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Category: culture
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The Strange Economics of Board Games
In a world of infinite free entertainment, people are paying sixty dollars for cardboard — and the board game industry keeps growing. It has now logged more than a decade of near-continuous expansion, defying every prediction that screens would finish it off.
The economics are stranger than they look. A modern board game is expensive to design well: hundreds of playtests, custom art, precision manufacturing. Yet the product is infinitely reusable, needs no servers, collects no subscription. On a cost-per-hour basis, a good game beats almost any other paid entertainment.
Crowdfunding rewired the business. Designers now sell directly to their most devoted audience before printing a single box, turning inventory risk into pre-paid demand. Some campaigns raise millions for games that traditional publishers would have judged too niche.
But the real product is not cardboard. It is a socially acceptable reason to sit at a table with other humans for two hours with phones face-down. Cafes built on that premise now operate in most major cities, charging admission to play games their customers could buy — because the scarce resource is the gathering, not the game.
Digital entertainment optimized for engagement; board games optimized for presence. It turns out presence has a market, and it is bigger every year.