scanlon |first=Jennifer |title=The Guide to United States Popular Culture |publisher=Popular Press |year=2001 |isbn=978-0-87972-821-2 |editor-last=Browne |editor-first=Ray Broadus |page=103 |chapter=Board games |editor-last2=Browne |editor-first2=Pat |chapter-url=https://books.google.com/books?id=U3rJxPYT32MC&pg=PA103}}</ref> A 2001 estimate for the United States "board games and puzzle" market gave a value of under $400 million, and for United Kingdom, of about £50 million.<ref>{{Cite web |title=So you've invented a board game. Now what? |url=http://www.amherstlodge.com/games/reference/gameinvented.htm |url-status=dead |archive-url=https://web.archive.org/web/20141115210052/http://www.amherstlodge.com/games/reference/gameinvented.htm |archive-date=15 November 2014 |access-date=26 November 2014}}</ref> A 2009 estimate for the Korean market was put at 800 million won,<ref>{{Cite news |date=22 July 2009 |title=Educational Games Getting Popular |work=The Korea Times |url=https://koreatimes.co.kr/www/news/nation/2009/07/113_48931.html |url-status=live |archive-url=https://web.archive.org/web/20160105035853/https://koreatimes.co.kr/www/news/nation/2009/07/113_48931.html |archive-date=5 January 2016}}</ref> and another estimate for the American board game market for the same year was at about $800 million.<ref>{{Cite web |title=Monopoly, Candy Land May Offer Refuge to Families in Recession |url=https://www.bloomberg.com/apps/news?pid=newsarchive&sid=a2HEzwndjrVQ |url-status=dead |archive-url=https://archive.today/20141126045211/http://www.bloomberg.com/apps/news?pid=newsarchive&sid=a2HEzwndjrVQ |archive-date=26 November 2014 |website=[[Bloomberg News]]}}</ref> A 2011 estimate for the Chinese board game market was at over 10 billion [[yuan (currency)|yuan]].<ref>{{Cite web |title=Chinese Board Game Market Overview |url=http://www.lpboardgame.com/board-games-simple-chinese-board-game-market-overview/ |url-status=dead |archive-url=https://web.archive.org/web/20160221075513/http://www.lpboardgame.com/board-games-simple-chinese-board-game-market-overview/ |archive-date=21 February 2016 |website=LP Board Game}}</ref> A 2013 estimate put the size of the German toy market at 2.7 billion euros (out of which the board games and puzzle market is worth about 375 million euros), and Polish markets at 2 billion and 280 million [[Polish zloty|zlotys]], respectively.<ref>{{Cite web |date=16 April 2013 |title=Pamiętacie Eurobiznes? Oto wielki powrót gier planszowych, dla których oni zarywają noce |url=http://menstream.pl/wiadomosci-reportaze-i-wywiady/pamietacie-eurobiznes-oto-wielki-powrot-gier-planszowych-dla-ktorych-oni-zarywaja-noce,0,1288179.html |url-status=dead |archive-url=https://web.archive.org/web/20160105041205/http://menstream.pl/wiadomosci-reportaze-i-wywiady/pamietacie-eurobiznes-oto-wielki-powrot-gier-planszowych-dla-ktorych-oni-zarywaja-noce%2C0%2C1288179.html |archive-date=5 January 2016 |website=Menstream.pl}}</ref> In 2009, Germany was considered to be the best market per capita, with the highest number of games sold per individual.<ref>{{Cite magazine |date=23 March 2009 |title=Monopoly Killer: Perfect German Board Game Redefines Genre |url=http://archive.wired.com/gaming/gamingreviews/magazine/17-04/mf_settlers?currentPage=all |url-status=dead |magazine=WIRED |archive-url=https://web.archive.org/web/20150510075137/http://archive.wired.com/gaming/gamingreviews/magazine/17-04/mf_settlers?currentPage=all |archive-date=10 May 2015 |access-date=23 April 2015}}</ref> === Hobby board games === Some academics, such as Erica Price and Marco Arnaudo, have differentiated "hobby" board games and gamers from other board games and gamers.<ref>{{Cite journal |last=Price |first=Erica |date=2020-10-01 |title=The Sellers of Catan: The Impact of on the United States Leisure and Business Landscape, 1995-2019 |journal=Board Game Studies Journal |language=en |volume=14 |issue=1 |pages=61–82 |doi=10.2478/bgs-2020-0004|doi-access=free }}</ref><ref>{{Cite web |last=Arnaudo |first=Marco |date=2017-11-29 |title=The Experience of Flow in Hobby Board Games |url=https://analoggamestudies.org/2017/11/the-experience-of-flow-in-hobby-board-games/ |access-date=2023-09-03 |website=Analog Game Studies |language=en-US}}</ref> A 2014 estimate placed the U.S. and Canada market for hobby board games (games produced for a "gamer" market) at only $75 million, with the total size of what it defined as the "hobby game market" ("the market for those games regardless of whether they're sold in the hobby channel or other channels") at over $700 million.<ref>{{Cite web |title=Hobby Games Market Hits $700M |url=https://icv2.com/articles/games/view/29326/hobby-games-market-hits-700m |access-date=2023-09-03 |website=icv2.com |language=en}}</ref> A similar 2015 estimate suggested a hobby game market value of almost $900 million.<ref>{{Cite web |title=Hobby Games Market Climbs to $880 Million |url=https://icv2.com/articles/markets/view/32102/hobby-games-market-climbs-880-million |access-date=2023-09-03 |website=icv2.com |language=en}}</ref>
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