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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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