Video game journalism (or video game criticism ) is a specialized branch of journalism that covers various aspects of video games , including game reviews, industry news, and player culture, typically following a core "reveal–preview–review" cycle. Originating in the 1970s with print-based magazines and trade publications , video game journalism evolved alongside the video game industry itself, shifting from niche columns in general entertainment and computing magazines to dedicated publications. Major early contributors to the field included magazines like Electronic Games and Famitsu , which set the stage for more comprehensive consumer-focused coverage. With the advent of the internet , video game journalism expanded to web-based outlets and video platforms, where independent online publications , blogs , YouTube channels, and eSports coverage gained significant influence.
90-462: NGJ may refer to: New Games Journalism , a model of New Journalism applied to video game journalism in which personal anecdotes, references to other media, and creative analyses are used to explore game design, play, and culture Next Generation Jammer , a program to develop an airborne electronic warfare system, as a replacement for the AN/ALQ-99 found on
180-467: 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. Intelligent Gamer had been publishing online for years prior to the popularization of
270-532: A circulation of 600,000 copies per issue by December 1985, increasing to 1 million in 1986. By 1992, British video game magazines had a circulation of 1 million copies per month in the United Kingdom. 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 ,
360-475: A decline in part ascribed to the conclusion of popular manga series Dragon Ball and Slam Dunk . The magazine peaked with a total readership of 18 million people in Japan during the early 1990s. Circulation for the magazine continued to decline through the early 2000s, before reaching some stability around 2005, well below its earlier peak. In 2000, two more games were created for the purpose of commemorating
450-550: A festival showing off the people and products behind the Weekly Shōnen Jump manga titles. Weekly Shōnen Jump is the bestselling manga magazine in Japan. In 1982, Weekly Shōnen Jump had a circulation of 2.55 million. By 1995, circulation numbers swelled to 6.53 million. The magazine's former editor-in-chief Masahiko Ibaraki (2003–2008) stated this was due to the magazine including "hit titles such as Dragon Ball , Slam Dunk , and others." After hitting this peak,
540-573: A fiction line for releasing light novels , a label for fan and data books, and a label for the release of art books. Prior to the magazine's launch, Viz launched an extensive marketing campaign to promote the magazine and help it succeed where other manga anthologies in North America have failed. Shueisha purchased an equity interest in Viz to help fund the venture, and Cartoon Network , Suncoast , and Diamond Distributors became promotional partners in
630-413: A fraction of the game's content, but waiting any longer beyond the embargo date will harm viewership of their site. A good deal of information in the video game industry is kept under wraps by developers and publishers until the game's release; even information regarding the selection of voice actors is kept under high confidential agreements. However, rumors and leaks of such information still fall into
720-478: A limited 50th Anniversary Shōnen Jump Edition of the Famicom Mini (NES Classic Edition) game console was released in Japan. It sold 110,000 units in two days. On January 28, 2019, Shueisha launched the global English-language version of Shōnen Jump+ , titled Manga Plus . It is freely available in every country except China and South Korea, which have their own separate services. A Spanish-language version
810-428: A limited-time and it does not sell content. Weekly Shōnen Jump , in association with parent company Shueisha , holds annual competitions for new or up and coming manga artists to create one-shot stories. The best are put to a panel of judges (including manga artists past and present) where the best are given a special award for the best of these new series. The Tezuka Award , named for manga pioneer Osamu Tezuka ,
900-452: A line specifically for manga written by Akira Toriyama . Also a film comic based on the Dragon Ball Z anime was released under the "TV Anime Comic" imprint. Jump Comics is used as an imprint label for publishing manga, most often for collected tankōbon volumes of manga series originally serialized in Weekly Shōnen Jump and other Jump magazines. The imprint is published in
990-440: A lineup of six titles and new issues published online two weeks after Japanese release, but within a year had expanded to twelve ongoing series, and on January 21, 2013, it underwent a rebranding and transitioned to simultaneous publication with Japan. Banzai! is a German-language version of Weekly Shōnen Jump published by Carlsen Verlag that was published from 2001 through December 2005 before being canceled. In addition to
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#17328456165661080-399: A negative review. In 2007, Jeff Gerstmann was fired from GameSpot after posting a review on Kane & Lynch: Dead Men that was deemed too negative by its publisher, which also advertised heavily on the website. Due to non-disclosure agreements , Gerstmann was not able to talk about the topic publicly until 2012. In a 2012 article for Eurogamer , Robert Florence criticised
1170-583: A sister publication to their existing magazines Manga Mania and Shojo Stars . The magazine included chapters from various popular Weekly Shōnen Jump titles including Bleach , Naruto , Shaman King , and Yu-Gi-Oh! . In November 2007, after 37 issues published, Manga Media ceased publication of the magazine. It had a circulation of 30,000 copies. A Norwegian language edition of Weekly Shōnen Jump began publication in Norway in March 2005. Published by Schibsted ,
1260-591: Is Dragon Youth Comic (龍少年 Lóng Shàonián ), which specializes in domestic manhua. In 1977, the Tong Li company was created and founded by Fang Wan-Nan which created bootlegs, this ended in 1992. A law in Taiwan restricted the act of bootlegging all manga. During 1992, Tong Li created many manga and manhua magazines, New Youth Bulletin , Youth Comic , Margaret Girl , Dragon Youth Comic , and Formosa Youth . Some series like One Piece and Hikaru no Go were first published in
1350-557: Is a model of New Journalism applied to video game journalism . A 2010 article in the New Yorker claimed that the term New Games Journalism "never caught on, but the impulse—that video games deserved both observational and personal approaches—is quite valid." It cites author Tom Bissell and his book Extra Lives: Why Video Games Matter as a good example of this type of gaming journalism. As retrogaming grew in popularity, so did reviews and examinations of older video games. This
1440-462: Is a special seasonal offshoot of Weekly Shōnen Jump launched on July 20, 2016. Its original predecessor started in 1969 as a regular special issue of the bi-weekly Shōnen Jump . When Shōnen Jump became a weekly publication and was renamed Weekly Shōnen Jump in October of that same year, the special issue changed to a quarterly release and kept the shorter name. In the mid-1980s, the magazine took on
1530-469: Is another Thai language Weekly Shōnen Jump published by Nation Edutainment. Boom publishes many Weekly Shōnen Jump series such as Naruto , Death Note along with many original manga-influenced comics from Factory Studio like Meed Thii Sib-Sam and Apaimanee Saga . In November 2004, Manga Media began publication of a Swedish language version of Weekly Shōnen Jump in Sweden, called Shonen Jump as
1620-441: 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
1710-463: Is given for all different styles of stories. The Akatsuka Award , named for gag manga pioneer Fujio Akatsuka , is a similar competition for comedy and gag manga. Many Weekly Shōnen Jump manga artists have gotten their start either winning or being acknowledged by these competitions. WSJ is also the center of the Shueisha's branding of its main manga products due to the popularity and recognition of
1800-514: Is primarily due to feelings of nostalgia to video games people have grown up with, which, according to professor Clay Routledge, may be more powerful than similar nostalgic emotions caused by other artforms, such as music. Weekly Sh%C5%8Dnen Jump Weekly Shōnen Jump ( Japanese : 週刊少年ジャンプ , Hepburn : Shūkan Shōnen Janpu , stylized in English as WEEKLY JUMP ) is a weekly shōnen manga anthology published in Japan by Shueisha under
1890-519: Is retooled for English readers and the American audience and is published monthly, instead of weekly. It features serialized chapters from seven manga series, and articles on Japanese language and culture, manga, anime, video games, and figurines. In conjunction with the magazine, Viz launched new imprints for releasing media related to the series presented in the magazine, and other shōnen works. This includes two new manga imprints, an anime DVD imprint,
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#17328456165661980-542: Is the imprint for all the manga series exclusively digitally released on the app and website Shōnen Jump+ after the chapters of the series get reunited and released in print in tankōbon format. Weekly Shōnen Jump has also run a line of light novels and guidebooks called Jump J-Books. Weekly Shōnen Jump has also run a line bunkobon editions called Shueisha Comic Bunko. A line of large square-bound phone book size issues of early Jump Comics series named Shueisha Jump Remix has also been published. The mid-1980s to
2070-605: The Jump line of magazines. The manga series within the magazine consist of many action scenes and a fair amount of comedy . Chapters of the series that run in Weekly Shōnen Jump are collected and published in tankōbon volumes under the Jump Comics imprint every two to three months. It is one of the longest-running manga magazines, with the first issue being released with a cover date of August 1, 1968. The magazine has sold over 7.5 billion copies since 1968, making it
2160-967: The Gamergate controversy that started in August 2014, both Destructoid and The Escapist tightened their disclosure and conflict of interest policies. Kotaku editor-in-chief Stephen Totilo said writers were no longer allowed to donate to Patreon campaigns of developers. Kotaku later disclosed that journalist Patricia Hernandez, who had written for them, was friends with developers Anna Anthropy and Christine Love , as well as being Anthropy's former housemate. Polygon announced that they would disclose previous and future Patreon contributions. Reviews performed by major video game print sources, websites, and mainstream newspapers that sometimes carry video game such as The New York Times and The Washington Post are generally collected for consumers at sites like Metacritic , Game Rankings , and Rotten Tomatoes . If
2250-612: The Namco Bandai Group opened an amusement park themed around Weekly Shōnen Jump series. Titled J-World Tokyo, it is located on the third floor of the Sunshine City World Import Mart Building in Ikebukuro and is 1.52 acres. In celebration of the magazine's 45th anniversary in 2013, Shueisha began a contest where anyone can submit manga in three different languages, Japanese, English and Chinese. Judged by
2340-588: The Weekly Shōnen Jump anthology. Weekly Shōnen Jump manga are also published in many other countries where the magazine itself is not published, like the United Kingdom , Argentina , Mexico , Spain , Australia , and South Korea . Shonen Jump , published in North America by Viz Media , debuted in November 2002, with a January 2003 cover date. Though based on Weekly Shōnen Jump , the English language Shonen Jump
2430-532: The Weekly Shōnen Jump magazine in a special issue called Weekly Shōnen Jump Tokubetsu Henshū Zōkan Super Jump ( 週刊少年ジャンプ特別編集増刊 スーパージャンプ ) . The magazine was published from 1968 to 1988, when it became a separate anthology for seinen manga . Jump VS was a special issue of Weekly Shōnen Jump , published on March 22, 2013. The issue focused on "battle manga" and included 12 one-shots. Manga titles from Weekly Shōnen Jump are translated into many foreign languages, and some even have their own separate version of
2520-429: The Weekly Shōnen Jump manga series, the magazine also included original German language manga-influenced comics . The magazine competed as a sister publication to a shōjo anthology called Daisuki . It had a circulation of 140,000 copies. Rèmén Shàonián Top (熱門少年TOP) is the former weekly Chinese-language version of Weekly Shōnen Jump , published in Taiwan by Da Ran Publishing. In the 1990s Da Ran went bankrupt and
2610-468: The Weekly Shōnen Jump name with each issue subtitled the Spring, Summer, Autumn, or Winter Special . Beginning in 1996, it was published three times a year for Golden Week , Obon and New Years under the name Akamaru Jump ( 赤マルジャンプ , Akamaru Janpu ) until April 30, 2010, when it was renamed Shōnen Jump Next! ( 少年ジャンプNEXT! ) . In 2012 it returned to a quarterly schedule. A second exclamation point
2700-418: The best-selling comic / manga magazine , ahead of competitors such as Weekly Shōnen Magazine and Weekly Shōnen Sunday . The mid-1980s to the mid-1990s represents the era when the magazine's circulation was at its highest, 6.53 million copies per week, with a total readership of 18 million people in Japan. Throughout 2021, it had an average circulation of over 1.3 million copies per week. Many of
2790-452: The best-selling manga series —including One Piece , Dragon Ball , Naruto , Slam Dunk , KochiKame: Tokyo Beat Cops , and Demon Slayer: Kimetsu no Yaiba —originate from Weekly Shōnen Jump . Weekly Shōnen Jump has sister magazines such as Jump SQ , V Jump , Saikyō Jump , and digital counterpart Shōnen Jump+ which boasts its own exclusive titles. The magazine has also had several international counterparts, including
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2880-615: 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. 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
2970-458: The 2014 Gamergate incident , and increased transparency measures. Additionally, new approaches to gaming criticism, like New Games Journalism , emphasize personal experiences and cultural context, while review aggregation sites such as Metacritic have become influential benchmarks for assessing a game’s success. The rise of video-oriented platforms has also shifted the influence from traditional game journalists to independent creators, underscoring
3060-622: The EA-18G military aircraft No Greater Joy , a U.S. 501(c)(3) non-profit ministry of Michael and Debi Pearl established to train parents in effective parenting based on the Bible Nordic Game Jam , an annual game jam that takes place in Copenhagen Topics referred to by the same term [REDACTED] This disambiguation page lists articles associated with the title NGJ . If an internal link led you here, you may wish to change
3150-710: The Media & Entertainment industry at that time and we aimed to stand out from the crowd by using only manga as our weapon." Famicom Jump: Hero Retsuden , released in 1988 for the Family Computer was produced to commemorate the magazine's 20th anniversary. It was followed by a sequel: Famicom Jump II: Saikyō no Shichinin in 1991, also for the Family Computer. Shōnen Jump's circulation continued to increase year on year until 1995, peaking at 6.53 million copies. By 1998, circulation had dropped to 4.15 million copies,
3240-457: The Metacritic score and subsequent effect on bonus payment schemes. Eurogamer , prior to 2014, were aware that they generally graded games on a scoring scale lower than other websites, and would pull down the overall Metacritic score. For this reason, the site dropped review scores in 2014, and their scores are no longer included in these aggregate scores. Kotaku also dropped review scores for
3330-577: The Naruto splash page of " Declaration of War " on the side of each said magazine. Weekly Shonen Jump , Viz Media's successor to the monthly print anthology Shonen Jump , was a North American digital shōnen manga anthology published simultaneously with the Japanese editions of Weekly Shōnen Jump , in part to combat the copyright violation of manga through bootleg scanlation services. It began serialization on January 30, 2012, as Weekly Shonen Jump Alpha with
3420-496: The North American Weekly Shonen Jump . It also spawned a crossover media franchise including anime and video games (since Famicom Jump ) which bring together various Shōnen Jump characters. Weekly Shōnen Jump was launched by Shueisha on July 11, 1968, to compete with the already-successful Weekly Shōnen Magazine and Weekly Shōnen Sunday . Weekly Shōnen Jump ' s sister publication
3510-500: The Norwegian edition was a direct translation of Bonnier's Swedish version of the magazine, containing the same series and titles. When Bonnier lost the license for Weekly Shōnen Jump , the Norwegian version also ceased publication, with the last issue released on February 26, 2007. They also created two short lived book imprints: "En Bok Fra Shonen Jump" (a book from Shonen Jump) for profile books and "Dragon Ball Ekstra" (Dragon Ball Extra)
3600-468: The U.S. under the names Shonen Jump and Shonen Jump Advanced. Shōnen Jump Advanced was created for the distribution of manga series considered more mature due to content or themes. Series released under SJA include Eyeshield 21 , Ichigo 100% , Pretty Face , I"s , Hunter × Hunter , Bobobo-bo Bo-bobo (first edition) and Death Note . Weekly Shōnen Jump formerly ran a manga line of aizōban editions called Jump Comics Deluxe. Jump Comics+
3690-484: The UK —caused Eurogamer to self-censor. Eurogamer's editor-in-chief Tom Bramwell censored the article, and Florence consequently retired from video games journalism. According to a July 2014 survey by Mike Rose in Gamasutra , approximately a quarter of high-profile YouTube gaming channels receive pay from the game publishers or developers for their coverage, especially those in the form of Let's Play videos. Following
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3780-537: The app, such as Marvel × Shōnen Jump+ Super Collaboration ; unlike those in Weekly Shōnen Jump , these series may be aimed at adult men or women. These exclusive series are later published in print tankōbon volumes under the Jump Comics+ imprint. In 2019, the Shōnen Jump+ website and app had about 2.4 million active users. As of January 2020, the app had been downloaded more than 13 million times. As
3870-475: The circulation numbers continued to drop. 1998's New Year's issue was the first time in 24 years that Weekly Shōnen Jump lost as the highest selling shōnen manga magazine (4.15 million copies sold), ceding to Weekly Shōnen Magazine (4.45 million). It was not until 2007 that the magazine saw its first increase in 11 years, from 2.75 million to 2.78 million, an increase that Ibaraki credited to One Piece . By publishing shōnen manga ,
3960-527: The dedicated gaming publications. 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
4050-427: The dynamic nature of video game journalism in the digital age. The first magazine to cover the arcade game industry was 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 industry ). Consumer-oriented video game journalism began during the golden age of arcade video games , soon after
4140-450: The embargo as to be able to include specific criticism towards features that were marked off-limits in the embargo agreement, such as for 2013's SimCity . Additionally, modern lengthier games can offer more than 20 hours of content, and the amount of time journalists have to review these advance copies prior to the embargo date is limited. It has become a concern of these journalists that they are knowingly publishing reviews that cover only
4230-625: The first coverage of video games in Japan, with columns appearing in personal computer and manga magazines. 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 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
4320-596: The first magazines entirely dedicated to video games began appearing in 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 (also known as Famimaga ), which began in 1985 and was focused on Nintendo 's 8-bit Family Computer . This magazine later spawned famous imitators such as Famitsū (originally named Famicom Tsūshin ) in 1986 and Nintendo Power in 1988. Famimaga had
4410-495: The first two electronic video game magazines was the "first to be published regularly" online. Originally starting as a print fanzine in April 1992, Game Zero magazine, claims to have launched a web page in November 1994, 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
4500-437: The free Shōnen Jump+ ( 少年ジャンプ+ , Shōnen Janpu Purasu , abbreviated J+ ) mobile app and website was launched in Japan. It sells digital versions of the Weekly Shōnen Jump magazine, simultaneous with its print release, and tankōbon volumes of individual Jump series past and present. However, it also has large samples of the manga that can be read for free. There are also series that are serialized exclusively on
4590-399: The hands of video game journalists, often from anonymous sources from within game development companies, and it becomes a matter of journalistic integrity whether to publish this information or not. Kotaku has self-reported on the downsides of reporting unrevealed information and dealing with subsequent video game publisher backlash as a result. In 2009, the site published information about
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#17328456165664680-616: The highest circulation of manga in Hong Kong, alongside the highest of domestic manhua which would be Chinese Hero: Tales of the Blood Sword . C-Kids (ซีคิดส์ See Kít ) is the Thai language Weekly Shōnen Jump published by Siam Inter Comics . C-Kids publishes many Weekly Shōnen Jump series such as One Piece, Gintama along with many original manga-influenced comics from the division Cartoon Thai Studio like EXEcutional . Boom (บูม)
4770-597: The link to point directly to the intended article. Retrieved from " https://en.wikipedia.org/w/index.php?title=NGJ&oldid=745082129 " Category : Disambiguation pages Hidden categories: Short description is different from Wikidata All article disambiguation pages All disambiguation pages New Games Journalism Throughout its history, video game journalism has grappled with ethical concerns, especially around conflicts of interest due to advertising pressures and publisher relationships. These issues have led to both controversies, such as
4860-493: The magazine had to cease publication. Rèmén Shàonián Top serialized series such as Yu-Gi-Oh! , Tottemo! Luckyman , Hikaru no Go , and One Piece as well as several other domestic manhua . Formosa Youth (寶島少年 Báodǎo Shàonián ) is the current weekly Chinese version of Weekly Shōnen Jump . Formosa Youth features various series from Weekly Shōnen Jump . The Formosa Youth magazine translates Weekly Shōnen Jump manga up to date. A sister publication of Formosa Youth
4950-452: The magazine is targeted to young teen males. However, Index Digital reported in 2005 that the favorite non- shōjo magazine of elementary and middle school-aged female readers is Weekly Shōnen Jump at 61.9%. Strengthening it, Oricon conducted a poll among 2,933 female Japanese readers on their favorite manga magazines in 2007. Weekly Shōnen Jump was the number one answer, with One Piece , Death Note , and The Prince of Tennis cited as
5040-504: The magazine shifted towards digital provision, print circulation once again began to decline. By 2017, print circulation was down to under two million, less than a third of its peak during the golden age. This decline follows similar trends seen by other magazines in the sector. A new crossover game, J-Stars Victory Vs. , was released in 2014 for the PlayStation 3 and PlayStation Vita to commemorate Jump's 45 anniversary. In June 2018,
5130-494: The magazine's anniversaries. A crossover fighting game titled Jump Super Stars was released for the Nintendo DS in 2005. It was followed by Jump Ultimate Stars in 2006. Due to the 2011 Tōhoku earthquake and tsunami , the shipment of the 15th issue of 2011 was delayed in some areas of Japan. In response, Shueisha published the series included in that issue for free on its website from March 23 to April 27. On July 11, 2013,
5220-472: The magazine's editorial department, four awards will be given, a grand prize and one for each language, each including 500,000 yen (about US$ 4,900) and guaranteed publication in either Jump , its special editions, North American edition, China's OK! Comic , or Taiwan's Formosa Youth . A mobile phone app titled "Jump Live" was launched in August 2013, it features exclusive content from the artists whose series run in Weekly Shōnen Jump . On September 22, 2014,
5310-583: The magazine. The first issue required three printings to meet demand, with over 300,000 copies sold. It was awarded the ICv2 "Comic Product of the Year" award in December 2002, and continued to enjoy high sales with a monthly circulation of 215,000 in 2008. Shonen Jump was discontinued in April 2012 in favor of its digital successor, Weekly Shonen Jump . With it ending in an incomplete, but yet almost complete picture spine of
5400-493: The magazine. It also puts additional one-shot titles by professional manga artists, which promote upcoming series to be published in the main magazine. It has also featured the last chapters of cancelled series from Weekly Shōnen Jump, such as Enigma and Magico . It also features yonkoma of popular series such as Death Note and Naruto , as well as the pilot chapter of Bleach . Jump Next! has had several other past special versions: V Jump ( Vジャンプ , Bui Janpu )
5490-453: The manga series that have had the highest circulation in Shōnen Jump magazine. It lists the number of issues where they're serialized, and estimated circulation figures and sales revenue of those Shōnen Jump issues (based on the magazine circulation figures above). Of the series listed below, only Bleach , Gintama and Black Clover began their serialization after the conclusion of
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#17328456165665580-484: The manga/manhua magazine Rèmén Shàonián Top (熱門少年TOP) by Da Ran Publishing, but when Daran Publishing went bankrupt the series were transferred to Formosa Youth . EX-am is the Hong Kong version of Weekly Shōnen Jump published by Culturecom Holdings's comic division Culturecom Comics, the largest comic distributors in all of Asia. The magazine published Hunter × Hunter , Captain Tsubasa and Dragon Ball —which holds
5670-582: The market for video game magazines in North America. Computer Gaming World (CGW) reported in a 1987 article that there were eighteen color magazines covering computer games before the crash but by 1984 CGW was the only surviving magazine in the region. Expanding on this in a discussion about the launch of the NES in North America, Nintendo of America's PR runner Gail Tilden noted that "I don't know that we got any coverage at that time that we didn't pay for". Video game journalism in Japan experienced less disruption as
5760-491: The mid-1990s represents the era when the magazine's circulation was at its highest, 6.53 million copies per week, with a total readership of 18 million people in Japan. The magazine has sold over 7.5 billion copies since 1968, making it the best-selling comic / manga magazine , ahead of competitors such as Weekly Shōnen Magazine and Weekly Shōnen Sunday . Throughout 2019, it had an average circulation of over 1.6 million copies per week. The following table lists
5850-405: The more recognized examples, members of Obsidian Entertainment were to have gotten bonuses from Bethesda Softworks for their work on Fallout: New Vegas if they obtained a Metacritic score of 85 or better out of 100. After release, the game only obtained an 84 aggregate score from Metacritic, one point away, and Bethesda refused to pay them. Video game reviewers are aware of their impact on
5940-469: The most widely followed games like Counter-Strike , League of Legends , and Dota 2 . 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
6030-433: The nature of interactivity with video games creates unique challenges in how these embargos are executed. In agreements with publishers, media outlets will get advance copies of the game to prepare their review to have ready for this date. However, embargo agreement may include other terms such as specific content that may not be discussed in the review. This has led to some publications purposely holding off reviews until after
6120-498: The publication into a separate print property in February 1996. Future Publishing exemplifies the old media's decline in the games sector. In 2003 the group saw multi-million GBP profits and strong growth, but by early 2006 were issuing profit warnings and closing unprofitable magazines (none related to gaming). Then, in late November 2006, the publisher reported both a pre-tax loss of £49 million ($ 96 million USD ) and
6210-525: The publisher. In November 2015, the site reported they had been "blacklisted" by Bethesda and Ubisoft for at least a year; they no longer got review copies, nor received press information from the publishers, nor can interact with any of their company's representatives. New Games Journalism ( NGJ ) is a video game journalism term, coined by journalist Kieron Gillen in 2004, in which personal anecdotes, references to other media, and creative analyses are used to explore game design , play, and culture. It
6300-500: The reasons. In 2009, it was reported that 62.9% of the magazine's readers were under the age of fourteen. However, in 2019 Shueisha revealed that its largest demographic of 27.4% was aged 25 or older. There are currently 23 manga titles being serialized in Weekly Shōnen Jump . Out of them, Burn the Witch ' s continuation is yet to be announced and Hunter × Hunter is serialized on an irregular schedule. Jump Giga ( ジャンプGIGA )
6390-498: The relationship between the video games press and publishers, characterising it as "almost indistinguishable from PR", and questioned the integrity of a games journalist, Lauren Wainwright. In the controversy that followed, dubbed "Doritogate" (after a video of Geoff Keighley emerged of him sitting in front of bottles of Mountain Dew, bags of Doritos and an ad banner for Halo 4 ), the threat of legal action—the result of broad libel laws in
6480-415: The review. Within the industry, Metacritic has become a measure of the critical success of a game by game publishers, frequently used in its financial reports to impress investors. The video game industry typically does not pay on residuals but instead on critical performance. Prior to release, a publisher may include contractual bonuses to a developer if they achieve a minimum Metacritic score. In one of
6570-410: The reviews are scored or graded, these sites will convert that to a numerical score and use a calculation to come out with an aggregate score. In the case of Metacritic, these scores are further weighted by an importance factor associated with the publication. Metacritic also is known to evaluate unscored reviews and assign a numeric score for this as well based on the impression the site editors get about
6660-632: The rise of eSport popularity, traditional sport reporting websites such ESPN and Yahoo launched their own eSport dedicated sections in early 2016. This move came with controversy, especially in the case of ESPN whose president, John Skipper, stated eSports were a competition instead of a sport. The response to the shift was either great interest or great distaste. However, as of January 2017, ESPN and Yahoo continue their online coverage of eSports. Yahoo eSports ended on June 21, 2017 In addition, ESPN and Yahoo , other contemporary eSport dedicated news sites, like The Score Esports or Dot Esports, cover some of
6750-435: The sale—in order to reduce its level of bank debt—of Italian subsidiary Future Media Italy. 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. With
6840-423: The same reason. Eurogamer later reverted to scoring reviews. Frequently, publishers will enforce an embargo on reviews of a game until a certain date, commonly on the day of release or a few days ahead of that date. Such embargos are intended to prevent tarnishing the game's reputation prior to release and affecting pre-release and first-day sales. Similar embargos are used in other entertainment industries, but
6930-465: The series and characters published in it. Although the manga are published both in the main magazine as well as in the Jump Comics imprint line of tankōbon , they also are republished in various other editions such as kanzenban and "Remixes" of the original work, usually publishing series older or previously established series. The Jump brand is also used on the tankōbon released of their manga series, related drama CDs, and at " Jump Festa ",
7020-414: 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 most independent sites take the form of blogs ,
7110-483: 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. 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. The late 1970s also marked
7200-419: The then-upcoming PlayStation Home before Sony had announced it, and Sony severed its relationship with Kotaku . When Kotaku reported this on their site, readers complained to Sony about this, and Sony reversed its decision. Kotaku has also published significant detailed histories on troubled game development for titles such as for Doom 4 and Prey 2 , as well as announcing titles months in advance from
7290-466: The time, it was called "the first national videogame magazine found only online". 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
7380-691: The video game press for years." He concluded that gaming journalists' audience, gamers, is leaving them for video-oriented review sites. Journalism in the computer and video game media industry has been a subject of debate since at least 2002. Publications reviewing a game often receive advertising revenue and entertainment from the game's publishers, which can lead to perceived conflicts of interest. Reviews by 'official' platform-specific magazines such as Nintendo Power typically have direct financial ties to their respective platform holders. In 2001, The 3DO Company 's president sent an email to GamePro threatening to reduce their advertising spend following
7470-461: The web, originally having been based upon a downloadable "Intelligent Gamer" publication developed by Joe Barlow and Jeremy Horwitz in 1993. This evolved further under Horwitz and Usenet-based publisher Anthony Shubert 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
7560-465: 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. 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
7650-419: Was a manga magazine called Shōnen Book , which was originally a male version of the short-lived shōjo manga anthology Shōjo Book . Prior to issue 20, Weekly Shōnen Jump was originally called simply Shōnen Jump as it was originally a bi-weekly magazine. In 1969, Shōnen Book ceased publication at which time Shōnen Jump became a weekly magazine and a new monthly magazine called Bessatsu Shōnen Jump
7740-402: Was added to the title in March 2014, when it switched to a bi-monthly release. After relaunching as Jump Giga , the magazine published four issues or "volumes" in 2016 and 2017, six in 2018 and 2019 (three in summer and three in winter), and seems to have returned to a seasonal quarterly release since 2020. Jump Giga features many amateur manga artists who get their one-shots published in
7830-599: Was launched in 1993, and China's first consumer-oriented gaming magazines, Diànzǐ Yóuxì Ruǎnjiàn and Play , launched in mid-1994. Often, game reviews would be accompanied by awards, such as the C+VG Hit, the YS Megagame or the Zzap!64 Gold Medal, awarded usually to titles with a score above 90%. Other features would be gameplay hints/tips/cheats, a letters page, and competitions. There are conflicting claims regarding which of
7920-418: Was launched in February 2019, and has a different library of content. Like the Japanese app, it has large samples of manga that can be read for free including all the current titles of Weekly Shōnen Jump , a sizeable number of titles from Shōnen Jump+ and some titles from Jump Square . However, unlike the Japanese version, the latest chapters of current Weekly Shōnen Jump manga are made available free for
8010-534: Was made to take Shōnen Book ' s place. This magazine was later rebranded as Monthly Shōnen Jump before eventually being discontinued and replaced by Jump SQ . Hiroki Goto was appointed chief editor in 1986 and remained in the position until 1993. His tenure saw significant increases in circulation, and the serialization of numerous popular series. When asked about the period, Goto stated: "We only tried to create manga that everybody can enjoy. There were no specific rules. Idol and tabloid magazines dominated in
8100-410: Was originally an offshoot of the Weekly Shōnen Jump magazine in a special issue called Weekly Shōnen Jump Tokubetsu Henshū Zōkan V Jump ( 週刊少年ジャンプ特別編集増刊 V JUMP ) . The special issues lasted from 1992 through 1993. V Jump became its own independent anthology in 1993 for coverage of games, including video and card games. Super Jump ( スーパージャンプ , Sūpā Janpu ) was also originally an offshoot of
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