Journalist reporting and evaluation of video games in periodicals began from the late 1970s to 1980 in general coin-operated industry magazines like
Play Meter and
RePlay, home entertainment magazines like
Video, as well as magazines focused on computing and new information technologies like
InfoWorld or
Popular Electronics. However, dedicated magazines focusing primarily on
video game journalism wouldn't appear until late in 1981, when several magazines were launched independently of each other at about the same time.
Computer and Video Games premiered in the U.K. in November 1981. It was soon followed by
Electronic Games in the US, founded by Bill Kunkel, Arnie Katz and Joyce Worley, who had previously written the "Arcade Alley" column in
Video. While
Electronic Games covered
arcade and
console games as well as
computer software,
Computer Gaming World was focused entirely on the latter. The
video game crash of 1983 badly hurt the market for North American 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. 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 (Nintendo Entertainment System in the West). This magazine later spawned famous imitators such as
Famicom Tsuushin (loosely, "Famicom Journal") in 1986 (now known today as
Famitsu) and
Nintendo Power in 1988. In the mid-2000s, the popularity of print-based magazines started to wane in favor of web-based magazines. In 2006,
Eurogamers 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. ==List==