Why Franchise in the Hobby Games/Entertainment and Retail Industry?
This is an exciting and growing franchise segment, so it’s great news for potential franchisers and the industry as new gamers continue to flock to the hobby and established games continue to sell. There’s always room at the table for one more, so keep reading and find out why this could be a great opportunity for you!
According to the Toy Industry Association, as of May 2017, the United States hobby, toy and game market is worth $21.5 billion a year! Recessions may have damaged many industries, but ours continues to enjoy a strong performance and continued growth.
The Retail Market Is Huge
According to the National Retail Federation, retail is one of America’s largest industry sectors. Retail drives virtually every facet of our national economy and supports tens of millions of American jobs. Retail is the leading indicator in a host of economic measures from job growth and consumer spending to sales and inventory. Retailers are the employers, large and small that drive employment. In fact, it accounts for 1 out of 4 American jobs. Retailers are the “Main Street” or heart of America around which communities are built and in which they grow and prosper. The industry fuels innovations that are empowering consumers and transforming the way we live, work and play. Retail is a force for job creation in every state and market in America.
As the market gains traction year over year, the time is right for potential franchisers to capitalize on this growth. Retailers reported a broad-based influx of new customers, reflecting a growing awareness and draw toward the hobby.
The world of tabletop gaming is really nothing new. Although tabletop gaming can trace its origins all the way back to chess and backgammon, the niche market of hobby gaming (also known as “adventure gaming”) can be traced back to the late 1800s, during which H.G. Wells published Little Wars, codifying a set of rules for playing combat games with toy soldiers. Professional games attempting to replicate military combat had been used by professionals for years before Wells’ book, but they were considered the purview of military professionals. Wells and others opened the door for such games to be used for pure entertainment. Simulating military combat on a tabletop became a pastime that enthusiasts followed through to the mid-20th century. Even in Wells’ time, tabletop hobby gaming was inherently connected to the publishing industry although the soldiers were manufactured by a variety of toy companies, the rules were published in book form, and required for the game (Dunnigan, 1992).