In Fired Up or Burned Out I wrote about “high five moments” that are celebrated at Cranium, the games company. It turns out that new research reported in a New York Times article by Benedict Carey entitled “Evidence That Little Touches Do Mean So Much” shows there is a correlation between touch and performance. Reading the article immediately made me think of the twin Jensen brothers who dominate men’s doubles in tennis. They must give each other a hundred fist bumps a set!
Like the Jensen brother in tennis, Craniun is a force to be reckoned with in games. Here’s what I wrote about them:
Day 19: High-Five Moments
In 1998, with $100,000 of their own money, Richard Tait and Whit Alexander, two former Microsoft employees, decided to create a new board game.1 Tait came up with the idea when he and his wife were playing games at the home of their friends. The couple easily won Pictionary and were trounced at Scrabble. Pondering how he felt as the winner of one game and loser of another, Tait thought it would be ideal to play a game that involved different skills so that everyone had a chance to shine. That type of game would be more fun, and it would bring people together rather than alienate them in a winner-take-all battle. Tait persuaded Alexander to join him, and together they created the game Cranium.
Cranium became the fastest-selling independent board game in history, selling more than either Pictionary or Trivial Pursuit had in its first year. The company (also named Cranium) went on to shatter industry records by creating games that won the Toy Industry Association’s Toy of the Year game award four out of the last five years. It has sold more than 15 million games in 10 languages and 30 countries. In 2005, while the toy industry’s unit sales were down 6 percent, Cranium’s sales were up 50 percent.