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Computer Gaming World

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Computer Gaming World
Computer Gaming World
TitleComputer Gaming World
FrequencyMonthly
CategoryVideo game journalism
CompanyZiff Davis
Firstdate1981
Finaldate2006
CountryUnited States
BasedPennsylvania
LanguageEnglish

Computer Gaming World was a monthly American magazine covering video games for personal computer platforms from 1981 to 2006. It reported on industry news, reviewed titles across genres such as role-playing, strategy, simulation and adventure game, and serialized features about developers, publishers, and events. The magazine influenced readers, developers, and competitors during the growth of the video game industry and the rise of PC Gamer, Next Generation, and other specialist publications.

History

Computer Gaming World launched in 1981 amid the early home computing era dominated by platforms like the Apple II, Atari 8-bit family, and Commodore 64. Founders and early publishers navigated the shifting landscape shaped by events such as the Video game crash of 1983, the resurgence of the industry in the late 1980s with companies like Electronic Arts and Sierra On-Line, and the increasing prominence of MS-DOS and Microsoft Windows. Throughout the 1980s and 1990s the magazine covered landmark releases from studios including id Software, LucasArts, Blizzard Entertainment, Bethesda Game Studios, Interplay Entertainment, and Origin Systems. Editorial direction evolved as ownership by Ziff Davis guided expansion, international distribution, and glossy production values during the emergence of the CD-ROM era. The title persisted into the 2000s but faced competition from outlets such as GameSpot, IGN, and the rise of Web 2.0 journalism; it ceased print publication in 2006.

Format and Content

Regular sections combined news, previews, reviews, strategy, and hardware coverage. The magazine assigned numeric review scores to games from developers like Valve Corporation, Square, Konami, and Capcom, and appended features on franchises including Ultima, The Elder Scrolls, Doom, and Warcraft. Hardware and peripheral reporting referenced manufacturers such as Intel, AMD, NVIDIA, and Creative Technology. Long-form journalism profiled studios and personalities like Sid Meier, John Carmack, Brian Fargo, and Ken Levine while retrospective pieces examined series from Baldur's Gate to Civilization. The magazine included annotated strategy guides and maps, cheat compilations, and cover-mounted disks containing demos and patches, reflecting partnerships with publishers such as Activision and Sierra Entertainment.

Staff and Contributors

Notable editors and writers contributed to the magazine’s voice, including figures who later moved to publications and companies such as PC Gamer, GameSpot, IGN, and studios like Bioware and Obsidian Entertainment. Contributors included veteran journalists and critics whose bylines appeared alongside columnists known for op-eds, reader mail columns, and investigative pieces covering disputes involving firms like THQ and Ubisoft. Freelance writers, reviewers, and illustrators collaborated with in-house editors and layout teams while relationships with trade shows such as Consumer Electronics Show and Electronic Entertainment Expo facilitated interviews and previews. The staff engaged with industry bodies like the Entertainment Software Association and award programs such as the Game Developers Choice Awards for coverage and commentary.

Circulation and Impact

At its peak the magazine reached a broad United States readership and international subscribers, influencing consumer purchasing and developer reputations. Retailers, distributors, and publishers monitored its review scores and features, while award recognition and cover stories could boost visibility for titles like Half-Life, Diablo II, and The Sims. The publication’s role intersected with shifts toward online advertising, aggregate review sites such as Metacritic and GameRankings, and the proliferation of community-driven content on platforms including YouTube and Reddit. Libraries, universities, and archival projects have since cited back issues when researching the history of companies like Sierra On-Line and Origin Systems and franchises such as Fallout.

The magazine occasionally became entangled in disputes over review ethics, embargoes, and publisher relationships, paralleling controversies at outlets like Game Informer and Edge. Legal tensions arose in the broader industry context from matters involving intellectual property disputes such as those between Nintendo and third parties, licensing disagreements affecting coverage of licensed titles like Star Wars games produced by LucasArts, and defamation risks when investigative pieces critiqued practices at firms like Take-Two Interactive. Coverage decisions and advertising ties sparked debate among readers and industry observers comparable to controversies that affected Kotaku and other contemporary outlets.

Legacy and Influence

The magazine’s archive remains a resource for historians and enthusiasts studying the evolution of PC gaming hardware, software, and culture. Its editorial standards, review formats, and long-form features influenced successors including PC Gamer, Edge, and independent blogs that became outlets such as Rock Paper Shotgun and Polygon. Alumni of the staff contributed to firms and publications across the industry, shaping discourse at events like Game Developers Conference and influencing preservation efforts by organizations such as the Video Game History Foundation. The title’s impact persists in retrospectives, citation in academic work on digital media, and in collector communities that trade back issues documenting eras from the 8-bit to the early 2000s.

Category:Video game magazines Category:American magazines Category:Ziff Davis publications