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September 15, 2011

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Greg Walsh

This is a great historical perspective of digital gaming. I am curious to read more about the revolution that is happing in traditional board games and card games while video games also continue to thrive.

Alan Biggs

A large contributor of that shift from technical geek to teenager in the video games market happened in the video arcades where pinball machines were getting replaced with video games like Space Invaders, PacMan and the introduction of a little Plumber taking on an Ape in Donkey Kong. (Which, I've heard was an unfortunate mis-translation of the intended 'Monkey Kong'!)

Rob Bartel

@Greg - There is definitely a revolution afoot. It's often all too easy to fall into the "video killed the radio star" argument that it's a zero sum game and that video games can only succeed at the expense of board and card games and vice versa. In my assessment, I've found that to be decidedly untrue - video games have often forged ahead, opening up new markets for board and card games in their wake. And board games have also done the same for video games. Ultimately, it's about popularizing the notion of "play" in all its forms.

We see this symbiosis a lot in Asia right now, where board and card games are just entering a new boom (although they've always had a long tradition with games like Go, Chinese Chess, Mahjong, climbing-style card games, and more). India, on the other hand, provides an interesting counterpoint - similar demographics, similar growth in a newly affluent middle class, similar levels of innovation and technological savvy, yet video games have never been particularly popular there. Read this interesting article about the resulting state of Indian toy industry and you'll see why I consider the two industries to be far more symbiotic than parasitic - http://knowledgetoday.wharton.upenn.edu/2011/09/a-toy-story-with-a-twist/

The next two installments of the When Games Explode series will start to delve a little deeper into the board and card game industry.

Rob Bartel

@Alan - I'd never heard the story about Monkey Kong! That's great!

I admit, I'm not as familiar with the arcade half of the equation but I think you're right - it definitely makes sense within the context of the broader trends.

Gavan

Great article Rob! It's awesome to finally read something to get people excited about the profitability potential of the board game industry for a change!

Rob Bartel

@Gavan - Thanks. The numbers are actually really interesting. Just to pull some example video game numbers from Wikipedia (http://en.wikipedia.org/wiki/List_of_best-selling_video_games), the top-selling PS3 game is Gran Tourismo 5 at a little over 6 million units. The top-selling Xbox 360 game, Call of Duty: Black Ops, sits at 12 million units. I suspect most readers would be surprised to learn that the current darling of the board game industry, Settlers of Catan, has sold 18 million units - as much as the both of those combined! (Source = http://www.theglobeandmail.com/news/technology/settlers-of-catan-a-low-tech-island-retreat-for-a-plugged-in-generation/article2057840/page1/)

While this may seem shocking, it really shouldn't be - the same trend shines through with older titles as well. Super Mario Bros on the NES sold a whopping 40 million units (thanks primarily to it being bundled in with the system). Released only 3 years earlier, the classic Trivial Pursuit board game has sold over 88 million copies, easily doubling that amount. (Source = http://en.wikipedia.org/wiki/Trivial_Pursuit)

You could argue that Trivial Pursuit is really a franchise whereas Super Mario Bros is single title but board and card games hold up even then. Mario is indeed the world's best-selling video game franchise with a combined total of 261 million units sold. (Source = http://en.wikipedia.org/wiki/List_of_best-selling_video_game_franchises) But, on the board game side, it's still beat out by the Monopoly franchise which has sold over 275 million copies! (Source = http://www.washingtonpost.com/wp-dyn/content/article/2010/11/24/AR2010112404140.html)

So how does all of this compare with games from the tipping point? Well, Wii Sports sold 77 million units and mobile versions of Tetris have sold 100+ units. Most telling, of course, is Angry Birds. Since its launch in December of 2009, it's been downloaded over 350 million times and counting (http://en.wikipedia.org/wiki/Angry_Birds). These are the video games of the tipping point and, as I'll explain in Parts II & III of When Games Explode, this is where I see the board and card game industry headed.

Harland

The Atari was aimed at adults who liked to solder? WTF? An intentional troll to get responses, or just rewriting history from someone who was never there? 1979 Sears Christmas Catalog, with the video games clearly in the children's toys section: http://www.wishbookweb.com/1979SearsCWeb/index.htm. 1983 catalog, with the same but more titles: http://www.wishbookweb.com/1983_SearsWishbook/index.htm.

Soldering iron?

Rob Bartel

Hi Harland. Any attempt to summarize over 40 years of history into a single blog post is going to inherently involve a fairly gross element of over-simplification. The Atari 2600 sold to a wide variety of families for a wide variety of reasons but I stand by the argument that the primary audience was well-to-do families where the parents were university-educated and maintained an active and often hands-on interest in science and technology. So tell us a bit about your family - how do they compare to that broad generalization and when did they purchase your family's first Atari.

To provide a more modern example of the behavior I'm referring to, my brother-in-law recently bought a pair of refurbished iPod Touches for my nephew and niece. The kids hadn't been clamoring for them, they weren't on any birthday or Christmas list. My brother-in-law, who happens to be a System Administrator at an industrial design company, bought them for the kids because HE wanted them. He justified it by saying he found them at an great price and the kids do indeed enjoy playing games on them but don't let any of that fool you.

Particularly in the early years, I would argue that the bulk of the purchases followed that sort of pattern where the purchase decision was driven by an excited adult, not an excited child. Note some of the early adult-oriented titles like Blackjack (1977), Casino (1979), BASIC Programming (1979), or Mystique's notorious "Swedish Erotica" games that emerged for the Atari 2600 in 1982-83.

Rob Bartel

FYI - Richard has posted Part II in the series. Let's continue the discussion there.

http://tinyurl.com/6db4ypv

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