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What If? Marketing D&D in Asia
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<blockquote data-quote="Scrivener of Doom" data-source="post: 6315270" data-attributes="member: 87576"><p>Thanks for your observations, [MENTION=6683099]dd.stevenson[/MENTION].</p><p></p><p></p><p></p><p>I was thinking about something similar in the context of Singapore where I suspect parents would be very worried about a hobby like D&D which has the potential to consume study time. (Of course, MMORPGs also have the potential to consume a lot of time and Singapore parents and the nanny state seem to be very aware of this.)</p><p></p><p></p><p></p><p>That parallels my own concerns about trying it out with my wife's family. The tradition of personal responsibility is not strong here (the Philippines) either. Fortunately, the gregariousness is here but this isn't an Asian country culturally, only geographically.</p><p></p><p></p><p></p><p>Yeah, this parallels my own gut feeling on the topic. The Philippines is different because of massive unemployment - half of all real jobs are actually the workers you see in other countries otherwise the real unemployment rate is around 60% - but otherwise Asian countries are about preparing to enter the workforce and then actually participating in the workforce. That means there's not the time to get into a game like D&D which, on the part of the DM at very least, does require to time to learn, master, and prepare.</p><p></p><p>In that context, it does make sense to take a brand like D&D which clearly has some value - or, at the very least, potential value - and try and transform it into non-TTRPG products that will find a market in Asia which is now, effectively, the world's economic hub.</p><p></p><p>Now, if they can nail the new D&D movie, that has enormous potential in Asia! However, it may not translate to a renaissance for the RPG.</p><p></p><p></p><p></p><p>Honestly, I think this sort of topic can only be examined on the basis of anecdotal evidence and gut feelings because I don't think the statistical work has been done. </p><p></p><p>More thoughts?</p></blockquote><p></p>
[QUOTE="Scrivener of Doom, post: 6315270, member: 87576"] Thanks for your observations, [MENTION=6683099]dd.stevenson[/MENTION]. I was thinking about something similar in the context of Singapore where I suspect parents would be very worried about a hobby like D&D which has the potential to consume study time. (Of course, MMORPGs also have the potential to consume a lot of time and Singapore parents and the nanny state seem to be very aware of this.) That parallels my own concerns about trying it out with my wife's family. The tradition of personal responsibility is not strong here (the Philippines) either. Fortunately, the gregariousness is here but this isn't an Asian country culturally, only geographically. Yeah, this parallels my own gut feeling on the topic. The Philippines is different because of massive unemployment - half of all real jobs are actually the workers you see in other countries otherwise the real unemployment rate is around 60% - but otherwise Asian countries are about preparing to enter the workforce and then actually participating in the workforce. That means there's not the time to get into a game like D&D which, on the part of the DM at very least, does require to time to learn, master, and prepare. In that context, it does make sense to take a brand like D&D which clearly has some value - or, at the very least, potential value - and try and transform it into non-TTRPG products that will find a market in Asia which is now, effectively, the world's economic hub. Now, if they can nail the new D&D movie, that has enormous potential in Asia! However, it may not translate to a renaissance for the RPG. Honestly, I think this sort of topic can only be examined on the basis of anecdotal evidence and gut feelings because I don't think the statistical work has been done. More thoughts? [/QUOTE]
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