War on Screen: The Rise of Electronic Wargames in the Early 1980s
When gamers picked up the May 1982 issue of Electronic Games Magazine, they weren’t just flipping through another entertainment digest. They were holding one of the first serious attempts to frame video games as intellectual simulations of conflict, strategy, and history. This particular issue carried a sweeping feature titled “Players Guide to Electronic Wargames” — a survey of arcade cabinets, home console titles, and early computer software that brought the centuries-old tradition of wargaming into the digital age.
For readers at the time, this was more than a list of games. It was an acknowledgment that video games could be more than reflex tests or lighthearted diversions. They could simulate tactics, strategy, history, and even myth. It was a moment where arcade spectacle met historical imagination, and where the boundaries of what games could represent began to expand.
The early 1980s were a watershed moment for video games. The arcade boom was at its height, with cabinets like Space Invaders (1978), Asteroids (1979), and Pac-Man (1980) still drawing massive crowds. Home consoles such as the Atari 2600 and the Intellivision were bringing that arcade thrill into living rooms. At the same time, the burgeoning home computer market — with systems like the Apple II, Commodore VIC-20, and TRS-80 — was creating new genres that couldn’t exist in coin-op arcades alone.
In this atmosphere, wargames emerged as a bridge between the board-gaming traditions of Avalon Hill and SPI and the fast-growing medium of video games. Players who once pored over hex maps and cardboard counters in tabletop wargames could now see tanks, planes, and armies rendered in pixel form. Titles such as Eastern Front (1941) on the Atari 8-bit family or Armor Battle on the Intellivision translated complex strategy into interactive form, merging military history with electronic entertainment.
This cultural moment also reflected a wider fascination with Cold War conflict and military history. Films like WarGames (1983) were just around the corner, and military technology dominated headlines. Electronic Games understood this and framed electronic wargames not just as playthings but as cultural texts — ways to engage with the anxieties and myths of the time.
By 1982, Electronic Games Magazine had already established itself as the first major publication devoted entirely to video games. Its editors — pioneers like Bill Kunkel, Arnie Katz, and Joyce Worley — treated games with the seriousness of film or literature. Reviews weren’t just about fun; they examined mechanics, historical accuracy, and cultural impact.
The May 1982 issue cover captures this seriousness and spectacle. Against a black backdrop, a young woman plays a Centipede arcade machine, symbolizing the new inclusivity of the arcade scene, while the feature headline — “Players Guide to Electronic Wargames” — hints at the breadth of coverage within. The combination of human presence and fantastical arcade imagery emphasized that video games were no longer niche hobbies. They were mainstream culture.
Inside, the “Electronic Wargames” feature brought together multiple strands of gaming:
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Arcade simulations like Red Baron and Scramble, which placed players in the cockpit of aerial dogfights or horizontal shootouts.
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Console titles such as Armor Battle on the Intellivision, designed for two-player tactical engagements.
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Computer strategy games like Chris Crawford’s Eastern Front (1941), which simulated the Nazi invasion of the Soviet Union with unprecedented scope for its time.
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Fantasy and science-fiction wargames that mixed Tolkien-inspired worlds with electronic combat, demonstrating the flexibility of the medium.
This blend of arcade immediacy, console accessibility, and computer depth showcased how diverse the wargaming genre had become by 1982.
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Dogfights in the Digital Sky – Games like Red Baron recreated the intensity of World War I aerial combat, giving players control of prop planes in pixelated duels.
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Tanks and Strategy – Titles like Armor Battle and Eastern Front (1941) allowed players to control armored divisions and rethink tactics from history.
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Fantasy Battlefields – The feature noted how fantasy-inspired titles, such as The Shattered Alliance or Dark Forest, adapted Tolkien-esque themes to wargame mechanics.
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Napoleon to Shiloh – Historical simulations covered everything from Napoleon’s campaigns to the American Civil War, showing how computers could bring textbook battles to life.
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Global Conflict and Cold War Echoes – Games like Conquest of the World reflected the geopolitics of their time, allowing players to command nations in global struggles.
Each highlight demonstrated the magazine’s core message: video games were not just entertainment but an intellectual playground where history, strategy, and imagination collided.
For collectors, the May 1982 issue of Electronic Games Magazine is more than old paper and ink — it is a milestone artifact in gaming history. Here’s why it remains so collectible:
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Historical Timing – Published during the golden age of the arcade and just before the 1983 video game crash, this issue captures a crucial moment when gaming was booming and diversifying.
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Cultural Significance – It shows how games were beginning to be taken seriously as simulations and cultural texts, not just diversions.
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Iconic Cover Art – The imagery of a woman playing Centipede alongside bold references to “Electronic Wargames” marks this issue as both visually striking and historically significant.
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Collector Demand – Early Electronic Games issues are among the most sought-after vintage video game magazines. Complete copies with intact covers are especially prized.
Owning this issue means holding a piece of the digital revolution, a magazine that helped define how players and critics alike understood video games.
What set Electronic Games apart was its tone of authority and respect. While other publications of the time saw games as novelties, Electronic Games wrote as if these digital creations were part of a larger cultural conversation. It treated gamers as an informed audience—people who wanted to read about strategies, programming, industry trends, and cultural impact.
This approach made the magazine foundational for every gaming publication that followed, from Nintendo Power in the late 1980s to GamePro and Electronic Gaming Monthly in the 1990s. Its DNA is still visible today in websites and YouTube channels that analyze games not just as fun experiences but as art, design, and culture.
For anyone interested in the early days of video game journalism, the May 1982 issue of Electronic Games Magazine is an essential piece. It embodies the spirit of an era when arcades roared, consoles invaded homes, and computers hinted at limitless possibilities for strategy and simulation.
👉 Browse the full collection of original Electronic Games Magazines here:
Original Electronic Games Collection
Whether you’re a seasoned retro gamer, a collector of vintage magazines, or a historian exploring the cultural impact of early video games, this issue offers something invaluable: a firsthand look at the moment when video games became cultural history.
The May 1982 “Players Guide to Electronic Wargames” remains one of the most important pieces of video game journalism of its time. It captured the intersection of arcade spectacle, historical simulation, and cultural imagination, showing how video games were evolving beyond novelty into complex cultural texts.
Holding this magazine today is like stepping into 1982 — hearing the whir of arcade cabinets, feeling the heft of a joystick, and realizing that the games on screen were not only entertainment but reflections of history, strategy, and the anxieties of the Cold War world.
For collectors, enthusiasts, and historians, this issue is not just reading material. It is a living artifact of gaming’s formative years.

