Video game journalism

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Video game journalism is a branch of journalism concerned with the reporting and discussion of video games. It is typically based on a core reveal/preview/review cycle. There has been a recent growth in online publications and blogs.



The first magazine to cover the arcade game industry which is still in continuous publication is the subscription-only trade periodical, Play Meter magazine, which began publication in 1974 and covered the entire coin-operated entertainment industry (including the video game sector).[1] Consumer-oriented video game journalism began during the golden age of arcade video games, soon after the success of 1978 hit Space Invaders, leading to hundreds of favourable articles and stories about the emerging video game medium being aired on television and printed in newspapers and magazines.[2] In North America, the first regular consumer-oriented column about video games, "Arcade Alley" in Video magazine, began in 1979 and was penned by Bill Kunkel along with Arnie Katz and Joyce Worley.[3] The late 1970s also marked the first coverage of video games in Japan, with columns appearing in personal computer and manga magazines.[4] The earliest journals exclusively covering video games emerged in late 1981, but early column-based coverage continued to flourish in North America and Japan with prominent examples like video game designer Yuji Horii's early 1980s column in Weekly Shōnen Jump[5] and Rawson Stovall's nationally syndicated column, "The Vid Kid" running weekly ran from 1982 to 1992.

The first consumer-oriented print magazine dedicated solely to video gaming was Computer and Video Games, which premiered in the U.K. in November 1981. This was two weeks ahead of the U.S. launch of the next oldest video gaming publication, Electronic Games magazine, founded by "Arcade Alley" writers Bill Kunkel and Arnie Katz.[3] As of 2015, the oldest video game publications still in circulation are Famitsu, founded in 1986, and The Games Machine (Italy), founded in 1988.

The video game crash of 1983 badly hurt the market for Western video game magazines. Computer Gaming World, founded in 1981, stated in 1987 that it was the only survivor of 18 color magazines for computer games in 1984.[6] Gamasutra similarly noted that video game journalism had disappeared post-crash, quoting Nintendo of America's PR runner at the time, Gail Tilden, as stating, "I don't know that we got any coverage at that time that we didn't pay for," when speaking about the launch of the NES in North America.[7] Meanwhile, in Japan, the first magazines entirely dedicated to video games began appearing from 1982, beginning with ASCII's LOGiN, followed by several SoftBank publications and Kadokawa Shoten's Comptiq. The first magazine dedicated to console games, or a specific video game console, was Tokuma Shoten's Family Computer Magazine, which began in 1985 and was focused on Nintendo's Family Computer (also known as Famicom or Nintendo Entertainment System). This magazine later spawned famous imitators such as Famitsu in 1986 and Nintendo Power in 1988.[4]

During the early 1990s, the practice of video game journalism began to spread east from Europe and west of Japan alongside the emergence of video game markets in countries like China and Russia. Russia's first consumer-oriented gaming magazine, Velikij Drakon, was launched in 1993,[8] and China's first consumer-oriented gaming magazines, Diànzǐ Yóuxì Ruǎnjiàn and Play, launched in mid-1994.[9]


There are conflicting claims regarding which of the first two electronic video game magazines was the "first to be published regularly" online. Originally starting as a print fanzine in April 1992,[10] Game Zero magazine, claims to have launched a web page in November 1994,[11] with the earliest formal announcement of the page occurring in April 1995. Game Zero's web site was based upon a printed bi-monthly magazine based in Central Ohio with a circulation of 1500 that developed into a CD-ROM based magazine with a circulation of 150,000 at its peak. The website was updated weekly during its active period from 1994-1996.

Another publication, Intelligent Gamer Online ("IG Online"), debuted a complete web site in April 1995, commencing regular updates to the site on a daily basis despite its "bi-weekly" name.[12] Intelligent Gamer had been publishing online for years prior to the popularization of the web, originally having been based upon a downloadable "Intelligent Gamer" publication developed by Joe Barlow and Jeremy Horwitz in 1993.[13] This evolved further under Horwitz and Usenet-based publisher Anthony Shubert[14] into "Intelligent Gamer Online" interactive online mini-sites for America Online (AOL) and the Los Angeles Times' TimesLink/Prodigy online services in late 1994 and early 1995. At the time, it was called "the first national videogame magazine found only online".[15]

Game Zero Magazine ceased active publication at the end of 1996 and is maintained as an archive site. Efforts by Horwitz and Shubert, backed by a strong library of built up web content eventually allowed IG Online to be acquired by Sendai Publishing and Ziff Davis Media, the publishers of then-leading United States print publication Electronic Gaming Monthly who transformed the publication into a separate print property in February 1996.[16][17][18]

New media

Future Publishing exemplifies the old media's decline in the games sector. In 2003 the group saw multi-million GBP profits and strong growth,[19] but by early 2006 were issuing profit warnings[20] and closing unprofitable magazines (none related to gaming).[21] Then, in late November 2006, the publisher reported both a pre-tax loss of £49 million ($96 million USD) and the sale—in order to reduce its level of bank debt—of Italian subsidiary Future Media Italy.[22]

In mid-2006 Eurogamer's business development manager Pat Garratt wrote a criticism of those in print games journalism who had not adapted to the web, drawing on his own prior experience in print to offer an explanation of both the challenges facing companies like Future Publishing and why he believed they had not overcome them.[23]

With the rise of eSport popularity, traditional sport reporting websites such ESPN and Yahoo launched their own eSport dedicated sections in early 2016.[24][25] This move came with controversy, especially in the case of ESPN whose president, John Skipper, stated eSports were a competition instead of a sport.[26] The response to the shift was either great interest or great distaste.[27] However, as of January 2017, ESPN and Yahoo continue their online coverage of eSports. Yahoo eSports ended on June 21 2017[28]

In addition, ESPN and Yahoo, other contemporary eSport dedicated news sites, like The Score Esports or Dot Esports, cover some of the most widely followed games like Counter-Strike, League of Legends, and Dota 2.[29]


While self-made print fanzines about games have been around since the first home consoles, the rise of the internet gave independent gaming journalist a new platform.

At first ignored by most major game publishers, it was not until the communities developed an influential and dedicated readership, and increasingly produced professional (or near-professional) writing that the sites gained the attention of these larger companies.

Independent video game websites are generally non-profit, with any revenue going back towards hosting costs and, occasionally, paying its writers. As their name suggests, they are not affiliated with any companies or studios, though bias is inherent in the unregulated model to which they subscribe. While many independent sites take the form of blogs (the vast majority in fact, depending on how low down the ladder you look), the 'user-submitted' model, where readers write stories that are moderated by an editorial team, is also popular.

In recent times some of the larger independent sites have begun to be bought up by larger media companies, most often Ziff Davis Media, who now own a string of independent sites.

In 2013–2014, IGN and GameSpot announced significant layoffs.[30][31]

The rise of reviews on video-oriented sites

According to a 2014 article by Mike Rose in Gamasutra: "The publicity someone like TotalBiscuit ... can bring you compared to mainstay consumer websites like IGN, GameSpot and Game Informer is becoming increasingly significant. A year ago, I would have advised any developer to get in touch with as many press outlets as possible, as soon as possible. I still advise this now, but with the following caveat: You're doing so to get the attention of YouTubers." Rose interviewed several game developers and publishers and concluded that the importance of popular YouTube coverage was most pronounced for indie games, dwarfing that of the dedicated gaming publications.[32]

David Auerbach wrote in Slate that the influence of the video games press is waning. "Game companies and developers are now reaching out directly to quasi-amateur enthusiasts as a better way to build their brands, both because the gamers are more influential than the gaming journalists, and because these enthusiasts have far better relationships with their audiences than gaming journalists do. ... Nintendo has already been shutting out the video game press for years." He concluded that gaming journalists' audience, gamers, is leaving them for video-oriented review sites.[33]