How Electronic Gaming Monthly defined the golden age of American video game journalism

How Electronic Gaming Monthly defined the golden age of American video game journalism
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In short: Before the internet became the primary source for gaming news, Electronic Gaming Monthly served as the vital conduit for the industry. From its 1988 founding to its complex history of relaunches, hoaxes, and review systems, the magazine shaped how an entire generation experienced and understood the world of gaming.

Founded in 1988 under Sendai Publications, Electronic Gaming Monthly (EGM) became a cornerstone of gaming culture. It provided readers with news, industry interviews, and critical reviews. The magazine’s influence was significant enough that in 2002, its subscription base grew by over 25 percent. Beyond its core coverage, EGM became famous for its April Fools’ Day jokes, most notably the 1992 Sheng Long hoax in Street Fighter II, which misled many players.

The publication’s review process evolved alongside the industry. Originally, a team of four editors reviewed games, a practice that shifted over time. In 2008, the magazine moved from a 0–10 numerical scale to a letter-grade system. This transition was marked by a strict editorial stance that a 'C' grade represented an average game. The magazine also introduced awards like 'Game of the Month' and, starting in 2002, the 'Shame of the Month' for titles that received unanimously poor scores.

EGM’s history is marked by several corporate shifts, including a move to Ziff Davis in 1996 and a 2009 discontinuation following the sale of 1UP.com. Founder Steve Harris repurchased the magazine in 2009, leading to a 2010 relaunch. The brand also expanded globally with editions in countries like Mexico, Italy, and Brazil. Even after its print era, the legacy persists; in October 2024, a Kickstarter campaign for a retrospective book, The Electronic Gaming Monthly Compendium, successfully reached its $35,000 goal in less than 24 hours.

While the magazine faced challenges in the digital age—including a 2020 announcement that it would cease long-form publishing—its impact remains recognized. In 2014, Polygon noted that for two decades, EGM held a focal position in the media landscape. Its spin-offs, such as EGM2, which focused on cheats and import games, also left a lasting impression, with Time Extension naming it one of the most memorable forgotten magazines in 2025.

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