Posted on 12/07/2018 3:58:03 PM PST by rickmichaels
Research shows that demographics within the board game industry do not directly mirror that of the population of North America. Some say this lends itself to the exclusion and marginalization of minorities.
Many game journalists and researchers have concluded that the video game industry is dangerously masculine. The situation is actually just as bad, if not worse, when it comes to traditional board games, according to game researcher Tanya Pobuda, who says that much like the video game community, the world of board games is a white-male dominated space.
Pobuda, who researches games and simulation at Ryerson University, has released a study titled Assessing Gender and Racial Representation in the Board Game Industry, which predictably concludes that the community of board game hobbyists is not only too male, but too white as well.
Pobuda conducted her study by analyzing ranking data from BoardGameGeek.com, a website dedicated to board game enthusiasts. In addition to analyzing the gender and race of the designers and illustrators of the top 200 ranked games, she also analyzed the cover art of the top 100.
Both the creator analysis and the cover art analysis found over-representation white males over female or non-white identities. (RELATED: Leftist Politics In Video Games May Be Hurting The Game Developers Conference)
I recognize that the concept of whiteness and non-whiteness are themselves problematic categories in that they assume an authentic origin to a group, which is itself culturally and politically fluid, Pobuda wrote of her research. Nonetheless, her process involved categorizing designers into four categories: white male, white female, non-white female, and non-white male.
The research found that 93.5% of board game designers from the most popular games were white males, while illustration teams were comprised 81.2 percent of white males.
After painstakingly counting every live figure depicted on the cover art of the top 100 games and dividing into categories of white males, non-white males, white females, non-white females, animals/aliens, and gender indeterminant [sic], Pobuda found that white men were also more likely to appear in cover art than females or non-white individuals. After adjusting for non-human figures and those without a discernible gender, white males appeared in cover art 63.6% of the time.
While illustration teams were only 8.2% non-white male, 8% white female, and 2.6% non-white female, the same categories were represented on cover art at rates of 9.7%, 20.1%, and 6.6% respectively. This data suggests that white male illustrators are in fact diversifying their art to represent identities other than their own. When it comes to cover art, white males are actually underrepresented when compared against the demographics of creators.
Pobudas concern is that the numbers dont reflect the demographics of North America. But she fails to address the possibility that certain types of people may be more inclined to embark on a career path of board game design. She also does not appear to consider other factors that may affect illustrations, such as the historical context of a game.
These numbers fall short of being representative of North American demography, Pobuda writes. Based on this sample, diversity and equity behind the box was found to be highly limited.
She hopes the findings of her study will help move the conversation forward on the issue of representation as well as catalyze changes in both industry and hobby. This is necessary, she says, because Worlds in film, television and games become microworlds or reflections of our real-world power dynamics, demonstrating the centrality of an in-group, or marginalization of an out-group.
Media, such as board games, shape our cognition, she argues. These types of gaps between representation and demographics create a vicious circle or a feedback loop of exclusion and confirmation of the in-group, she says.
Fair play means we must listen, learn, measure and improve. I am hopeful that the discussion will continue and we will, as a community, find a way to solve the problem of marginalization, ensure inclusion and achieve diversity. Only then will our hobby truly level up.
Redistribution:
Away from European Caucasians, to everyone else.
No redistribution in the non-white world, because it is not about that.
People have too much time on their hands.
And it's ticking away with their sanity
[I have a complete in the box of Kojak the board game.]
I’ll bet the lollipops are shot. I’ll buy the Fedora from you though.
Yes, because Monopoly is a white male sexist and misogynistic weapon of the patriarchy/ SARC
If I had the fedora, yours no problem.
I could never stand wearing hats. Kojak’s was cool though.
So why don’t all those super smart minorities I see on TV and in commercials just invent their own games instead of appropriating ours? Oh wait they’re just actors? Nevermind.
The left effectively destroyed freedom of association in the 1960s. This sort of thing is the result.
As I recall, a slight majority of NASPA scrabble players are women, although champions tend to be men.
Oh, come on. Enough already. Did i pay for this shinola?
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