Technology Journalists
Verified technology journalists from around the world. Unlock any contact for 1 credit.
Australia
122 journalistsGiuseppe Nelva is a veteran gaming journalist with more than twenty‑three years of experience who serves as Editor‑in‑Chief at Simulation Daily, a publication focused on simulation games and related technology. He leads coverage of simulation and flight simulation titles, with frequent news stories on combat and civilian flight simulators and other simulation projects for PC and mobile. His recurring “Today in Flight Simulation News” feature delivers daily roundups of add‑ons, scenery releases, and updates for major platforms such as Microsoft Flight Simulator. He also reports on broader simulation and game projects, including free‑to‑play and crowdfunded titles, with close attention to release windows, supported platforms, business models, funding goals, and technical details like engines and visual improvements. His background includes senior news editor roles at TechRaptor, Twinfinite, and DualShockers.
Keza MacDonald is video games editor at The Guardian, where she covers games and interactive entertainment. She writes about console and PC games, major releases, and the wider games industry, with a strong focus on culture, society, and the history and impact of major game companies. Her work sits at the intersection of entertainment, technology, and cultural analysis. She also wrote a book on the history of Nintendo, which reflects her interest in the culture and creative choices behind games and game companies. Earlier roles at IGN and Kotaku are part of her background, and she also writes the Pushing Buttons newsletter for The Guardian.
Canada
136 journalistsUK
148 journalistsAaron Brown brings a consumer-first angle to entertainment technology coverage, focusing on how platform decisions and release schedules affect players on the ground. He is a technology journalist at GB News, covering digital products and services with an emphasis on console gaming and the online ecosystems around major releases. His reporting on Grand Theft Auto 6 focuses on what blockbuster launches mean for everyday players, treating missing preorder options on PlayStation Store and Xbox as real news events. He uses the mechanics of that single release to examine how console storefronts handle demand, timing, and communication. By tracking what players see on PlayStation and Xbox storefronts, he explains what they can and cannot do and how that shapes their buying plans. He treats fan countdowns and online hype as part of the story, showing how marketing beats and community timelines collide.
Aaron Trueman is a technology and games journalist whose distinct focus is on how Rockstar Games announces, times, and delivers its biggest releases, especially Grand Theft Auto 6. He writes for Rockstar Intel, covering the intersection of executive statements, development milestones, and what those signals mean in practical terms for players. His real beat is Rockstar Games release timelines, GTA 6 milestones, and platform details. He treats release windows, shifts in timing, and formal guidance as the core of the story, using earnings calls and CEO comments as primary sources. He contrasts current executive phrasing with earlier plans to show how projects evolve and how confident the publisher is in its schedule. His reporting is direct and news-driven, turning corporate guidance into clear, date-focused expectations for readers who track Rockstar titles as long-running products.
Ali Shutler stands out for treating technology as pop culture and writing about how games, services and updates shape everyday entertainment. He writes for NME on consumer technology, with a real beat in video games, subscription services and the live player experience. He covers console subscription libraries, pricing, access, patches, events and seasonal updates for console and PC titles. His stories explain what new arrivals and removals mean for subscribers, what is worth downloading, and how changes affect different kinds of players. He writes in plain, accessible language, keeps the tone measured and factual, and uses news-led, list-driven formats that are easy to scan.
Chris Kerr reports on the business and technology of the video game industry with a constant focus on how changes land on developers. He is a reporter for Game Developer who covers how shifting tools, platforms, and workplace dynamics affect studios and the people who build games. His beat includes studio health, from new launches to restructurings, layoffs, closures, acquisitions, funding rounds, and publishing deals. He closely tracks labor and workplace issues such as unionization, bargaining units, and evolving employment models. He also covers game engines, development tools, middleware, and emerging hardware, explaining how they alter budgets and workflows. His reporting on platform rules, revenue splits, and policy decisions emphasizes power dynamics and the realities for small and mid-sized teams. His stories are concise, news-led, and grounded in documents and clear facts.
Connor Jones is a technology reporter at The Register who treats software vulnerabilities as ongoing investigations rather than one-off patch notes. He focuses on zero-day exploits and security issues that matter to enterprise IT teams, with particular attention to the ecosystem around Microsoft vulnerabilities and the people who uncover them. He follows how bugs are discovered, leaked and fixed, tracking the cadence of disclosures, affected products and what that means for defenders. His reporting anchors zero-days in concrete details such as exposed components, attacker access levels and signs of exploitation. He highlights operational consequences for administrators, including emergency patching, configuration guidance, mitigations and version details. Jones also examines disclosure dynamics, using technical evidence and public artefacts to reconstruct timelines and accountability, and treats vulnerability disclosure as both a technical and governance story.
Danielle Partis covers games as designed places and evolving businesses, connecting player experience, development craft, and the wider games industry. She currently writes for Xbox Wire, producing technology-driven, design-led features on individual Xbox titles that explain why mechanics exist and what problems they solve. Her work translates systems, tools, and design philosophies into plain language that focuses on what it feels like to play, often linking artistic ambition with rendering, physics, world-building, and user interface decisions. Previously she reported across the specialist games press on the business of games, tracking studio activity, investment, hiring, live-service strategy, and industry trends. She also has a background in esports and competitive gaming, following teams, players, and ecosystem changes. Across news, Q&A interviews, and features, she uses clear, tightly structured formats and concrete examples to connect moment-to-moment play with underlying design and its commercial or competitive context.
GameCentral is Metro’s dedicated video games desk, known for treating games as culture rather than just consumer tech. They cover console and PC gaming across major platforms, with fast news on announcements, leaks, DLC, subscription line-ups and shifting release calendars. Their reporting explains how platform strategies, business moves and back catalogue decisions affect players, with a clear line between confirmed facts and flagged speculation. Reviews focus on hands-on gameplay detail, difficulty, performance, value and long-term player experience, with clear buying advice and context in genre or series history. They also run previews, round-ups and buyer’s guides. A regular Games Inbox and themed reader features turn reader emails into structured debate on design, monetisation, hardware and retro favourites. Industry commentary and retro coverage link big-picture trends and classic eras back to everyday play.
Gerald Lynch focuses on consumer technology as it is actually used in living rooms, asking which gadgets earn a permanent place in everyday setups rather than just looking good on a spec sheet. He covers technology for ShortList, concentrating on consoles, streaming hardware, smart home gear and other devices that sit in front of the TV, on the coffee table or in the hand. His pieces centre on in-depth hands-on reviews, round-ups and buying advice, with clear verdicts, rankings and guidance on what is worth the money. He reports through long-form testing, weighing price, build quality, setup friction and day-to-day usability. He pays close attention to motion gaming, multiplayer fun, inclusive entertainment and smart-home convenience, explaining in plain language what a device does, who it suits and how it fits into existing TV and console stacks.
Jack Marsh reports on how changes in games and platforms affect what players can access, with a focus on the business and platform decisions behind major titles. He writes technology-focused news for GAMINGbible, covering how release cycles, licensing, long-term support and catalogue management shape games after launch. His work on high-profile racing games examines how new franchise entries and platform policies can push award-nominated titles toward delisting from Steam. He focuses on platforms, digital distribution and hardware decisions rather than traditional reviews. Marsh works in a short-form, news-led format, building concise, timely stories around clear hooks such as delistings, announcements, policy changes and catalogue moves, and then adding essential context on series hierarchy, store status and availability.
Jade King is a features and criticism writer at TheGamer who treats major video games as stories first, focusing on character, identity, and fan culture in the wider games industry. She writes in-depth columns and essays that use single titles or franchises as lenses on narrative design, genre, and industry trends. Her beat sits at the crossover of technology, entertainment, and culture, with a focus on narrative-driven, often blockbuster games and the communities that form around them. She covers LGBTQ+ stories and representation in mainstream gaming, fandom and nostalgia, live-service fatigue, remakes, spin-offs, monetisation, accessibility, and the human impact of design decisions. Her reporting is player-first and analytical, dissecting scenes, mechanics, and business choices to show how they shape emotional truth, inclusivity, and long-term engagement.
James Titcomb is a technology reporter who treats tech as a seat of economic and legal power, focusing on how regulation, courts and corporate power intersect. He covers the politics and business of large technology platforms and their clashes with governments, regulators and competitors. His work follows antitrust actions, app store scrutiny, digital markets legislation and online safety and data rules, explaining how they reshape business models and the balance of power between platforms, rivals and consumers. He reports on intellectual property and content disputes, including trademark and copyright battles, deepfakes, privacy and news removal from platforms. He also covers earnings, restructurings, investor pressure, takeovers and strategic shifts, framing launches and pivots as financial moves under regulatory risk. He mainly writes reported news and analytical pieces, focusing on long-running campaigns and practical outcomes rather than consumer coverage.
Joey Sneddon is a desktop Linux reporter who treats Ubuntu and its ecosystem as a living product, tracking every visible change and what it means on screen for everyday users. He focuses on Ubuntu and its derivatives as a daily beat, covering release cycles, flavours, desktop environments, desktop defaults, installers, hardware support, and related projects like GNOME, KDE Plasma, and Ubuntu-adjacent distributions. He reports on Snap and Flatpak when they affect app availability and user experience. He closely tracks app releases, especially browsers and productivity tools, explaining new UI and workflow changes on Linux in short, scannable stories. He also writes practical guides and round-ups on post-install setup, must-have apps, themes, icons, GNOME extensions, and other customisation. His style is informal, enthusiastic, and factual, with version-number headlines, clear “what’s new” breakdowns, and light, concrete value judgments.
Jonny Manning is a technology reporter who focuses on how antisocial behaviour, infrastructure problems and digital change shape everyday life. He covers the intersection of technology, public services and local communities, with recent work on residents living with persistent youth disorder, intimidation, noise and damage. His reporting centres on community impact in areas such as transport, housing, policing, council services and other public amenities, showing how official processes, resource limits and enforcement tools work in practice. He explains how technologies like digital access, surveillance, online reporting and remote monitoring are meant to work, then contrasts this with how residents, tenants and small businesses experience them. He reports through local detail, direct testimony, official responses, complaint histories and policy reviews, using plain language to connect lived experience to the systems and agencies responsible.
Jordan Middler is a video games journalist at Video Games Chronicle who focuses on how major console games are announced, built and positioned, with close attention to the studios and brands behind them. He covers console game news and franchises across all major platforms, tracking new entries in established series, platform exclusives and changes in release plans. His reporting emphasizes the business and creative decisions shaping blockbuster releases, connecting individual announcements to franchise history and competing series. He often highlights which studios and co-developers are attached to projects, treating developer credits and licensed partnerships as stories in themselves. A significant share of his work follows industry events, showcases and live-service update cycles, turning announcements into concise, transactional pieces that explain what is happening, when it is happening, and how it changes things for players.
Joseph covers technology through the lens of video games for Gaming Nexus. He focuses on how technology stories sit inside popular entertainment brands. His work includes coverage of downloadable content linked to the Marvel universe. He wrote “To me, my DLC: Marvel: Cosmic Invasion DLC is out now” for Gaming Nexus, treating Marvel: Cosmic Invasion as a standalone subject. He gives this DLC the same attention a traditional technology writer might give a new product launch. By centering a Marvel-branded release, he positions his coverage at the crossover between games technology and franchise-driven pop culture. His reporting highlights the significance of specific DLC releases for players.
Julian Horsey stands out for turning PC gaming, maker hardware, and new gadgets into clear, practical coverage for enthusiasts. He writes for Geeky Gadgets and focuses on chipsets, ports, control schemes, and the real uses of devices, not the press-release headline. His beat includes PC gaming hardware and controllers, single-board computers, mini PCs, 3D printers, laser cutters, CNC machines, and DIY tools. He covers Raspberry Pi boards, rival SBCs, cases, HATs, expansion modules, gaming mice, mechanical keyboards, headsets, and high-refresh monitors. His reporting is short and frequent, with occasional deeper explainers, and it stays grounded in specs, compatibility, use cases, pricing, and the trade-offs readers need to know.
Ken Allsop focuses on how live updates and technology change the way people actually play PC games. He covers PC games for PCGamesN, with an emphasis on live and long-running titles, patch cycles, and crossplay. His reporting turns patch notes, developer posts, and feature roadmaps into clear, practical takeaways about access, progression, and community health. He gravitates toward systems-heavy games such as crafting and building sandboxes, survival games, and complex action or role-playing titles, breaking down balance tweaks and mechanical overhauls in plain language. Alongside news, he writes guides, lists, and explainers that help players choose games, understand tricky systems, and prepare for upcoming updates. His work is grounded in developer statements, changelogs, and official community posts, with technical details always tied to long-term support, evolving mechanics, and whether new features justify further play.
Kevin Lee stands out for enthusiast-depth gaming hardware reviews that focus on how gear feels in real play, not just specs. He covers gaming headsets, PC and console accessories, and other gaming gear for The Shortcut. His recent work centers on gaming audio, reviewing headsets as complete systems by weighing wireless performance, sound quality, and long-session comfort. He also covers gaming laptops, desktop PCs, monitors, controllers, and performance accessories across The Shortcut and other large consumer-tech outlets. His reporting is built on detailed hands-on testing, walking through setup, build quality, controls, ergonomics, and performance in real games. He explains trade-offs between features, design, and price, shows how products compare in their category, and is clear about which gear best fits competitive players, streamers, or more casual users.
Let's Data Science turns shifting AI product decisions into clear, practical context for the people who use these tools. They are a technology writer who focuses on changes in platforms such as Google's Gemini, especially how access, limits, and features evolve. Their real beat is where consumer AI, data science practice, and platform policy meet, with special attention to how large technology companies gate access to advanced AI. They report on usage caps, pricing tiers, and account types, emphasizing concrete policy changes and day-to-day impact over product hype. Coverage is service-driven and built around specific product moves or tests, explaining who is affected, what functions are constrained, and how users may need to adjust their workflows.
Let’s Data Science covers how AI, search platforms, and content workflows change the economics of publishing, with a focus on AI-shaped content economics and search incentives. It examines the clash between AI-driven content production and evolving search rules, showing how bulk-generated articles, ranking systems, and engagement signals interact over time. The work distinguishes between high-volume output and curated, human-guided workflows and ties these to ranking, click-through, retention, and site-level quality signals. It writes for people running content machines and offers operational playbooks on AI-assisted workflows, measurement, and time horizons. Coverage treats search algorithms as economic actors and quality as observable signals linked to trust. The tone is analytical and explanatory, aimed at practitioners who manage AI-driven content strategies, durable search performance, and reader trust.
Liam Proven covers technology for The Register, with a beat built around operating systems and the layers of infrastructure beneath them. He is most distinctive when he connects today’s Windows, Linux and other platforms to their predecessors, showing how ideas, interfaces and limits carry forward from older systems. He writes chiefly about operating systems, desktop and server platforms, Linux distributions, desktop environments, filesystems, boot mechanisms and virtualization layers. He also covers legacy, obscure and revived systems that still matter in production or enthusiast use. His reporting is detailed and practical. He explains installation, configuration, compatibility, update models and support lifecycles in plain language. His work favors concrete technical detail over executive soundbites, and he often frames each release or workaround as part of a longer story about keeping complex systems usable and under control.
Liam Squires-Hand is a Linux gaming reporter who starts where most game writers stop, in the low-level details of graphics stacks, drivers, kernels, and libraries that shape real-world performance. He writes for GamingOnLinux, covering open-source technology, PC hardware, and the growing ecosystem of games on Linux and Steam Deck. His work explains Linux graphics drivers, latency layers, Mesa, Vulkan, DXVK, and vendor driver updates in clear terms, always tied to what players will see in practice. He reports on Proton, Proton-GE, Wine, anti-cheat changes, and publisher policies with concrete game examples and practical tweaks. He also covers Steam Deck firmware, handheld and desktop hardware, game releases, ports, and community tools, focusing on Linux support, configuration details, and player impact. His articles are short, frequent news posts based on primary sources and framed around what changed, why it matters, and what users should do.
Olivia Garrett focuses on how everyday technology affects entertainment and household budgets. She covers technology for the Radio Times and writes clear, practical pieces that help readers make sense of digital services. Her work sits at the intersection of technology, entertainment and money, with a particular interest in consumer-facing gaming services. She explains platform and pricing changes in plain language, treating subscriptions as mainstream household expenses rather than niche interests. Her articles use step-by-step structures that move from outlining a change to setting out concrete actions. She compares plan types, highlights timing for renewals or switches, and shows how small choices can prevent costs creeping up. Her coverage of changes to PlayStation Plus pricing breaks down subscription tiers, the size of increases and the options for keeping costs down.
Pure Xbox is the house byline for staff-written, service-focused coverage of the Xbox ecosystem. It stands out for practical news on games, digital discounts, and platform updates. The work centers on Microsoft Store sales and discount coverage, recurring promotion tracking, and short news on Xbox services, catalogues, and features. It explains what changed, how many games are included, how long offers run, and what players can do with the information. The writing is concise, price-aware, and direct. It favors clear headlines, key numbers, dates, and plain language over reviews or opinion. Stories help Xbox players manage their libraries, follow weekly and seasonal offers, and decide whether to buy now or wait.
Sparsh writes about how emerging technology changes everyday thinking, culture, and work, with a focus on artificial intelligence and digital life. They examine the gap between what new tools promise and how people actually use them. Their real beat is AI, automation, and human decision-making. They explore what people gain and lose as choices move to machines, and how algorithms affect memory, focus, judgement, creativity, and attention. Sparsh covers consumer-facing technology and digital habits, looking at how people navigate AI features, trust automation, and change their routines. They write explainers that unpack concepts like machine learning and automated content generation in plain language, using simple analogies and current tools. Their reporting often centers on ethics, responsibility, workplace productivity, and how automation reshapes skills and the future of work.
Taylor Bushey is a technology journalist at GB News who stands out for turning security risks in everyday apps into clear, actionable guidance for regular users. They focus on the real-world consequences of ignoring basic digital hygiene and the simple steps people can take to keep their devices safer. Their reporting includes an urgent WhatsApp security warning that treats running an outdated version as a concrete security gap and makes updating the app the central, non-technical remedy. Bushey grounds cybersecurity in widely used tools and uses plain language to explain how lapses lead to vulnerable devices. Across their work, they frame software updates as frontline defence for phones and personal data, keeping the focus on what users can do now to reduce their exposure.
Tom Warren brings a long-term, single-company focus to Microsoft’s world, tracking its platforms and policies across Windows, Xbox, and cloud services. He is a journalist at The Verge whose core beat is Microsoft and the Windows ecosystem, treated as a living platform. He covers Windows feature updates, design changes, hardware baselines, security features, and default apps, explaining what they mean for consumers, enterprises, and PC makers. He reports how Windows connects to productivity tools, AI features, and regulatory issues like browser choice, app stores, and antitrust. On gaming, he covers Xbox hardware, Game Pass, cloud streaming, and studio acquisitions as one strategy, tying subscription economics and policy fights to what players can access and afford. His work mixes scoop-driven reporting, leaked interfaces, and hands-on testing of Windows builds, Xbox updates, and Microsoft hardware.
Tom West is a technology and games journalist for TrueAchievements who treats Xbox news, features, and contests as a service beat for players, not general entertainment. He focuses on the practical side of playing on Xbox, covering new releases, digital promotions, achievement-focused updates, and contests such as the Priest Simulator: Vampire Show Xbox code giveaway. His work explains how games, updates, and offers affect time, money, and enjoyment, with clear summaries of eligibility, timing, and steps to join in. He regularly reports on Xbox Game Pass rotations, sales, and discounts, highlighting value, achievement difficulty, and playstyles. Across his coverage, he writes concise, informational pieces that help readers plan playtime, manage subscriptions, and build digital libraries, always through an achievement-aware lens.
USA
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