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Dungeons & Dragons has 15 Million Players in NA Alone; Storyline Is "The Da Vinci Code meets Gangs o
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<blockquote data-quote="AmerginLiath" data-source="post: 7744935" data-attributes="member: 777"><p>As usual, I would love it if the actual statistics involved here were linked in some fashion, since newspapers do a poor job of handling such matters (the only journalists who ever seem to see a stats class in college are those writing about electoral polling...at least some of them). There are different references to sales data and surveys, but we aren’t told whether the aggregate information on how well D&D is doing is a package of numbers that WotC presented or partly background that the Seattle Times aggregated. In any case, we don’t know the methods of the surveys used (it appears that 40% of surveyed players were female, which could arguably be telling of the often-younger digital audience, given the survey methods we’ve seen WotC use, unless the reference is to an external survey).</p><p></p><p>Like other reports, bookseller lists, and popular culture references, the numbers here certainly reference that D&D is popular, wide-selling, and catering to a diverse audience. But the numbers as provided in this column (especially without notes on statistical methodology) don’t inform us exactly on how well. To what degree of confidence can they (and we) assume the percentage given of total players, for example? There’s no information here like a more “serious” story extrapolating numbers from surveys would contain (much less a breakdown of the actual definition/question of player by current, modern, or lifetime status).</p></blockquote><p></p>
[QUOTE="AmerginLiath, post: 7744935, member: 777"] As usual, I would love it if the actual statistics involved here were linked in some fashion, since newspapers do a poor job of handling such matters (the only journalists who ever seem to see a stats class in college are those writing about electoral polling...at least some of them). There are different references to sales data and surveys, but we aren’t told whether the aggregate information on how well D&D is doing is a package of numbers that WotC presented or partly background that the Seattle Times aggregated. In any case, we don’t know the methods of the surveys used (it appears that 40% of surveyed players were female, which could arguably be telling of the often-younger digital audience, given the survey methods we’ve seen WotC use, unless the reference is to an external survey). Like other reports, bookseller lists, and popular culture references, the numbers here certainly reference that D&D is popular, wide-selling, and catering to a diverse audience. But the numbers as provided in this column (especially without notes on statistical methodology) don’t inform us exactly on how well. To what degree of confidence can they (and we) assume the percentage given of total players, for example? There’s no information here like a more “serious” story extrapolating numbers from surveys would contain (much less a breakdown of the actual definition/question of player by current, modern, or lifetime status). [/QUOTE]
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