Page 8 - spielbox 03/21 - English
P. 8

 Opinion
  Family Renaissance
 A Comment by HARALD SCHRAPERS
The longer the pandemic drags on, the harder the board gaming scene seems to suffer from the resulting restric- tions. Hobby gamers are sacrificing a lot. Meanwhile, most of the established publishers tell a different tale: they are report- ing increased sales, dependably in the double digits. It‘s quite obvious that people are playing more games in their own house- hold, meaning within their family. What does this return to family life signify for the game as a cultural asset?
In this country, the rise of the board game gathered momen- tum in the 1990s, right at a time when Germany had the low- est birth rate worldwide. Back then, people learned that it was perfectly possible to play games without children. Instead of the playroom, board games established themselves in shared apart- ments for students, where they are now as popular as ever. At the same time, they are also enjoying a renaissance within the family.
It was always assumed that
teenagers would never do something
as uncool as playing board games
with their parents.
Germany’s birth rate has been rising again in recent years, and the pandemic has ensured that people were stuck at home. This is when the board game really came into its own: as an easily accessible pastime for those who like to spend time together.
The impression that the pandemic has resulted in a greater de- mand for two-player or even solo games is deceptive. Of course, this segment had higher sales figures, too. But this would not explain the really big spikes in revenue. Obviously, the multi-play- er game has also benefited, and it’s easy to see why: while it is true that COVID restricts any contact with the outside world, it is conversely responsible for everyone being at home all the time. No one has a date, no one goes out in the evenings. All of a sud-
den, after spending hours behind a screen engaged in distance learning, with FIFA, Discord and Twitch, even the son shows up and requests to play a board game. Quite unusual for him, as before he always needed to be asked to join in. Besides, families have had a tendency to grow larger over the pandemic. Students could not attend classes and returned to the roost, while others never even moved out.
So, playing with friends and sharing this common hobby has definitely been a pandemic loser, but playing with the family now takes up more of our time. Is this a triumph for family games? The type that used to be promoted by a press photo of the model family – dad, mom, two kids? Surely not. Back then, it was always assumed that teenagers would never do something as uncool as playing board games with their parents. Well, the times have cer- tainly changed, and that picture of the “average family of four“ is now rarely seen. Sociologists report that cultural differences be- tween the generations have constantly diminished over the last
decades. And young people are now clued in and no longer believe board games are kids‘ stuff.
Of course, games with a low entrance hurdle are easier to sell. That was already the case before COVID happened, because simple games are con- stant favorites in circles of acquaintances, neighbors and colleagues. It has long been obvious that the cross-generational family game actually covers quite a wide range – from children‘s to connoisseur games. After all, every family is different. Only the expert games are having a hard time and would be wise to provide a solo mode in times like these. That way,
people missing out because they have no other expert players in their own household can look forward to their post-pandemic gaming rounds.
The COVID-related loss of all kinds of gaming “events“ is pain- ful. But unlike other cultural sectors, board gaming has remained quite unscathed. The game as a medium does not need packed theaters. At the same time, it avoids competition with Netflix, video games and books, with its shared experience as a unique selling point. The cultural asset “board game” will also benefit from this in the long run. Not all current players are going to stick to their new-found or rediscovered pastime. But the majority will not want to be without playing together in the future. (cs)
It‘s still around, the type of game that was and is promoted by a press photo of the model family having at the table. But reasons for the renaissance of ga- ming in the family are manyfold.
  6   spielbox
Photos: Ravensburger Verlag, Schrapers















































































   6   7   8   9   10