Welcome to Purple Pawn, covering games played around the world by billions of people every day.
07 Mar
Posted by Yehuda Berlinger as Card Games, CCGs, Classic Board Games, Miniatures, Modern Board Games, RPGs, War Games
Purple Pawn checked over 8,400 companies who make money from analog, tabletop games from across the globe to see if they were still operating. We conducted our annual survey of over 7,700 operating companies to see how they performed in 2012 and received 212 responses. You can download the 17 page report for free here [PDF].
Summary
Over the course of a year, around 4.7% of the companies in our DB closed. Single-game game companies closed at twice the frequency than that of other companies.
We received 212 responses from 22 countries and 29 US states. 2012 apparently was much like 2011 and 2010. Of those companies that didn’t close, the overwhelming majority are doing fine or even better than last year – only 15% report doing worse than last year.
Among the responding retailers, the top performing game lines from last year – Magic: The Gathering, Catan properties, Dominion games, Ticket to Ride games, and Warhammer properties – were the top again this year. Dominion did not score quite as well as Catan did this year; last year they were neck and neck. Pathfinder products outperformed Dungeons and Dragons products by 2 to 1, just as they did last year. Cardfight: Vanguard was the best new performer.
To participate in future surveys, send your name, company name, website address, and email address to shadejon@gmail.com .
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I was skeptical about one observation in the report: “Amazon.com doesn’t list Monopoly in its top selling games.” In fact, when I checked today, Monopoly appears as #54 among Best Sellers in Games and has been in the top 100 for 2796 days (over seven years).
Thanks, Paul. I should have been more specific. I asked for the top five game lines from each company, and Monopoly is not in the top five at Amazon. That it’s not even in the top twenty is remarkable.
Also note in the report where I wrote: “Mainstream game sales are driven by brands and licenses” should read “Mainstream game sales are often driven by brands and licenses”. Many mainstream games are developed and targeted by their mechanics.
I apologize for my overreach.
Yehuda
I find the info above incorrect and I think making this survey world wide suits nobody.
the list of manufacturers most wanted is totally off. I have been selling 12 years and games Workshop has ALWAYS been the top product worldwide. Most of the manufacturers you list I have hardly even heard off and I do a lot of research on makers that are in style.
Not sure what kind of stores the people run that send in the surveys…..this is all a little too broad to be truly helpful.
Kotja, thanks for your comment. The number of people sending responses was particularly low for the 2012 survey, so that could affect the results. Or it may simply reflect a broader market than the one you survey.
If you would like survey results for a particular distribution area, you are welcome to contact me for more localized survey results.
In order to have the best results, your input – and the input of other stores like yours – to this year’s survey is important.
Yehuda
Games Workshop is its own separate hobby. Where their products sell, they sell extremely well. But in most places involved with games they don’t sell at all.
Just a thought, but I would recommend a greater focus on playing card games. There are 100s of thousands of people playing cards every night across this country. Keep up the good work.
What do you recommend focus more on card games? The survey? The website? And in what way?
We’re one of those very small one-product table-game companies. We also are strong believers in the multiple benefits from table games. The feel of physical objects, the physical actions, the natural sounds, the visible emotional reactions, the time to think and reflect and strategize, the naturally induced laughs and gasps, the player controlled pacing of the action, the emotions behind the drama, the depth of interaction, the conversation, personality discoveries, the range of benefits. Of course these elements vary from game to game. If a product offers these, it may take time, 5 years so far for us now, eventually through random occurrences, it should get through the cultural traditional definition of games and onto the playing table. We’re hangin’ and hopin’.
Keep up the good work.
Charles