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Technology was supposed to kill the Board Games business! The video games business came out of the periphery of the toy industry originally, and toy and game companies like Hasbro & Mattel made very committed (& costly) forays into this space looking back in time. The video game business is now worth many $billions in its own right. But video games did not kill off Board Games.

Then came smart phones and tablets which were supposed to kill off all home based non-digital leisure pursuits, and yet again the Board Game business continued far less spectacularly in the background.

For those of us who have been around a while in the Board Games industry there are two often heard comments from people not in the business:

1.       Is anyone still buying or playing Board Games today with all this technology, video on demand and digital gaming? Answer = a thoroughly emphatic yes!

2.       I read that Board Games are making a comeback this year, is that true? Answer = they never went away!

These two comments are nearly as recurring as Christmas time itself!

The more important question for those of us in the business is why is it that the Board Games business has not just survived but has thrived as technological revolutions abound? There are several strong factors driving and ensuring the longevity of the Board Games industry:

1.       Technology has enabled more effective marketing – the classic big company way to launch Board Games was with shipments to all retailers across the trade and with heavy marketing investment via TV advertising primarily. This launch model has been especially prevalent among toy companies who also sold board games, because that is the toy marketing business model. The most effective marketing tool over time to launch Board Games which last in the market though, especially for games with compelling gameplay, is to get people playing the game and recommending the game to friends and family. Technology, especially social media has been a huge positive driver for the board games business because this facilitates word of mouth, which has always been one of the top drivers of Board Games purchases.

 

2.       Human beings are social to their core, and there is no better social facilitator than a compelling Board Game – if anyone was in any doubt about the need for human beings to connect socially in a face to face, non-digital way, then the strong impact of covid-19 induced lockdowns around the world on mental health and happiness should be clear evidence that humans need to hang out with other humans! Sometimes though, even when we are with our nearest and dearest family and friends conversation can be a bit stilted or perhaps the ice just needs to be melted sometimes when drawing different people together! Aside perhaps from alcohol, there is no better way to bring down social inhibition and get people enjoying each other’s company than playing a good board game. So far, despite all the massive technological advancements, some illustrated cardboard and a few other physical components thrown together in a box have still not been bettered by technology. In time, technology may enhance the experience, but we have seen many attempts to utilise technology to enhance board game experiences and not many have stuck. So often companies chase whizzy technology over just delivering a compelling fun experience!

 

 

3.       Human beings need an antidote to technology addiction – aside from the need for social interaction, humankind is increasingly aware of screen time and tech addiction that is more impulsive and harder to resist than some narcotics! Therefore, one of the key modern drivers of Board Games purchases and board games playing is backlash to too much screen time.

In conclusion, this is an exciting time in the development of humankind. Technological advancements are accelerating, and in the not too distant future technology will deliver impact on our lives that most adults could not have imagined would occur during their lifetimes. And yet the humble board game continues to represent a growing global market with a richness and diversity of content offerings that is way beyond that of even a decade ago.

So, our prediction is twofold: a) Massive ongoing technological revolution and b) Continuing growth and health for the Board Games category.

 

We run a Consultancy business helping board games companies to grow. We have experience of most major board games markets around the world and our team has developed more than 200 board games including versions of classic games like Monopoly, Clue/do, Risk, Game of Life etc. For more information on our services (including our Export sales Consultancy) please just click here: https://www.boardgamebiz.com/index.php/board-game-business-consultancy-services/


Sign up now for our free BoardGameBiz newsletter offering insights, news and analysis of the business of Board Games. We’ll also send you a free copy of our book ’55 Features of Best Selling Board Games’ – just click here to sign up.

 

 


There are many different reasons why people play Board Games and various different parts of Board Games play which are enjoyed. People aren’t all the same, so they choose to play and choose what to play based on often quite different motives. Historically, the archetypal driver of Board Games play for families was the mother of the household who would want to use board games as a way to bring the family together. While much has changed in society in recent decades, this role of the matriarch of the household is still a strong driver of Board Games play. But even then, this is an over simplistic characterisation of what drives interest in playing board games. Everybody is different, and therefore they are motivated by a number of other factors, and their choices tend to be different based on the complexity of the human spirit and personality.


Having said all that, one fundamental perennial factor is that those games which deliver a pay off moment along with a rising climax seem to appeal to something universal in all of us. A classic example of a game driven by pay off and climax would be Jenga. Jenga is a game which tests dexterity and visual analysis of a structure, which doesn’t sound that exciting, but the climactic build up to the crescendo of the tower collapsing is a thoroughly compelling factor.


More broadly though, aside from just the sheer climax of a game like Jenga, many long-term classic games deliver a pure moment of someone winning and someone losing. There are many examples of board games that don’t have this of course, but those games which don’t have a big pay off tend to need a really strong and engaging theme or a really compelling and engaging social interaction built into the gameplay.


When you launch your next new Board Game though, perhaps you could view it from the lens of whether it is delivering a compelling build up to a major event or win for one or even better all of the players! If we go back to the example of Jenga, the moment the tower collapses is a fairly shocking event for the person who touched the tower last, but for everyone else it is a moment of relief and ‘schadenfreude’ (meaning taking pleasure in the humiliation or suffering of other people!). There are many ways in which board game mechanisms can deliver this type of climactic event, and that is a long-term proven driver of commercially successful Board Games.

 

We run a Consultancy business helping board games companies to grow. We have experience of most major board games markets around the world and our team has developed more than 200 board games including versions of classic games like Monopoly, Clue/do, Risk, Game of Life etc. For more information on our services (including our Export sales Consultancy) please just click here: https://www.boardgamebiz.com/index.php/board-game-business-consultancy-services/

 

Sign up now for our free BoardGameBiz newsletter offering insights, news and analysis of the business of Board Games. We’ll also send you a free copy of our book ’55 Features of Best Selling Board Games’ – just click here to sign up.

 

 

One of the best features of the board games business is that once established, Board Games can sometimes just keep selling and selling year after year. Clearly you have to launch a fair number of games before you stumble across a ‘perennial’ seller, but once you have one or even several in your portfolio business will become easier and your business will also be secure, because your game is known and trusted by both game players and retailers.

If you sell mainstream mass market Games though, you may need to protect yourself from the toy effect – mass market retailers are often conditioned by the toy business and its endless cycle of new product launches. Therefore, mass market retailers are conditioned by the toy business into constantly seeking ‘new news’. If you have a top seller this probably won’t affect you, but if you have a stable of solid dependable board games but no big hits you can over time lose listings as ‘shiny object syndrome’ strikes and buyers chase new over dependable.


Our team has managed some of the biggest evergreen board games out there including Monopoly, Clue/do, Risk, Game of Life, Payday and others. This experience combined with more than 20 years of working in and observing the board games business leads us to offer the following suggestions for successfully managing a portfolio of established Board Games:


1.       Accept the ever-present need for ‘new news’

It’s an old cliché, but the saying ‘If you can’t beat them, join them’ applies in this case. Rather than thinking you can just leave everything as is forever more, you will be more successful if you embrace the mass market requirement for novelty. This doesn’t need to represent fundamental change, but maybe just an added gameplay feature, a packaging tweak or something along those lines. This then allows you to show that you aren’t just selling old fashioned products but that your company and your products are moving with the times.


2.       Understand, manage and exploit product lifecycles

Not everything lasts forever. Once perennial classics do sometimes fade away if not managed well. The trick to managing this situation is to not try to do everything all the time – understand the product lifecycle. Even for your most classic games think about a 3 to 5 year lifecycle. If you have done nothing to the Game, the packaging or the marketing in 3-5 years then you should probably consider it!


3.       Utilise brand extensions effectively and with realistic ambitions

One way you keep freshness in your portfolio is to launch new brand extension products. The biggest and best examples of this strategy would be the new ‘headline’ version of Monopoly which tends to launch each year. Whether it is a rule refinement, and added feature or theme, Monopoly is one of the best managed board games in the business. Even if the traditional version of Monopoly is not changed that much over time, each and every year new innovation and extensions are launched to keep the brand fresh and interesting. Clearly this iconic Board Game brand will do things on a scale few can match, but there is a lot to be learnt from the way the Monopoly brand is kept relevant after all these years.


4.       Sometimes a game needs to go away to come back stronger

Sometimes a Game has a tough year, or just starts to fade away a little, and if the above tactics don’t work, then maybe the game needs a break from retail. Everybody loves a comeback story, and one quirk of human nature we have seen repeatedly is that at the time of a board game receding from the high position it may have held, people only see the negative movement. A few years later though, the memory has faded and maybe the buyers have moved on, and then you can go back and resell the product back into retail based on where peak sales were. We have seen this happen so many times, so it would seem that there is something in this strategy.


There are of course many other facets of managing a portfolio of established Board Games, but we only have so much scope in these articles, and of course we need to retain some key success factors for our clients. For now though, the above suggestions may help those struggling to progress an established collection of Board Games.

 

We run a Consultancy business helping board games companies to grow. We have experience of most major board games markets around the world and our team has developed more than 200 board games including versions of classic games like Monopoly, Clue/do, Risk, Game of Life etc. For more information on our services (including our Export sales Consultancy) please just click here: https://www.boardgamebiz.com/index.php/board-game-business-consultancy-services/


Sign up now for our free BoardGameBiz newsletter offering insights, news and analysis of the business of Board Games. We’ll also send you a free copy of our book ’55 Features of Best Selling Board Games’ – just click here to sign up.

 

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