1. Video games industry
1.1. Biggest factor
1.1.1. Proliferation of modern board games
1.1.2. How
1.1.2.1. The presence of games consoles
1.1.2.2. The rise of mobile gaming have normalised the activity
1.2. Mobile gaming
1.2.1. App versions of board games
2. TableTop
2.1. Games
2.1.1. Popularity
2.1.1.1. Much technology
2.1.1.2. Bringing people back together
2.1.1.3. No digital interaction
2.1.2. Examples
2.1.2.1. Ticket To Ride
2.1.2.2. Game of the Goose/ Snakes and ladders
2.1.2.3. Game of Draughts/ Checkers
2.1.2.4. Aggravation
2.1.2.5. Scrabble
2.1.2.6. Cluedo
2.1.2.7. Monopoly
2.2. Effect
2.2.1. Playing a game while commentating on their decisions
2.2.1.1. It's sales will spike
3. Thirsty Meeples
3.1. Growing popularity
3.2. Original social network
3.3. Bigger crossover audience
3.4. "Oxford's first and only board game cafe"
3.5. Name
3.5.1. Thirsty
3.5.1.1. It's a bar
3.5.2. Meeples
3.5.2.1. Game component that represents the player
4. Visitors
4.1. More couples
4.2. More women
4.2.1. On the cover of Pandemic -> scientist character = women: wider appeal, more friendy
4.3. Stereotypical gamer: typically lone, white men
4.4. Why?
4.4.1. Meeting up with mates but don't want to get drunk
5. Eurogames
5.1. Relatively gentle themes
5.1.1. Farming
5.1.2. Landscape-building
5.2. Reduce the element of luck
5.3. No elimination
5.3.1. Nobody feels left out
5.4. Example
5.4.1. The Settlers of Catan
6. Leacock
6.1. Creator of 'Pandemic'
6.1.1. With the help of a game-enthusaist uncle