WotC Comparing EN World's Demographics to the D&D Community's

WotC released some figures this week. I thought it would be fun to compare them to the demographics of our own little community here on EN World for the same period (2019).

WotC uses a metric it refers to as 40,000,000 'D&D Fans', but that's not defined. For the purposes of this, I assume a fan is a person who has interacted directly with D&D in some way (played a game, bought a book, watch a stream, played a video game, etc.) A fan's a fan, however they interact with D&D!

For comparison, I'm using people who have interacted with EN World in some way -- and what we can measure is unique visitors. Obviously this isn't on the same scale (40M people is a LOT) but it doesn't matter too much for what we're doing here; they're both samples for conversation. So, let's start at the top!
  • Short version: EN World skews younger, but more male than the overall D&D community.
WotC is looking at 40M fans, we're looking at 5.6M unique users (as opposed to overall visits, which numbers in the tens of millions). We get this data using Google Analytics, which provides a lot of anonymized demographic data. I can't identify any individual person with this; it merely shows the overall numbers. Our demographic data includes just under half of those 5.6M users; I don't know how WotC's data is derived. I know they do surveys from time to time, but I don't know what percentage of those 40M fans fill out those forms.

As an aside - 40 million D&D fans is awesome! We're definitely living in a golden age of tabletop gaming, and as the market leader, WotC is the entity most responsible for bringing in new gamers. Well, maybe Critical Role is, but they're playing D&D!

Age

So, the controversial data that everybody on Twitter is talking about -- the age groups. Google Analytics breaks it down a little differently to WotC's figures, so here's what we have. GA doesn't give stats on people under 18 years of age. The figures below are those GA has data on for EN World -- obviously that's only about half of overall users.

Age​
Numbers​
Percentage​
18-24592,401 users24.58%
25-341,309,373 users54.33%
35-44330,755 users13.46%
45-54138,372 users5.74%
55-6426,689 users1.11%
65+12,631 users0.52%

As you can see, the figures aren't as evenly distributed as WotC's. There's a significant number of 25-34 year-olds, and a higher number of 18-24 year-olds. Also, it shows people above the age of 45, who don't appear in WotC's stats.
  • We show a slightly higher percentage of people 34 or under (79% compared to WotC's measure of 74%) although we're not measuring people under 18, which would skew it younger if we were.
  • 26% of WotC's audience is over 25, while only 20% of EN World's is.
  • 7.37% of EN World's audience is over 45.
  • Under 18s are not included in the stats.
  • EN World skews younger than the D&D community overall.
Screen Shot 2020-04-25 at 12.09.27 AM.png

For comparison, here are WotC's figures.

Screen Shot 2020-04-25 at 12.42.49 AM.png


I've turned them into a quick and dirty bar graph. The number of players increases slowly from 8 up until age 35, peaking at ages 30-34, and then it starts to drop off sharply. That's the same age that the drop-off on EN World's readership takes place, too. Seems about 30 is peak age.

wotc_age.jpg


And here are those same figures in absolute numbers -- 10% of 40,000,000 people is a LOT of people!

Age​
Percentage​
Numbers​
8-1212%4.8 million
13-1713%5.2 million
18-2415%6 million
25-2915%6 million
30-3419%7.6 million
35-3915%6 million
40-4511%4.4 million

Gender

The gender demographics here skew much more male than WotC's stats do. Google Analytics shows male and female (it doesn't track non-binary people) and reports on under half of overall users (2.3M out of 5.6M total).

Of those, it reports 85.56% male, 14.44% female. It doesn't provide data on non-binary visitors.

Screen Shot 2020-04-25 at 12.08.51 AM.png



Geography

WotC's report shows that Europe is growing for them. As a European (at least geographically!) that's heartwarming news for me. So here's some figures on EN World's geographical distribution.

As you can see, it skews primarily English-speaking heavily, which is expected for an English-language community.

United States3,376,839 users59.14%
United Kingdom (yay!)478,217 users8.38%
Canada411,179 users7.2%
Australia198,922 users3.48%
Brazil125,682 users2.2%
Germany109,248 users1.91%
Italy95,682 users1.68%
Netherlands74,139 users1.3%
Sweden51,479 users0.9%
Spain47,096 users0.82%

The list goes on for pages, but we're under 1% now.

The average EN World reader is male, American, between 25-34.
 

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So once I hit 45, I throw my books in the fireplace?
Hopefully only if you've converted your fireplace to book storage.

Statistics are useful for seeing overall trends in the population, but they're functionally useless when dealing with an individual. The odds of winning the lottery are minuscule, yet individuals do win the lottery. However, an individual could spend thousands of dollars over a lifetime on the lottery and never win once.
 

This massive survey from 1999 is the best data we have:

If that's the one where responses from over-35's were dropped, it's not going to give a very useful age distribution... :)
 

Right. I don't disagree. Absolute numbers are what matter most to WotC. For Edition Warriors, though, unit-sales adjusted for population is a more meaningful metric.
Hey - those of us who are interested not so much in raw sales numbers but in overall social acceptance of and demand for the product aren't necessarily all Edition Warriors!

And yes, I'm far more interested in hearing adjusted numbers than absolute, to remove the 'Gone With the Wind' issue and thus give a better comparison of how successfully D&D has got itself into the mainstream now as opposed to, say, 1983.
 

Hey - those of us who are interested not so much in raw sales numbers but in overall social acceptance of and demand for the product aren't necessarily all Edition Warriors!

And yes, I'm far more interested in hearing adjusted numbers than absolute, to remove the 'Gone With the Wind' issue and thus give a better comparison of how successfully D&D has got itself into the mainstream now as opposed to, say, 1983.

Internet didn't exist as such in 1983 so you can't really measure the impact the same.

In absolute numbers it's higher likely to have down better.

Adjusted probably not if you treat 1E and BECMI as a combined unit.

Without solid numbers can't really say one way or another. Even then the 83 numbers are approximate due to crappy TSR record keeping.
 


It's the rate of increase (and before the pandemic, of course) that interests me.

The interesting question (to me) is: How does the rate of increase of 5e games now compare to before other RPGs started to (re)gain their share of the market.

That would tell us some interesting things about how many people are playing multiple systems, how many new people are being brought in to the hobby (we can assume that almost every new player will come in via d&d, still), and so on.

Another issue with VTT numbers is that it really depends on whether or not a particular game has been converted to be used on a particular VTT. 5e massively outnumbers everything else on VTT's, but, by the same token, EVERYTHING 5e has been on Fantasy Grounds since very, very early in 5e's run. Compared to say, some indie game like Tales from the Loop (note, I'm picking a name completely at random, I don't actually know if Tales from the Loop has a rules module in Fantasy Grounds) where the users have to create everything from scratch, means that smaller games have a much harder time gaining any traction on VTT's.

To give an example, Battletech (as far as I know) has no presence at all on either Roll20 or Fantasy Grounds. At least, I've never found one anyway. So, Battletech, regardless of how popular it may or may not be, has zero appearance on VTT's.

I guess my point is, be careful when looking at VTT's, because the raw numbers don't tell the whole story. A game's presence on a VTT depends very heavily on the support that game gets on that VTT. 2e play, for example, spiked as soon as the 2e ruleset hit Fantasy Grounds. I highly doubt there was a sudden jump in the total number of 2e D&D players out there, but, the fact that they are now directly supported by Fantasy Grounds, complete with adventure module support, has a lot to do with it.
 



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