In 1999, there was a 20% increase in sales of board games in the United States. In 2000, there was a 23% increase. The total sales for 1999 were $381 million dollars according to the Manufacturers of American Inc. for games similar to ours'. The reason for the increase is people are staying at home and turning to reliable, family oriented and group entertainment since the events of September 2001.
In addition, the driving force behind this increase in sales is the return of people to human interactive games. People are looking for games that offer interaction and learning opportunities. People are realizing that too much television, internet and video games leading to socialization problems especially with children.
They are looking for the "teaching factor" in entertainment as an option from mindless, low content, violent entertainment. Indeed, The subject matter for the majority of best-selling video games tends to be fan based, high-action-themed stories. The majority of the stories revolve around firearms and combat. Users of these video games are taught to respond to violent action situation, thus reinforcing anti-social behaviors.
We want our games to be an outlet for people:
• To make connections, to meet physically and mentally.
• To communicate, to discuss various subjects.
• To challenge each other in a positive way.
• To think and make decisions.
• To see how the consequences of those decisions made affect the individual and his immediate environment.
• To develop friendship.
• To evaluate, understand and heal cultural differences
Market expectation and sharing
Selling to a nationwide market
In the world dominated by personal computers and play stations, board games still maintain a surprising hold on the American imagination. Last year, $1.5 billion worth of games and puzzles where sold nationwide up 1.8 percent from $1.47 billion in 1997, according to Terri Bartlett of the Toy Manufacturers of America trade group.
While independent game makers can break in- Trivial Pursuit and Pictionary are examples of home inventions that made it- the industry is still dominated by the likes of Milton Bradley and Parker Brothers.
"There are a lot of big companies to compete against", says Gene Gilligan, executive editor of trade publication playthings.
" In an entrepreneur's board game, nothing is out of question" |