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Computer Gaming World
Issue 249 from March 2005
Editor
  • Russell Sipe (1981–1992)
  • Johnny Wilson (1992–1999)
  • George Jones (1999–2001)
  • Jeff Green (2001–2006)
CategoriesComputing, Gaming
FrequencyMonthly
FounderRussell Sipe
First issueNovember 1981; 44 years ago (1981-11)[1]
Final issue
Number
November 2006; 19 years ago (2006-11)[2][3]
268
Company
CountryUnited States
Based inCambridge, Massachusetts
LanguageEnglish
Websitecomputergamingworld.com
(Archived 2004-06-05 at the Wayback Machine)
ISSN0744-6667
OCLC8482876

Computer Gaming World (CGW) was an American computer game magazine that was published between 1981 and 2006.[1][2][3] One of the few magazines of the era to survive the video game crash of 1983, it was sold to Ziff Davis in 1993. It expanded greatly through the 1990s and became one of the largest dedicated video game magazines, reaching around 500 pages by 1997.

In the early 2000s its circulation was about 300,000, only slightly behind the market leader PC Gamer. But, like most magazines of the era, the rapid move of its advertising revenue to internet properties led to a decline in revenue. In 2006, Ziff announced it would be refocused as Games for Windows, before moving it to solely online format, and then shutting down completely later the same year.

History

[edit]

In 1979, Russell Sipe left the Southern Baptist Convention ministry. A fan of computer games, he realized in Spring, 1981 that no magazine was dedicated to computer games. Although Sipe had no publishing experience, he formed Golden Empire Publications in June and found investors. He chose the name Computer Gaming World (CGW) instead of alternatives such as Computer Games or Kilobaud Warrior because he hoped that the magazine would both review games and serve as a trade publication for the industry. The first issue appeared in November, about the same as rivals Electronic Games and Softline[6] (Sipe's religious background led to "Psalm 9:1–2" appearing in each issue. His successor as editor, Johnny L. Wilson,[7] was an evangelical Christian minister).[6][8][9]

The first issue, November/December 1981

The first issues of Computer Gaming World were published from Anaheim, California, and sold for $2.75 individually or $11 for a year's subscription of six issues.[10] These early bimonthly issues[6] were typically 40–50 pages in length, written in a newsletter style, including submissions by game designers such as Joel Billings (SSI), Dan Bunten (Ozark Software), and Chris Crawford.[citation needed] Also, early covers were not always directly related to the magazine's contents, but rather featured work by artist Tim Finkas.[citation needed] In January/February 1986 CGW increased its publication cycle to nine times a year.[6]

CGW survived the video game crash of 1983, which badly hurt the market; by summer 1985 it was the only survivor of 18 color magazines covering computer games in 1983.[6] In autumn 1987 CGW introduced a quarterly newsletter called Computer Game Forum (CGF), which was published during the off-months of CGW. The newsletter never became popular; only two issues were published before it was cancelled. Some of CGF's content became part of CGW, which became a monthly.[6]

Russell Sipe and Suzanne Sipe in 1982 at the West Coast Computer Faire

The magazine went through significant expansion starting in 1991, with page counts reaching 196 pages by its 100th issue, in November 1992. During that same year, Johnny Wilson (who started as a contributor in 1983), became editor-in-chief, although Sipe remained as publisher. In 1993, Sipe sold the magazine to Ziff Davis[4][5]—by then the magazine was so thick that a reader reported that the December issue's bulk slowed a thief who had stolen a shopping bag containing it[11]—but continued on as publisher until 1995. The magazine kept growing through the 1990s, with the December 1997 issue weighing in at 500 pages. In January 1999,[12] Wilson left the magazine and George Jones became editor-in-chief,[13] at a time when print magazines were struggling with the growing popularity of the Internet.[14] Jones had been the editor-in-chief of CNET Gamecenter, and had before that been a staffer at CGW between 1994 and 1996.[12] He was replaced by Jeff Green in the summer of 2001.[14][15]

On August 2, 2006, Ziff Davis and Microsoft jointly announced that CGW would be replaced with Games for Windows: The Official Magazine.[16][3] The new magazine replaced CGW as part of Microsoft's Games for Windows initiative. In their press release, Ziff Davis indicated that much of CGW's core content and the entire staff will be transferred to the new magazine.[3] Because of these announcements, Ziff Davis' actions appeared more on the order of a rebranding of CGW, rather than an actual cancellation. The final CGW-labeled issue was November 2006, for a total of 268 published editions.[2]

On April 8, 2008, 1UP Network announced the print edition of Games for Windows: The Official Magazine had ceased, and that all content would be moved online.[17]

Simultaneously with the release of the final CGW issue, Ziff Davis announced the availability of the CGW Archive, which features complete copies of the first 100 issues of CGW, as well as the two CGF issues, for a total of 7438 pages covering 11 years of gaming. The archive was created by Stephane Racle, of the Computer Gaming World Museum, and is available in PDF format. Every issue was processed through optical character recognition, which enabled the creation of a 3+ million word master index. Although Ziff Davis has taken its CGW Archive site offline, the magazines can be downloaded from the Computer Gaming World Museum.[18]

Circulation

[edit]

According to MDS, CGW had a circulation slightly above 300,000 as of 2006.[19]

Awards and acclaim

[edit]

Bruce F. Webster reviewed the first issue of Computer Gaming World in The Space Gamer No. 48. Webster commented that "I strongly recommend this magazine to computer gamers, and just one reason alone will (in my opinion) suffice: You can now start getting from just one publication the information that you've been having to dig out of three or four or five (or six...). Get it."[10]

Page 6 reviewed Computer Gaming World and stated: "Quite apart from being an interesting read, you will get more out of your existing games and will have a much better idea of what to buy as your next piece of software. No other computer magazine that I can think of will give you reviews of such depth."[20]

In 1988, CGW won the Origins Award for Best Professional Adventure Gaming Magazine of 1987.[21]

The New York Times repeatedly praised CGW, placing it as one of the premier computer game publications of its time.[22][23] In 1997 the newspaper called it "the leading computer game magazine",[24] In 1999 "the bible of computer game purists",[25] and in 2005 "one of the top computer game magazines".[14]

PC Gaming World

[edit]

Ziff Davis also published a sister magazine to Computer Gaming World, entitled PC Gaming World, in the United Kingdom.[26][27] It was the region's third-largest computer game magazine by August 2000.[28] In 1998, journalist Stuart Campbell described PC Gaming World as a publication with a predominantly American bent, thanks to its "sober, serious, text-heavy style". He considered it to be out of step with the British game audience.[29] Campbell later called the magazine an "oddity" that was "clearly aimed primarily at a 40-something audience and beyond", in comparison to more youthful rivals such as PC Gamer UK and PC Zone.[30]

In July 2000, Ziff Davis sold its publishing arm in Europe to Verenigde Nederlandse Uitgeverijen (VNU), including three magazines in Germany, three in France and four in the United Kingdom.[31] PC Gaming World migrated with these publications.[31][32] At the time, The Register reported that VNU saw PC Gaming World as a poor match for its business model, which left the magazine's future uncertain.[31] The publisher sold PC Gaming World to Computec Media a month after the purchase,[28] citing its lack of synergy with VNU's existing brand.[33] This transition was set to be completed in October 2000.[28]

According to Golem.de [de], Computec planned to fold PC Gaming World together with its own PC Gameplay magazine,[28] which it launched in 2000. PC Gaming World had closed by the first half of 2001; Computec moved the publication's subscribers to PC Gameplay, which nevertheless struggled to grow its base.[34] The company "relaunched" PC Gameplay as PC Gaming World in 2003,[35] but did not release the new publication's subscriber count through the Audit Bureau of Circulations during the first half of that year. Writing for GamesIndustry.biz, Kristan Reed noted that this decision was "never a healthy sign".[36] Computec sold its entire British game magazine branch to competitor Future Publishing in late 2003.[37]

References

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Computer Gaming World (CGW) was an American magazine dedicated to , founded in November 1981 by Russell Sipe as the first publication exclusively focused on the subject. Originally published bimonthly by Golden Empire Publications, Inc., it addressed the lack of dedicated game coverage in existing computer magazines of the era and became one of the longest-running titles in gaming journalism, with 268 issues produced until its discontinuation in 2006. The magazine survived the 1983 video game crash and expanded its scope to include in-depth reviews, strategy guides, developer interviews, and previews, emphasizing gameplay and narrative elements over technical specifications. In , Golden Empire sold CGW to , Inc., which relocated operations and continued publication until November 2006, after which it was rebranded as : The Official Magazine, running for an additional 17 issues before becoming online-only in 2008. Throughout its run, CGW influenced the development of gaming culture by highlighting innovative titles and fostering a community of enthusiasts through features like its "Hall of Fame" for landmark games such as , Ultima IV, and .

Founding and Early Development

Establishment by Russell Sipe

Russell Sipe founded Computer Gaming World (CGW) in November 1981 in , motivated by the lack of dedicated coverage for computer games in existing publications. Having recognized a growing interest in disk-based computer gaming among enthusiasts, Sipe aimed to create a forum for intelligent discussion among gamers, designers, manufacturers, and retailers. Prior to this, Sipe had left his position as a Southern Baptist minister in 1979 to pursue opportunities in the emerging , driven by his personal passion for gaming. Sipe established Golden Empire Publications, Inc. as the publishing company in June 1981, initially funding the venture with approximately $6,000 raised from family and friends to cover startup costs. The first issue of CGW appeared as a bimonthly in November/December 1981, priced at $2.75 per copy or $11 for a six-issue subscription, and was produced from a modest two-bedroom office setup in . Early issues, including the debut, were printed in black-and-white format and typically spanned 40 to 50 pages, emphasizing in-depth reviews and strategies rather than superficial arcade-style coverage. The inaugural issue focused primarily on adventure and strategy games, featuring reviews of titles such as Robotwar (a programming ) and B-1 Bomber (a strategic ), alongside articles on and . Distribution began through direct mail to subscribers and limited availability in select computer stores, targeting the niche audience of users on platforms like the , , and TRS-80. Sipe served as both publisher and editor-in-chief, personally overseeing content to foster a community-oriented approach that credited and encouraged reader contributions.

Survival of the 1983 Video Game Crash

The 1983 video game crash, triggered by market saturation and poor-quality releases, devastated the console sector and indirectly affected computer gaming publications through a sharp decline in advertising revenue from failing publishers like and . As console companies disbanded design teams and slashed marketing budgets, Computer Gaming World faced intense competition for limited advertising dollars and newsstand space, with the industry-wide turmoil leading to the closure of most competing magazines. To navigate the crisis, the magazine adopted a conservative business approach, emphasizing coverage of home computer games from resilient smaller publishers such as , SSI, and , which focused on disk-based titles rather than cartridges. This shift prioritized IBM PC-compatible software and simulations, aligning with the emerging strength of the PC market amid the console downturn, while deepening its emphasis on and games targeted at adult readers interested in thoughtful gameplay over arcade-style action. Cost-cutting measures, including a temporary reduction in publishing frequency to nine issues per year by early 1986, helped sustain operations without major disruptions. Under founder Russell Sipe's leadership as publisher and editor, the magazine maintained stability through his direct involvement in and sales efforts, fostering a niche audience drawn to in-depth reviews, designer interviews, and strategic analyses that differentiated CGW from broader entertainment outlets. Key early milestones underscored this resilience: the publication reached its 10th issue in May/June 1983, just as the crash began unfolding, and by summer 1985, CGW stood as the sole surviving four-color computer gaming magazine among an original field of 18. The magazine's gradual recovery paralleled the PC market's boom in the mid-1980s, with renewed title releases and improving quality driving subscriber loyalty and industry resurgence.

Editorial Direction and Ownership

Key Editors and Their Contributions

Russell Sipe founded Computer Gaming World (CGW) in 1981 and served as its editor until 1992, establishing an enthusiast-driven voice that catered to dedicated PC gamers during the magazine's formative years. Under his leadership, the publication emphasized adventure games and strategy titles, reflecting the era's growing interest in narrative-driven and complex gameplay experiences, which helped differentiate CGW from general computing magazines. Sipe stepped down in 1992, marking the end of his direct influence on the magazine's early tone. Johnny Wilson succeeded Sipe as editor from 1992 to 1999, introducing a stronger focus on multiplayer and emerging online gaming trends that foreshadowed the internet's impact on PC gaming. He expanded the scope of reviews to include more diverse titles and cultivated a distinctive "Johnny L. Wilson" persona through his editorial columns, blending humor, theological insights, and gaming passion to engage readers personally. Wilson's tenure coincided with the magazine's growth under ownership, solidifying CGW's reputation as a key voice in the expanding PC gaming community. George Jones edited CGW from 1999 to 2001, shifting the content toward mainstream PC titles to align with broader market trends during the dot-com boom. His leadership improved production quality, incorporating higher-quality visuals and layouts to appeal to a wider audience amid rising competition from online media. Jones, who had previously worked at CGW in the mid-1990s, brought experience from Gamecenter to refine the magazine's coverage of blockbuster releases. Jeff Green served as the final print editor of CGW from 2001 to 2006, overseeing previews of digital integration such as podcasts and online features that bridged print and . He balanced coverage between hardcore simulations and more casual titles, adapting to evolving gamer demographics while maintaining editorial depth in reviews and features. Green's efforts helped CGW navigate the transition to magazine before its print cessation. Among notable contributors, Scorpia was renowned for her incisive reviews of and games, offering detailed critiques that influenced player expectations and developer standards from the through the .

Acquisition by

In 1993, Golden Empire Publications Inc., the parent company of Computer Gaming World (CGW), was acquired by Publishing Co. for an undisclosed sum, with the deal closing in late August. This integration placed CGW alongside Ziff Davis's established technology titles, such as , PC Week, MacUser, and MacWeek, enhancing its position within a larger of publications. Founder Russell Sipe agreed to remain as publisher for at least three years following the sale, ensuring continuity during the transition. The acquisition brought immediate operational enhancements, driven by Ziff Davis's increased resources. CGW transitioned from a modest black-and-white format of around 48 pages to a full-color glossy exceeding 200 pages per issue, supported by a higher production budget. Staff expansion accompanied these upgrades, allowing for more comprehensive , while distribution shifted from primarily computer stores and direct subscriptions to national newsstands for broader accessibility. These changes aimed to elevate the 's production quality and reach, targeting a growing audience of over 85,000 paid subscribers. Strategically, the move aligned CGW with Ziff Davis's focus on the expanding home computing market, facilitating synergies with its business-oriented tech publications. This enabled broader coverage of emerging PC gaming trends, including the rise of first-person shooters like Doom, which debuted later that year and reflected the industry's shift toward more dynamic, action-oriented titles. Marketing efforts were amplified to capitalize on these developments, positioning CGW as a leading voice in interactive entertainment. Despite these benefits, the corporate acquisition raised concerns about , as CGW moved from independent ownership to a major publishing conglomerate. Editor Johnny L. Wilson emphasized that committed to preserving the magazine's core editorial approach, which prioritized in-depth reviews and a focus on mature gamers over . Sipe's eventual departure from active after the initial transition period marked the onset of a more corporate era for CGW, with Wilson continuing as until 1999.

Content and Publication Details

Magazine Format and Evolution

Computer Gaming World began publication in November 1981 as a modest, stapled magazine with black-and-white interiors, typically featuring 40 pages in its inaugural issue. Early issues maintained this newsletter-like format, with page counts ranging from 40 to around 80, emphasizing text-heavy content on computer games for systems like the and TRS-80..jpg) The publication schedule started bimonthly, reflecting its niche focus and limited resources under founder Russell Sipe's Golden Empire Publications. By 1984, the magazine transitioned to a more frequent release, becoming monthly by 1988 while retaining its saddle-stitched binding and design to keep production costs low amid the evolving PC gaming landscape. This period's format prioritized for hobbyists, with simple layouts that highlighted reviews, strategies, and industry news without visual extravagance. The stapled, black-and-white structure suited the era's hardware limitations, where was expensive and less common in specialized publications. Following its acquisition by in 1993, Computer Gaming World underwent significant physical and structural upgrades, shifting to perfect-bound editions with full-color interiors to appeal to a broadening audience. Page counts expanded rapidly, surpassing 200 pages by the mid-1990s as advertising and content volume grew with the PC boom. From the mid-1990s onward, issues incorporated multimedia elements, including demo discs starting around 1996, which allowed readers to sample games directly and mirrored advances in optical media technology. By 1998, representative issues reached 224 pages, blending glossy visuals with in-depth hardware guides. In its peak years from 2000 to 2006, the magazine achieved its most expansive format, with some 1997 issues approaching 500 pages to accommodate surging ad revenue and comprehensive coverage. inserts evolved to include DVDs alongside CDs, enhancing with playable demos and video content. Specialized sections, such as dedicated hardware guides, became staples, reflecting the magazine's adaptation to sophisticated PC components like graphics cards and sound systems. Overall, Computer Gaming World's format evolved from a niche, economical newsletter-style publication to a mainstream glossy powerhouse, paralleling the maturation of PC hardware from basic 8-bit machines to -capable systems. This progression enabled richer visual storytelling and bundled media, transforming it into a comprehensive resource for gamers.

Signature Features and Columns

Computer Gaming World's reviews were known for their in-depth analysis, prioritizing gameplay mechanics, depth, and strategic elements over graphical fidelity, often separating evaluations into categories such as hardware compatibility and . This approach reflected the magazine's roots in covering complex PC titles, including simulations and role-playing games (RPGs), where technical and tactical nuances were highlighted through detailed playtesting and walkthroughs. In 1994, the magazine introduced a standardized 5-star to quantify review verdicts, allowing readers to quickly gauge a game's quality while the accompanying text provided comprehensive critiques. Recurring columns formed a core part of the publication's identity, offering specialized insights into gaming subgenres and community concerns. "Scorpion's View," written by the pseudonymous Scorpia starting in April 1990, focused exclusively on adventure games, providing critical examinations of puzzles, narratives, and design flaws in titles like Ultima VI and . Another staple was the "Rants & Raves" section, a reader letters column that captured opinions, debates, and feedback on industry trends, fostering a among subscribers. These columns, alongside occasional humorous pieces, balanced serious analysis with engaging discourse, emphasizing the magazine's PC-centric perspective with limited console coverage until the late . Special features further distinguished CGW's content, including the annual Hall of Fame, which inducted landmark games for their enduring impact, such as and Gettysburg in early editions. The magazine frequently published pull-out strategy guides for complex titles, offering step-by-step tips and maps to aid players in simulations and RPGs. Developer interviews were a regular highlight, providing behind-the-scenes looks at game creation, as seen in discussions with figures like on projects from . In later years, these evolved to include online previews, adapting to the growing digital landscape while maintaining a focus on in-depth PC gaming content.

Circulation and Industry Influence

Subscriber Growth and Peak Figures

Computer Gaming World launched in 1981 with a modest circulation of several thousand copies, distributed primarily through direct mail subscriptions targeted at a niche audience of early enthusiasts. This low-profile approach allowed the magazine to survive the 1983 video game crash, maintaining steady but limited growth in the mid-1980s through focused and reader loyalty. By 1988, it transitioned to a monthly format and introduced newsstand distribution, enabling competition for broader dollars and expanding its reach beyond mail-only subscribers. The 1993 acquisition by marked a turning point, accelerating expansion amid the booming PC gaming market of the , where hardware advancements and software popularity drew millions of new users. Circulation grew substantially under professional resources, reaching a target of 200,000 by , supported by hybrid distribution combining subscriptions with robust newsstand sales averaging nearly 420,000 copies per issue across Ziff Davis's gaming titles. The introduction of bundled demo CD-ROMs in the mid- further boosted appeal, offering readers immediate access to game trials and aligning with the era's shift toward content. At its peak, the magazine achieved an ABC-audited circulation of 216,484 for the six-month period ending June 2006, reflecting its status as one of the leading PC gaming publications. However, early trends showed signs of stagnation, with circulation revenue declining 5.9% to $23.2 million in due to the rise of gaming portals and , which eroded print demand. Distribution evolved to include major retailers, though challenges in consistent store placement limited visibility compared to rivals like , which outsold CGW by 100,000 to 150,000 copies in later years.

Impact on Gaming Journalism

Computer Gaming World (CGW), launched in , holds the distinction of being the first magazine dedicated exclusively to computer games, pioneering a format focused solely on the burgeoning PC gaming sector. This groundbreaking publication set benchmarks for in-depth reviews and strategy coverage, offering detailed analyses that went beyond surface-level commentary to explore , design choices, and player experiences. By emphasizing rigorous evaluation, CGW helped establish professional standards in gaming journalism during an era when coverage was often scattered across general magazines, influencing how subsequent outlets approached critical assessment of titles. The magazine significantly elevated certain genres through its focused editorial attention, particularly simulations and adventure games, which received extensive reviews and features that highlighted their complexity and innovation. From 1989 to 1999, CGW's adventure game columnist Scorpia provided authoritative critiques that shaped reader perceptions and developer priorities in narrative-driven titles. In the 1990s, it advocated early for multiplayer and online games, covering emerging titles like those in online simulations and networked play, thereby promoting their growth and accessibility to a wider audience. This advocacy helped legitimize these formats within the PC gaming community, predating their mainstream explosion. CGW fostered a among readers through its dedicated letters section, where gamers shared strategies, feedback, and discussions on titles, creating an interactive forum that strengthened . The publication also tied into conventions and events, providing coverage and promotions that encouraged real-world gatherings of enthusiasts, further solidifying its role as a hub for PC gamers. Its model of enthusiast-driven content inspired direct competitors, such as , which debuted in 1993 and adopted similar in-depth approaches while expanding distribution to challenge CGW's dominance. On a broader scale, CGW contributed to the professionalization of gaming by nurturing a cadre of specialized writers and editors whose expertise carried over to digital platforms, helping transition the field from print to online media. Its longevity and influence during the and provided a foundation for the industry's shift toward credible, genre-specific reporting, even as its peak circulation reflected its widespread reach among subscribers.

Awards and Critical Reception

Professional Awards

In 1988, Computer Gaming World (CGW) received the Origins Award for Best Professional Adventure Gaming Magazine of 1987, an honor presented by the Game Manufacturers Association at the to recognize excellence in gaming publications. This accolade specifically celebrated CGW's pioneering coverage of adventure games during a period when the genre dominated early computer gaming, with the magazine offering in-depth reviews, design analyses, and player strategies that helped educate and engage a growing audience of enthusiasts. The award underscored CGW's emphasis on journalistic rigor, innovative approaches to dissecting complex game narratives and mechanics, and its contributions to through accessible yet authoritative content that bridged hobbyists and developers.

Media Praise and Recognition

In 1997, highlighted Computer Gaming World (CGW) as "the leading computer game publication" in coverage of the burgeoning online gaming sector, crediting it with providing essential insights amid the internet boom's expansion of multiplayer experiences. The same outlet later reinforced this stature in 1999, dubbing CGW "the bible of computer game purists" for its authoritative voice in evaluating titles that appealed to dedicated enthusiasts. In 2005, referred to CGW as "one of the top computer game magazines" in an article on virtual worlds. CGW earned industry nods for its pioneering coverage of first-person shooters, as detailed in David Kushner's 2003 book , which recounts how a CGW reviewer awarded the groundbreaking Doom a perfect five-out-of-five score, praising it as "a towering programming feat" that immersed players in unprecedented ways. This recognition underscored CGW's role in spotlighting innovative PC titles during the FPS revolution. Reader and peer acclaim further solidified its reputation, with issues featuring extensive reader surveys and polls that reflected high satisfaction among subscribers, often rating the magazine's reviews and features as indispensable guides for game selection. While CGW's deep focus on PC gaming drew occasional criticism for perceived bias against console platforms—limiting its scope to computer-specific hardware and software—it remained widely respected for maintaining objectivity in evaluations, prioritizing technical depth over hype. This balanced approach contributed to its informal accolades alongside formal awards, positioning CGW as a cornerstone of gaming commentary.

Closure and Legacy

Transition to Digital and End of Print

In August 2006, Ziff Davis announced the end of Computer Gaming World's print edition after 25 years, with the final issue (No. 268) published in November 2006. The decision stemmed from corporate strategies to align with the growing landscape and declining print advertising viability in the gaming sector. At the time, was grappling with financial pressures, including significant debt and explorations of a potential company sale, prompting cost-cutting measures across its publications. The closure was tied to a partnership with , replacing Computer Gaming World with Games for Windows: The Official Magazine, set to debut in late 2006 as an official promoter of PC gaming on Windows platforms. This rebranding aimed to consolidate resources under Microsoft's marketing support, which included driving traffic to Ziff Davis's online properties. Under Jeff Green, who had led the magazine since 2001, the editorial, production, and art teams transitioned to the new publication while maintaining a similar focus on in-depth PC gaming coverage. As part of the shift to digital, Computer Gaming World content was migrated to the 1UP.com network, launching a dedicated website in fall 2006 with features like editorial articles, blogs, social networking, and game downloads. played a key role in overseeing the archiving of past issues for online accessibility during this period. The move reflected broader industry trends toward online delivery, allowing for more interactive and timely engagement with readers. The announcement drew significant backlash from the gaming community, including fan petitions urging Ziff Davis to reconsider the print shutdown, impacting the magazine's roughly 207,000 paid subscribers. Many expressed disappointment over the loss of a staple in PC gaming journalism, though the digital transition promised continuity through the 1UP ecosystem.

Archives and Ongoing Relevance

Following the closure of its print edition in 2006, Computer Gaming World (CGW) has been preserved through dedicated digital archives that provide access to its complete run of 268 issues. The CGW Museum, launched in November 2006 by a group of fans and former contributors, offers high-quality scans and searchable PDFs of all issues from November/December 1981 (Issue 1.1) to November 2006 (Issue 268), including early text-searchable formats for the first 100 issues and two related Computer Game Forum supplements. Complementing this, the hosts a comprehensive collection of these PDFs, sourced directly from the CGW Museum, enabling free downloads and online viewing for researchers and enthusiasts studying the evolution of PC gaming. In contemporary gaming discourse as of 2025, CGW remains a key reference in retrospectives on the history of PC gaming, particularly for its coverage of titles from the through the early 2000s. It is frequently cited in analyses of pivotal developments, such as the rise of adventure games, strategy simulations, and the transition to 3D graphics, serving as a for understanding industry trends during that era. The magazine's in-depth reviews and editorial insights continue to influence modern content creators, with its perspectives echoed in podcasts like The Retro Hour, which explores and PC gaming milestones, and YouTube series such as those documenting the origins of the medium through archived magazine content. Fan-driven initiatives have further sustained CGW's accessibility and discussion. The Retromags community actively maintains and shares scans of select issues, with over 20 preserved digitally and ongoing efforts to rescan others, while fostering forums for enthusiasts to debate historical reviews and cultural impact. These efforts include occasional reprints, such as a fan-reproduced edition of Issue 1, and anniversary nods in retro communities, highlighting CGW's role in gaming milestones like its 15th and 20th issue celebrations. Despite this grassroots preservation, no official revival of CGW has occurred by 2025, with showing no plans to relaunch the title in print or digital formats. However, many from its editorial team have carried forward their expertise to contemporary outlets, contributing to publications like through reviews, features, and historical context on PC gaming.

PC Gaming World

PC Gaming World was a United Kingdom-based sister publication to the American Computer Gaming World, launched by in 1997 as a localized edition targeting the European PC gaming market with region-specific reviews and content. The magazine adapted the core format of its counterpart for PAL-region compatibility, emphasizing PC titles available in while incorporating localized and occasional crossover coverage of console games to better suit reader interests. By 2000, PC Gaming World had established itself as a significant player in the British gaming press, achieving a circulation of approximately 42,000 copies during that period and ranking among the leading PC gaming magazines in the region. Its issues typically mirrored the structure and content depth of the US edition but tailored features, such as hardware recommendations and game benchmarks, to European availability and pricing. In late 2000, Ziff Davis sold its European consumer publications, including PC Gaming World, to VNU Business Publications as part of a broader divestiture of titles. VNU quickly resold the magazine to Computec Media shortly thereafter. Under Computec's ownership, PC Gaming World continued briefly but ceased print publication in the first half of 2001, with its subscriber base transferred to Computec's existing title PC Gameplay.

Successor Titles

Following the discontinuation of Computer Gaming World in November 2006, Media, in partnership with , launched Games for Windows: The Official Magazine as its direct print successor starting in December 2006. This -backed publication, which retained much of CGW's editorial, production, and art staff, emphasized integration with and promoted 's platform, shifting focus toward PC-exclusive titles compatible with the new operating system. The magazine produced 17 issues before ceasing print publication in April 2008, primarily due to the rapid industry transition from print to online media, which outpaced expectations and strained circulation in the PC gaming sector. In the wake of ' closure, its staff and content migrated to the 1UP.com network, marking an online pivot for CGW's legacy that lasted from 2008 until the site's shutdown in 2013. 1UP.com, owned by until its sale to (a Hearst Corporation subsidiary) in 2009, integrated CGW archives and continued producing reviews, previews, and features with contributions from former CGW/GFW writers, adapting the magazine's in-depth style to web format. The platform was shuttered in February 2013 as part of broader consolidations under 's acquisition of and , ending this phase of CGW's digital evolution. While no direct revival of CGW occurred by 2025, elements of its content and journalistic approach were indirectly absorbed into established PC gaming outlets such as and , where former staff contributed to ongoing coverage of strategy games, hardware, and industry analysis. These transitions highlighted a broader loss of independence for CGW's lineage, as Microsoft sponsorship in tied it to corporate promotion, and the shift to 1UP.com emphasized ad-driven web models over standalone print authority.

References

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