In recent decades, video games1
have grown from the tinkerings of a small group of bedroom coders into a
worldwide, multi-billion-dollar industry. Gaming has been transformed
from a small-time kids' pastime into a mainstream form of entertainment
for all ages. And as with any industry or hobby, people not only want to
play video games, they also want to read about them. This is where video
game journalism comes in.
But what exactly is video game journalism? What are its defining
aspects? These are among the questions this paper will address. Finnish
video game journalism in particular will be examined. How has the industry
developed in Finland? Does Finnish video game journalism have any notable
differences compared to English video game journalism, from which it
originally developed?
The Current State of the Video Game Industry
But first a brief look at the video game industry of today. In 2006,
worldwide video game software sales totaled USD 31.6 billion, a 14.3%
increase from 2005 (MSN). By comparison, the film industry's worldwide
box-office sales only amounted to USD 25.82 billion in 2006 (MPA), while
the worldwide music industry only managed sales of USD 11.5 billion
(RIIA). Forecasts say that by 2011 the worldwide video game industry will
be worth USD 48.9 billion (MSN). In Finland the video game market was
worth EUR 67.5 million in 2006, with over 2 million games sold (FIGMA).
With these kinds of figures there can be no doubt that video games have
established a permanent place in modern entertainment culture.
Currently the video game industry is at the beginning of the seventh
generation of video game consoles. Three consoles, namely the Nintendo
Wii, the Microsoft Xbox 360 and the Sony Playstation 3 are competing for
dominance, with Nintendo's latest console currently leading in worldwide
hardware sales (Sanchanta). Previous generation consoles, especially
Sony's Playstation 2, are also still selling well. Meanwhile the hand held
console market is split between the Nintendo DS and the Sony PSP
(Playstation Portable), with the DS currently leading by a significant
margin. The PC also still retains its position as a popular platform for
gaming, especially in the field of network games.
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The first-issue
cover of Computer & Video Games. (click to enlarge)
Image source: gamesetwatch.com.
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The Emergence of Video Game Journalism
Although video games have existed in one form or another since the
1960s, printed video game journalism is much more recent. Until the 1980s
computer and video games were mainly covered in general computer
magazines. However, in 1981 the industry had grown and become a big enough
commercial success to warrant the publication of the first monthly
commercial magazine devoted entirely to electronic gaming. The magazine in
question was the UK-based Computer & Video Games, which ran from
1981 to 2004. Only two weeks after the publication of the first issue of
CVG came the publication of Electronic Games Monthly, the
first US-based video game magazine. Since then the industry has seen the
rise and fall of countless magazines that have dealt with all aspect of
the video game industry.
Computer & Video Games was a general video game magazine; in
other words it covered all available gaming formats, including arcade
games2. However as the industry continued
to grow, new magazines started to focus on specific formats and fields.
Today the spectrum of video game magazines is extremely varied, although
not nearly as varied as it was in the 1990s. Magazines like the US Game
Informer and the Finnish Pelit are examples of general gaming
magazines; both cover all current video game formats. Other magazines,
like the Official UK Playstation Magazine or the American PC
Gamer, focus exclusively on one gaming format, or all formats of a
specific manufacturer.
However, "the era of videogames magazines' dominance as the main source
of information for consumers is well over," says Patrick Garratt, business
development manager for Eurogamer Network (Garratt). Today the most
important medium for video game journalism is, of course, the internet.
Most surviving printed magazines have adapted by offering extensive web
sites with additional articles, video clips and discussion forums.
But despite these attempts to survive in a changing market, video game
magazine sales continue to dwindle worldwide. At the same time big
commercial gaming web sites continue to grow in popularity, and have
become the main source of video game journalism. The internet is also an
effective medium for more specialized game journalism; web sites can cater
to fans of a specific game genre, for example. Numerous blogs and
fan-sites also offer an alternative to commercial web sites. Readers have
embraced web-based video game journalism at a seemingly fast pace, which
is not that surprising considering the fact that gaming is a very
technologically-oriented hobby.
The Typical Video Game Magazine
While the formats and games covered can vary tremendously between
publications, the actual structure of most video game magazines has
remained quite constant over the years. Typically a video game magazine
will have a fairly small editorial staff, with most of the writing being
done by contributing writers on a freelance basis. Magazines get most of
their material, including copies of up-and-coming video games, directly
from game publishers. Advertising is the main source of financing,
although some magazines are also, at least partly, funded by console
manufacturers.
The three main parts of a video game magazine are news, previews and
reviews, which form a linear cycle. In the news section, magazines will
generally report on announcements made by publishers about new games in
production, among other industry developments. During a game's development
magazines will write previews about the game, and after the game is ready
for release, publishers send out review copies to magazines, which rate
the game in a review. Various special articles about industry events and
phenomena, hardware tests, sales charts and release schedules are also
common video game magazine content.
Previews usually form the biggest part of a video game magazine, and as
mentioned deal with new games in development. Previews are generally based
on press releases by publishers, developer interviews or press trips. A
typical preview will describe the details and features of a new game, and
also feature numerous screenshots and concept artwork. It's not unusual,
especially for high-profile games, to get multiple previews in the same
magazine throughout the game's development. Previews are usually positive
in nature, and rarely point out any flaws (Hall).
Reviews are generally the second most important part of a video game
magazine, although depending on the magazine they can also be the most
important one. Publishers usually send out special review copies of games
to magazines before the game in question is released, and magazines then
review the game based on various criteria. Games are usually rated on a
scale of 0-100, which has traditionally been the unofficial industry
standard. However, nowadays many other grading scales are also used.
Positive ratings are often utilized in advertising, or even in a game's
packaging (McKenna).
Many magazines, especially ones devoted to a single format, often also
have a cover disc, nowadays usually a DVD, bundled with the magazine.
Cover discs usually contain videos and playable game demos of various new
games. Nowadays such "freebies" have started to lose significance,
however, since most video game trailers and other videos are readily
available over the internet. All the seventh generation consoles also
feature their own online stores and communities, which offer numerous
freely downloadable video clips and demos.
The Typical Video Game Web Site
A typical journalistic gaming web site is more difficult to define than
a typical magazine. While most magazines tend to be fairly similar, the
internet is filled with hundreds of different web sites, both commercial
and non-profit, dedicated to all the various aspects of gaming. It would
simply be impossible to study the whole range of video game journalism
available on the internet. Therefore the following section will deal only
with the biggest commercial gaming web sites of today, which actually are
all rather similar.
The two most popular gaming web sites today are ign.com and
gamespot.com (Alexa). Both sites are filled with enormous amounts
of information on all gaming formats and games, including news, previews,
reviews, special articles, game guides and video clips. Both also have a
similar layout; content is split between sections devoted to each format,
and further into smaller sections for news, previews, reviews and so on.
Both of these sites are based in the US, although gamespot also
offers a UK version of its site.
In practice, commercial gaming web sites operate in much the same
manner as magazines do. Just as with printed magazines, the editorial
staff of most sites is fairly small, and most of the content is written by
contributing freelance writers. The actual articles and writing are also
much the same; the news-previews-reviews cycle forms the core of most
sites, with special articles, interviews, and all the other types of
articles familiar from magazines offering additional content. Like
magazines, gaming web sites are mainly funded through advertising. Almost
all content is free for all users, although most web sites also offer a
paid subscription service with additional benefits, such as HD-quality
video clips and advertisement-free browsing.
The advantages of the internet over printed magazines are, of course,
the same in video game journalism as they are in any other field. News
about industry developments in particular can be reported on as it
happens, and with greater detail, without the constraints of specific page
counts. Articles can be integrated with expansive, high-resolution
screenshot and game artwork galleries, as well as video clips and other
media. Previews and reviews can also be better coordinated to coincide
with a game's release schedule. A possible downside is the enormous flood
of information; it can take days to plow through all the articles,
screenshots and videos provided for a single game.
Web communities are also a major part of most commercial gaming web
sites. Users can often comment directly on specific articles, as well as
use expansive discussion forums to express their own opinions. Many sites
also offer users the chance to contribute to the site themselves in the
form of writing their own reviews or game guides. Although the size of
these web communities is often on a whole different scale, they can be
viewed simply as an evolution (or "devolution," as some might argue) of
the "letters from readers" pages, which formed an important part of many
video game magazines in the past.
The Challenge of Journalistic Integrity in Video Game Journalism
The biggest challenges facing video game journalism are the same as
with any other form of journalism, namely maintaining journalistic
integrity. "The biggest problem facing this industry...is the lack of
original thought. We're far too obsessed with catering to our PR contacts
instead of supplying our readers...with refreshing editorial," says Chris
Buffa from GameDaily.com (Opinion: Why). Many magazines and web sites
simply relay information from game publishers' PR departments to the
readers, and as a result are nothing more than elaborate commercials. It
is also difficult to imagine how "official" magazines, like the
Official UK Playstation Magazine, can be objective in their views
when their financing and success as a magazine is directly linked to the
success of the manufacturer's gaming consoles, which they exclusively
cover. As Luke Smith, editor of the gaming web site 1up.com puts
it: "more often than not it seems like we're looked at as just another
part of a PR plan" (in Zenke).
In his article "The Ethics of Video Game Journalism," Justin Hall sheds
some light on the inner workings of the industry. "Game publications and
Web sites still mostly employ low-paid hobbyists who are easy targets of
lavish marketing events that encourage inappropriate ties between game
makers and game critics," he says. Critics are often treated to lavish
press parties and trips by game publishers, and regularly receive various
free game-related merchandise. Publishers also often make magazines and
web sites compete with each other for exclusive coverage on certain high
profile games. The cost of such exclusive coverage is often no less than
journalistic integrity; the publisher dictates what can and cannot be
written about the game in question, how many pages the game must get in
the magazine or web site, and which screenshots (which are often
"photoshopped" to look better than a game actually looks) can be used.
Even review scores are sometimes decided beforehand between publishers and
critics.
A perfect example of how publishers attempt to bribe critics is the
September 2007 release of Halo 3, the third part of the acclaimed
Halo trilogy for Microsoft's Xbox 360 console. Although the game, being
the third installment of a phenomenally successful video game series and
the Xbox 360's flagship title for 2007, would have undoubtedly been a huge
success in any case, Microsoft nevertheless sent out press kits to various
publications and critics around the world. In this case the kit contained
over USD 800 worth of Halo 3 themed merchandise, including an Xbox
360 Elite console, a special limited edition copy of the game, extra
controllers and a headset for voice communication over the internet.
Although typical press kits are much less extravagant, this example
clearly demonstrates to what lengths video game companies are willing to
go to boost sales nowadays (Takahashi).
The role of the video game journalist is also a topic of some debate.
The popular notion is that "the main purpose of a games journalist in life
is, when you boil it all down, to tell people what games they should buy
and play and why" (McKenna). Similar opinions can usually be found in
almost every video game magazine and web site. However, Niko Nirvi, games
editor in the Finnish Pelit magazine, takes a different approach.
According to Nirvi, the games journalist is supposed to be on the side of
the developers, not the gaming public or publishers. He also criticizes
the typical 0-100 reviewing scale, which often makes reviews look like
scientific analysis. Nirvi maintains that all review scores are ultimately
just the opinions of a single reviewer (Arvostelua).
Video Game Journalism in Finland
Just as in the UK and the US, video game journalism in Finland was
originally confined to small sections inside general computer magazines.
The earliest Finnish computer game reviews appeared in the computer
magazine Mikrobitti, first published in 1984 by Helsinki Media
Company. Games were also featured prominently in C=lehti, a
computer magazine established in 1987, and devoted entirely to the
then-popular Commodore brand of computers, namely the Commodore 64, and
later the Amiga 500.
From 1987 on, the game reviews of both Mikrobitti and
C=lehti were annually collected in Tietokonepelien
vuosikirja ("Computer games yearbook"). The magazine featured all the
video game reviews published in the two magazines during the previous
year, as well as completely new material, including various articles and
columns about the computer games industry. Game walkthroughs and cheats3 also formed a big part of the magazine. In
1992, Tietokonepelien vuosikirja and C=lehti were merged to
create Pelit, the first Finnish magazine devoted entirely to
computer games (Linden).
However, Pelit was not the first regular gaming magazine to be
published in Finnish. From 1990 to 1994 the Finnish comic publisher Semic
published Nintendo-lehti ("Nintendo Magazine"), Nintendo's official
magazine in Finland. The magazine was later merged with Super
Power, an independent magazine which had originally covered only
Nintendo consoles, but was later expanded to other manufacturers as well.
However, it should be noted that although these two magazines were
published in Finnish, all content was taken and translated from
Nintendo-magazinet, Nintendo's official Nordic magazine, and from
the Swedish version of Super Power. Neither Nintendo-lehti
nor Super Power had any Finnish writers, hence they cannot really
be considered Finnish video game magazines. Similar attempts at publishing
popular English magazines, like Gamesmaster and The Official UK
Playstation Magazine, translated into Finnish have also been made over
the years, with little or no success.
In Finland most magazines can be bought from regular supermarkets and
other stores, or by subscription. Usually subscribing to a magazine offers
some special benefits; in the case of computer and video game magazines
these usually include access to online archives of past issues and other
extra material. Subscribing is, of course, also cheaper than buying issues
individually.
Pelit: the First Finnish Gaming Magazine
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The December 2007
cover of Pelit.
Image source: pelit.fi.
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By 1992 the popularity of Commodore's computers, especially the Amiga
brand, had begun to decrease significantly. Because of this, Helsinki
Media decided to merge C=lehti with Tietokonepelien
vuosikirja, and as a result the staff of Tietokonepelien
vuosikirja created Pelit ("Games"), Finland's first monthly
magazine devoted entirely to computer games. The magazine was an immediate
success, and has been best selling and biggest video game publication in
Finland ever since. The magazine was originally published 10 times a year,
but the number has since been increased to 11. Nowadays the magazine can
also be bought from the Pelit web site in purely digital form.
Although today the situation has begun to change, video games have
traditionally been thought of as a very male-dominant hobby. Therefore it
is very unusual that of the three founders of Pelit, namely
editor-in-chief Tuija Linden, sub-editor Sari Alho and games-editor Niko
Nirvi, two (Linden and Alho) were women. Linden maintains that being
perhaps the only female video game magazine editor in the world has proved
to be an advantage in the industry; in expos and other industry events,
she naturally stands out and is remembered by publishers (Linden 46).
Initially Pelit covered all the prevalent computer formats of
the time, namely the PC, the Commodore Amiga, the Atari ST, and the
Commodore 64. These formats were also mentioned on the cover. However by
1996 the other computer formats had almost completely died out, leaving
the PC as the dominant "brand" of computers in the world. Following these
developments Pelit became a purely PC-focused gaming magazine.
Although Tietokonepelien vuosikirja had also featured console game
reviews from Mikrobitti, video game consoles were not initially
featured in Pelit at all, save for occasional articles and columns
that sometimes touched upon the subject.
In June 1998, Helsinki Media introduced Peliasema
("Playstation"), the first Finnish console gaming magazine, and
sister-magazine to Pelit. As the name implies, the magazine mainly
covered Sony's Playstation console, which had become the worldwide leading
brand in the console gaming market, and later its successor, the
Playstation 2. Stylistically very similar to its parent magazine,
Peliasema also shared many of its writers and reporters with
Pelit, including Tuija Linden, who was the editor for both
magazines.
In October 2001, as a result of the growth of the console gaming market
and the weakening of the PC as a gaming platform, Pelit and
Peliasema were merged, creating the Pelit known today. From
then on Pelit has been a general gaming magazine, focusing on all
the leading consoles as well as the PC. However, Pelit is still the
only Finnish gaming magazine that handles PC games. Currently the magazine
has a monthly circulation of 34,662, with 155,000 readers (Sanoma).
Pelit was originally modeled after British video game magazines,
which were the most influential source of video game journalism in
Europe4 during the 1980s and 1990s.
However, right from the start Pelit had some notable differences
compared to English magazines. One was the introduction of personal
columns, which have since started to appear in British and American
magazines as well. Another was, and still is, the distinct lack of huge
multi-page previews; the previews in Pelit are typically between
one half and one page long, with some more significant titles sometimes
getting two pages. The biggest reason for this is that the staff believes
huge previews, exclusive interviews with developers and the like are
fundamentally just useless extra material with no real journalistic value
(Nirvi, Paatosta).
Reviews are equally short (by page count at least); most games get one
or two page reviews, although some bigger titles, like the recent Xbox 360
game Halo 3, get up to four pages (Honkala). Pelit scores
games on a range of 0-100, but the whole range is not used; a score of 70
is considered average. The reason for this, according to Nirvi, is the
Finnish school system5 (Arvostelua).
The staff of Pelit pride themselves on the fact that they will
not accept any kinds of deals with publishers that would restrict or
dictate their writing. The content of each magazine, especially review
scores, is secret until the magazine goes to press (Nirvi, Paatosta).
Pelaaja: the Contender
For ten years Pelit remained the only serious Finnish gaming
magazine. However, in the fall of 2002 the Finnish magazine publisher
H-Town introduced a new gaming magazine titled Pelaaja ("Gamer") to
the Finnish market. Before founding the magazine, editor Thomas Puha and
reporter Miika Huttunen had hosted gaming shows on the short-lived
independent cable TV channel MoonTV (Pelaaja-lehti).
Pelaaja started out as a general gaming magazine, covering all
console and computer games just like Pelit. However, in 2005 the
magazine was split in two; Pelaaja became a pure console magazine,
while a new magazine, titled PCPelaaja, focused on computer gaming.
However in 2007 PCPelaaja was discontinued for lack of success, and
Pelaaja remained devoted entirely to consoles (Pelaaja-lehti). The
magazine is currently published 12 times a year. H-Town does not reveal
the circulation of the magazine, but states that each issue has a print of
10,000-12,000 copies (Media).
Compared to Pelit, Pelaaja is much closer to traditional
British gaming magazines; the influence of Edge in particular is
evident in both overall structure and articles. The focus is clearly on
previews, although the scale is somewhat smaller than the ten page
spectacles often seen in English magazines, especially "official" ones.
Reviews are generally shorter (by word count) than in Pelit, and
the emphasis is more on screenshots and the visual aesthetics of the
magazine rather than in the text. Pelaaja originally scored games
on a scale of 0-5, with half points also used. The scale was later changed
to 0-10 to eliminate the use of half points.
Tilt: the Electronic Alternative
Dating back to 1997, Tilt.tv (originally spelled without the
".tv"), produced by Intervisio OY, is currently Finland's only regular TV
show dedicated to gaming, and also the most popular gaming web site in
Finland (TNS). The 25 minute weekly show, shown on the Finnish commercial
MTV3 and SubTV channels6, is composed
mainly of reviews, although gaming news and previews are also shown. The
show is currently hosted by Kristiina Wheeler, although the show is
perhaps better known for its original host Jaana Pelkonen, who also
co-hosted the 2007 Eurovision Song Contest in Helsinki.
Although originally not much more than a review archive for the tv
show, the Tilt.tv web site has grown to become the most popular
gaming web site in Finland (TNS). This is mainly thanks to the
comprehensive discussion forums, which have hundreds of active users. The
web site also features videos, a mobile phone game shop, and preview and
review archives for the tv show. In contrast to big international gaming
web sites, the Tilt web site is clearly aimed at a much younger audience.
Despite their popularity, the Tilt.tv show and web site have
very little journalistic value. Both previews and reviews are extremely
short compared to similar English sites, and much of the show consists of
commercials promoting the web site. Special articles and other content are
also practically non-existent. As a whole the show and web site are also
extremely commercial; many parts of the web site are only available to
paying subscribers, with registration being done by text message, which
costs EUR 0.95. Discussion forum users are also encouraged to use Tilt's
own forum avatars, which cost actual money to customize. Although these
fees could be viewed as innovative ways to finance the site, they offer no
real value to customers, unlike international sites like gamespot
and ign do with their subscription services.
In 2004, Yhtyneet Kuvalehdet OY also started to publish a video game
magazine under the same Tilt brand, simply titled Tilt-lehti.
However, the magazine failed to attract sufficient readership, and was
discontinued the following year. Intervisio OY has since also established
a chain of Tilt video game stores in Finland.
Other Notable Gaming Publications in Finland
With over 20,000 visitors weekly (TNS), Konsolifin.net is
Finland's second biggest gaming web site. Originally established in 2000
as PS2Fin, the site originally only covered Sony's Playstation 2
console, but has since grown to encompass all current consoles. The site
features news, previews and reviews, as well as release calendars, blogs
and an active discussion forum. What sets Konsolifin apart from
Tilt and other gaming sites is the fact that it is a non-profit
site; all content is created by volunteers, and users are also welcome to
write reviews and other articles. Because of this Konsolifin is a
fairly small-scale site, but still a significant contender in the fairly
small Finnish market.
In Finland the growing popularity of video games can also be seen in
the fact that nowadays video game reviews are not confined only to video
game and computer magazines. More mainstream magazines, for example the
popular weekly gossip magazine 7 päivää ("7 days"), have also begun
to regularly feature short video game reviews. Even the biggest Finnish
newspapers like Helsingin Sanomat and Etelä Suomen Sanomat
have started to publish occasional video game articles and reviews.
In addition to Finnish video game magazines, most supermarkets, even
those in smaller municipalities, stock many English language video game
magazines as well. The UK versions of "official" magazines for all current
formats are readily available, in addition to general gaming magazines
like Edge. However, these magazines can take anywhere from two
weeks up to a month to reach Finnish shelves after their initial
publications, which inevitably makes their Finnish counterparts appear
more up-to-date by comparison.
A Comparison of Finnish and English Video Game Journalism
As mentioned before, British video game journalism has traditionally
been the most influential form of video game journalism in Europe, and
also the biggest influence on the birth of Finnish video game journalism.
Today, as a result of globalization and the internet, American games
journalism has also opened its doors to the European audience. But are
there any real differences between modern Finnish video game journalism
and its English counterparts? The simple answer is "yes." The following
section reveals some of the most notable differences, and the possible
reasons for them.
One rather obvious difference is scale. English general gaming
magazines like Edge, GamesMaster and Game Informer
are much bigger than their Finnish counterparts Pelit and
Pelaaja. The size difference can be seen in all parts of the
magazines: English magazines usually have more pages, the articles
themselves are longer, and more screenshots are used. Gamesmaster
in particular is also known for additional "freebies," such as cheat
booklets that are bundled with the magazine. With Finnish magazines such
extras are extremely rare. This is understandable of course: the market
for both video games and video game journalism in both the US and the UK
is much bigger than it could ever be in a country the size of Finland. For
this same reason English magazines are also generally printed on better
quality paper.
Two British and two Finnish one-page examples of a typical magazine
review.
All four reviews are of the Playstation 3 game Ratchet &
Clank: Tools of Destruction. (Click for bigger versions)
(Top left) PSM3 (British). The whole review is 10 pages long. Image
source: PSM3 November 2007 issue.
(Top right) Pelit (Finnish). The whole review is two pages long.
Image source: Pelit issue 11/2007.
(Lower left) Pelaaja (Finnish). The whole review is two pages long.
Image source: Pelaaja Issue 62, November 2007.
(Lower right) Edge (British). The whole review is two pages long.
Image source: Edge December 2007 issue.
A more interesting difference can be seen in the actual writing. Both
Pelit and Pelaaja feature numerous columns where writers
express their own opinions about various industry phenomena. While there
are differences between magazines, such columns are usually rare in
English magazines. Similarly in previews and reviews English publications
tend to downplay the significance of individual opinions. While both
Finnish and English previews and reviews are mostly written in the passive
voice, Finnish critics will often write some parts of an article in first
person as well. This almost never happens in English magazines and web
sites. However, expressions written in first person plural are common in
English publications, even when the article is written by a single writer.
As a result English video game magazines and web sites tend to feel more
passive than Finnish ones. This difference is very interesting considering
that the Finnish language generally uses the passive voice much more than
English does.
One possible reason for the aforementioned difference in writing might,
again, be the size of the video game journalism market; the fact that
there are far fewer video game journalists in Finland means that these few
are better known by readers, and as a result their personal views are
considered worth listening to. Conversely in the UK and the US there there
are hundreds of magazines and web sites with thousands of writers, and as
a result it is much harder for an individual critic to stand out. Using
first person plural gives the impression that the views expressed in a
review, for example, are not just those of the individual writer, but
instead the official views of the whole publication, and therefore more
authoritative. The British Edge magazine takes this approach to the
extreme: while all the magazine's writers are listed in the staff section,
none of the articles in the magazine, save personal columns, are
attributed to any single author, but instead to the magazine as a whole.
The Future of Finnish Video Game Journalism
Despite the increasing popularity of its subject matter and a fairly
recent shift into a new medium, at its core mainstream video game
journalism is still much the same as it has been since the very first
video game magazines. At best video game journalism is an invaluable tool
for both the novice and hardcore gamer, giving insight on what games are
worth purchasing and why. Reviews also provide a convenient way for game
developers to get more or less professional and honest feedback on their
hard work. At worst video game journalism is nothing more than hollow PR
talk, full of empty promises and ungrounded hype. In the end, as with any
other form of journalism, it falls to the reader to evaluate the
credibility of each information source. When dealing with a global
multi-billion dollar industry like video games, media literacy is
paramount.
In Finland the transition from print to the internet, while still
evident, has been considerably slower than in the US and the UK.
Pelit, and to a lesser extent Pelaaja, have both established
a firm following, and Pelit nowadays actually has a wider
circulation than many British magazines. Finnish magazines have managed to
maintain their positions against online resources mostly because of the
lack of competition; there just isn't a high-quality Finnish alternative
on the internet. Both magazines also offer relatively comprehensive web
sites of their own. However, the situation is bound to change sooner or
later.
Stylistically, Finnish video game journalism has changed significantly
from its British roots. While in 1992, when Pelit was originally
established, Finnish video game journalism could have been considered
simply as Finnish writing set into the British video game journalism
"mold"; today Finnish video game journalism has its own unique style and
way of writing. One could say that "video game journalism in Finland" has
been transformed into "Finnish video game journalism."
In the end it is remarkable how well Finnish video game journalism, or
perhaps more accurately Pelit, has succeeded in a market the size
of Finland. The fact that such a high-quality, independent video game
magazine written in Finnish, by Finnish writers for a Finnish audience,
even exists in a country of only 5 million people is certainly a
noteworthy achievement. It will no doubt be interesting to see if Finnish
video game journalism can continue to maintain its strong position in
today's rapidly changing market.
Notes
- For the purpose of this paper I use the term "video game" to refer
to both computer and console games. Other terms frequently used for
gaming as a whole include "digital games" and "electronic games."
- An arcade game is a coin-operated mechanical or video game,
typically found in video arcades, amusement parks and bars. Pinball
machines are a well-known type of arcade game.
- In video games, "cheating" is a process that alters normal gameplay,
usually making the game easier in some way. "Cheats" appear in many
different forms, for example as secret codes that the player can input
at specific points of the game (a pause screen for instance), or as
special features that are unlocked by fulfilling certain tasks in the
game. Most cheats grant an unfair advantage to the player, for example
by making the player character invulnerable, or skipping you straight to
the end of the game.
- American video game journalism has traditionally had very little or
no significance in the European market. The reason for this is the fact
that games were, and still are, often published at different times and
by different publishers in Europe and the US. Games developed in the US
or Asia also have to go through localization for all the main European
languages before publication. In console games matters are further
complicated by the fact that Europe and the US use different,
incompatible TV technologies. As a result game release dates can vary
tremendously, even by years in some cases, between the US, Asia and
Europe, and thus magazines published in the US would not be up-to-date
for European readers.
- Finnish primary and upper secondary schools grade students on a
grade of 4-10, with 10 being the highest score and 4 meaning the student
has failed the course or exam. Therefore Finns are "programmed" since
childhood to think of 7 as being average, as Nirvi puts it
(Arvostelua).
- Finland has five main freely available TV channels. YLE TV1
and YLE TV2 are non-commercial channels operated by Yleisradio,
Finland's national broadcasting company. MTV3, Nelonen and
SubTV are commercial channels; MTV3 and SubTV are
owned by the Swedish Bonnier and Proventus companies, while
Nelonen is owned by the Finnish SanomaWSOY.
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