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Analog UK:
Tabletop
Gaming in
the 21st
Century
Matt Coward-Gibbs
@MattCowardGibbs
Why study gaming
Is there an assumption that ‘adulting’ means
avoiding play?
Does society focus too heavily on
‘work’ and tangible achievements?
Does play have to be unproductive?
What about the work-life balance?
How can playing games help?
What does playing games do?
Previous research:
A number of historical studies
Focus on design and mechanics; implications for maths/stats
Lots of data studies
A scattering of geographically-focused work:
United States, Empires of the Petal Throne, early Dungeons & Dragons
Australia, studies primarily focusing on Warhammer 40,000 and Games Workshop
Central Europe, euro-game design and games and families
‘Right. I’m not going to lie to you. I thought
that adults who did this were literally the
saddest … people I’ve ever met. I don’t feel
this way anymore obviously now, I’m one of
them’
Toby
‘I could not believe how well designed the game was … I could not believe that someone had invented it … we were working together and the game was trying to beat us. It’s genius’
‘It’s easier to turn gamers into friends, than friends into gamers’
‘I love to find out about new releases, but it can be the death of your wallet’
‘I’m not a collector … I think often collectors like to have game. I have games cause I want to play them’
‘Tom Vasel is an immensely powerful man … if he likes something, it sells. Even though it’s an analog hobby, the power of online space is really something?
Playing games is for children?
Of approximately six-hundred and
fifty respondents, the average age
was thirty-six, with nearly thirty-
percent of participants over forty
(Eurogames, 2012)
Davis, in her 2013 research report,
sampled fifty-six female gamers.
Sixty-five percent of her
respondents were aged between
thirty and forty-nine (Women in
Gaming, 2013)
‘…the typical gamer is in his late
teens or early twenties … a gamer
over thirty-five years old is rare’
(Shared Fantasy, 1983)
’52% [of gamers studied] were
under the age of 22’ (The
Complete Wargamers Handbook,
1997)
Playing games is for boys?
‘somewhere between 5% and 10% of all players are women, and the percentage of female hard-core gamers seems to be considerably lower’ (Shared Fantasy, 1983)
In Woods’ survey women made up only seven percent of the respondents (Eurogames, 2012)
‘The majority of participants were male’ and only two interviews conducted within their study were female (The Playful Pastime of Warhammer 40,000, 2014)
Gaming is
productive
Social Economic
Education Societal
All of these areas in some way
overlap with one-another.
Play as central to the community?
Eight domains
Objects
The tactility of games a key aspect
of player experience
Numerous interviewees have
spoken at length about the way in
which ‘deluxe’ products enhance
the gaming experience.
Creativity and production
flourishes across the hobby:
3D printing
Home made gaming tables
Print & play
Spaces
The fostering of safe and
supportive public spaces is key to
the continued growth of analog
gaming.
With a more saturated market, it is
becoming more difficult to operate
a FLGS and/or café
The number of conventions and
public events are increasing
substantially; so is their
attendance.
Exchange
Many interviewees spoke at length
about ‘unwritten gentlemanly
contracts’ governing
trade/exchange
Having social capital or ‘being
known’ as a good seller viewed as
valuable
Economies
Analog gamers interact with three
main economies:
First hand markets
Second hand markets
Crowdfunding
Collecting
A number of gamers noted that
they knew what it was like to be a
collector and they did not do this
with games.
Many were adamant that they
weren’t collectors
Several references to the wider
decision making process of
building/maintaining a collection
Knowledge
Knowledge exchange takes place
across tabletop gaming
This is especially prevalent within
gaming media
Over 75% of my current sample
hold a minimum of a bachelors
degree
Production
Production is inherent to analog
gaming
Mass-market titles are commonly
an introduction to the hobby and
tend to still be viewed favourably
Experience
It is important to recognise the
history of analog gaming.
‘Finding a balance’ between open
play, activities and purchasing
The community wants to be
inclusive and equitable
However, might not be equipped
with the right tools to do so
Hobby still perceived as male,
white and middle-class
Analog gamer lifecycle
Industry heavily reliant on new
gamers for income
Majority of gaming media focused
on purchasing
The quality of a product
Some early conclusions:
As a community, we need to be aware of the impact of our heritage
We need to be able to actively challenge what constitutes a ‘gamer’
Inclusivity shouldn’t be a buzzword, it should be part of everything we do
Analog gaming is open to all; however, this message needs to be spread
The community at large does amazing things for: education, charity and the
wider economy
Games are being used in a wide variety of settings: education, mental health,
prisons/probation, nursing/care facilities
Vocal minorities should not speak for the majorities agenda
The market is becoming increasingly saturated; we need to be able to
support local FLGS, cafes, clubs, and conventions