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Teenies, Pimples and a Gaming Magazine: Case Study on Bravo Screenfun (1997-2007/2009)

by Aurelia Brandenburg, Arno Görgen, Corinne Hirter, and Eugen Pfister

By the late 1990s, gaming and gaming magazines had turned mainstream in the German-speaking countries. Popular characters like Lara Croft, Pikachu or Sonic were a cultural phenomenon in their own right, games and early digitisation had become a normal part of youth culture, and gaming magazines were as popular as they had never been before, but not quite mainstream yet. One of the first magazines to take that leap was Bravo Screenfun.

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“Sie sind ein typisches Produkt unserer Zeit in der das Technische überbewertet wird!”  Der Computerspiel-Diskurs in Schweizer Medien in den 1980er Jahren

von Hiloko Kato und Eugen Pfister

Hiloko Kato beschäftigt sich seit mehr als 10 Jahren mit Games aus sprachwissenschaftlicher Sicht. Für das laufende SNF Sinergia Projekt CH Ludens sieht sie sich das Phänomen Computerspiele in den Schweizer Medien, insbesondere im Schweizer Fernsehen, genauer an. Zur gleichen Zeit hat sich Eugen Pfister mit der Berichterstattung Schweizer Zeitungen zu Computerspielen in den 1980er Jahren auseinandergesetzt. In einem Gespräch – das in einem Google Doc von Frühjahr bis Herbst 2025 stattfand – tauschen sich die beiden über ihre bisherigen Erkenntnisse aus und entwickeln gemeinsam neue Fragen.

Continue reading “Sie sind ein typisches Produkt unserer Zeit in der das Technische überbewertet wird!”  Der Computerspiel-Diskurs in Schweizer Medien in den 1980er Jahren

Gamekultur als Leerstelle in der Geschichte der Schweizer Jugendkulturen?

von Beat Suter

„A Walk on the Wild Side“ hiess ein Handbuch zur Geschichte der Jugendszenen in der Schweiz, das 1997 vom Stapherhaus Lenzburg herausgegeben wurde. Es war eine umfassende Darstellung der Jugendkulturen der Schweiz im 20. Jahrhundert, die auch in zwei Ausstellungen in Lenzburg und Bern gezeigt wurde. Jugend wurde von den Autoren als Seismograph der Gesellschaft verstanden, die sich herrschenden Normen und Kultur widersetze sowie Aufbruch und innovative Kraft in sich vereine. Das Handbuch versuchte die Geschichte der Jugendszenen als Längsschnitt darzustellen und möglichst breit alle Szenen und Stile zu erfassen. Die Pluralisierung der Jugendkulturen und die individuelle Autonomie standen dem mutigen Unternehmen zwar etwas im Wege, doch das Handbuch leistete gute Arbeit und schaffte eine spannende beinahe vollständige Darstellung der Jugendphänomene und Gegenkulturen in der Schweiz des 20. Jahrhunderts.

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“On the other hand, the girls are quite discreet”: Strip-Poker-Reviews in early German Gaming Magazines

by Aurelia Brandenburg

This post (“’On the other hand, the girls are quite discreet’1: Strip-Poker-Reviews in early German Gaming Magazines”) is an English translation of a paper previously published in German at Spiel|Formen following the conference “Gender & Spielkultur” in Siegen, Germany in July 2023. This is an adapted version with some minor changes for clarity in English while the German original can be found here.

Abstract

Gaming magazines of the 1980s and 1990s are one of the places that laid much of the foundations of modern gaming culture(s). Still, both magazines in German on one hand and erotic games and/or the discourses surrounding them on the other hand have seldomly been researched. Yet, both offer valuable insight in the cultural dynamics of the time, especially from a gender historical perspective. The following paper is an attempt to close some gaps in this field by examining how the rhetoric regarding strip poker games in particular in the German press 1984-1994 developed and what conclusions regarding larger phenomena within (German) gaming magazines at the time might be drawn from that.

Keywords: Strip Poker, Games Journalism, Erotic Games, Gender Studies

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  1. “Andererseits sind die Mädchen sehr diskret”, Koch 1984, p. 54. [↩]

Dataset: German Games Journalists 1980-2000

by Aurelia Brandenburg

Working with early gaming magazines as a source often poses a variety of problems. One can be the accessibility both of magazine issues as objects as well as PDFs, another how to deal with nostalgic biases, and last, but not least, it can also be difficult to grasp who the people making these magazines and pioneering games journalism as a field actually were. Both in German games journalism and elsewhere, there often are a couple of names which always make it into any list of examples, but these names actually represent a small sample of all people involved. People like Heinrich Lenhardt, Manfred Kleimann, Michael Labiner, and more were influential in the way German games journalism in the 1980s and 1990s began and evolved over time. What has been missing for me, ever since I started researching these magazines, was a list that recorded any editor/writer or even the whole staff involved and that would allow analysing dynamics within the field as a whole between 1980 and 2000. Who were the people writing for these magazines? How long did they work there? And the maybe most obvious question from a Gender Studies perspective: How high – or rather: how low – was the quota of women involved, and how did it evolve in the case of which magazine?

Continue reading Dataset: German Games Journalists 1980-2000