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Personal computer
Personal computer
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An artist's depiction of a 2000s-era desktop-style personal computer, which includes a metal case with the computing components, a display and a keyboard (mouse not shown)

A personal computer (PC), or simply computer, is a computer designed for individual use.[1] It is typically used for tasks such as word processing, internet browsing, email, multimedia playback, and gaming. Personal computers are intended to be operated directly by an end user, rather than by a computer expert or technician. Unlike large, costly minicomputers and mainframes, time-sharing by many people at the same time is not used with personal computers. The term "home computer" has also been used, primarily in the late 1970s and 1980s. The advent of personal computers and the concurrent Digital Revolution have significantly affected the lives of people.

Institutional or corporate computer owners in the 1960s had to write their own programs to do any useful work with computers. While personal computer users may develop their applications, usually these systems run commercial software, free-of-charge software ("freeware"), which is most often proprietary, or free and open-source software, which is provided in ready-to-run, or binary form. Software for personal computers is typically developed and distributed independently from the hardware or operating system manufacturers.[2] Many personal computer users no longer need to write their programs to make any use of a personal computer, although end-user programming is still feasible. This contrasts with mobile systems, where software is often available only through a manufacturer-supported channel[3] and end-user program development may be discouraged by lack of support by the manufacturer.[4]

Since the early 1990s, Microsoft operating systems (first with MS-DOS and then with Windows) and CPUs based on Intel's x86 architecture – collectively called Wintel – have dominated the personal computer market, and today the term PC normally refers to the ubiquitous Wintel platform, or to Windows PCs in general (including those running ARM chips), to the point where software for Windows is marketed as "for PC".[5] Alternatives to Windows occupy a minority share of the market; these include the Mac platform from Apple (running the macOS operating system), and free and open-source, Unix-like operating systems, such as Linux (including the Linux-derived ChromeOS). Other notable platforms until the 1990s were the Amiga from Commodore, the Atari ST, and the PC-98 from NEC.

Terminology

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The term 'PC' is an initialism for 'personal computer'. While the IBM Personal Computer incorporated the designation into its model name, the term originally described personal computers of any brand. In some contexts, PC is used to contrast with the Mac computer.[6][7][8][9]

Since none of these Apple products were mainframes or time-sharing systems, they were all personal computers but not PC (brand) computers. In 1995, a CBS segment on the growing popularity of PC reported: "For many newcomers PC stands for Pain and Confusion."[10]

History

[edit]
Commodore PET in 1983 (at the American Museum of Science and Energy), an early example of a personal computer
The 8-bit architecture Pravetz 82 computer produced in Bulgaria from 1982, in a classroom in the Soviet Union

The "brain" [computer] may one day come down to our level [of the common people] and help with our income-tax and book-keeping calculations. But this is speculation and there is no sign of it so far.

— British newspaper The Star in a June 1949 news article about the EDSAC computer, long before the era of the personal computers.[11]

Origins

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In the history of computing, early experimental machines could be operated by a single attendant. For example, ENIAC which became operational in 1946 could be run by a single, albeit highly trained, person.[12] This mode pre-dated the batch programming, or time-sharing modes with multiple users connected through terminals to mainframe computers. Computers intended for laboratory, instrumentation, or engineering purposes were built, and could be operated by one person in an interactive fashion. Examples include such systems as the Bendix G15 and LGP-30 of 1956, and the Soviet MIR series of computers developed from 1965 to 1969.[citation needed] By the early 1970s, people in academic or research institutions had the opportunity for single-person use of a computer system in interactive mode for extended durations, although these systems would still have been too expensive to be owned by a single person.

1960s

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The personal computer was made possible by major advances in semiconductor technology. In 1959, the silicon integrated circuit (IC) chip was developed by Robert Noyce at Fairchild Semiconductor,[13] and the metal–oxide–semiconductor (MOS) transistor was developed by Mohamed Atalla and Dawon Kahng at Bell Labs.[14] The MOS integrated circuit was commercialized by RCA in 1964,[15] and then the silicon-gate MOS integrated circuit was developed by Federico Faggin at Fairchild in 1968.[16] Faggin later used silicon-gate MOS technology to develop the first single-chip microprocessor, the Intel 4004, in 1971.[17] The first microcomputers, based on microprocessors, were developed during the early 1970s. Widespread commercial availability of microprocessors, from the mid-1970s onwards, made computers cheap enough for small businesses and individuals to own.

In what was later to be called the Mother of All Demos, SRI researcher Douglas Engelbart in 1968 gave a preview of features that would later become staples of personal computers: e-mail, hypertext, word processing, video conferencing, and the mouse. The demonstration required technical support staff and a mainframe time-sharing computer that were far too costly for individual business use at the time.

1970s

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Early personal computers‍—‌generally called microcomputers‍—‌were often sold in a kit form and in limited volumes, and were of interest mostly to hobbyists and technicians. Minimal programming was done with toggle switches to enter instructions, and output was provided by front panel lamps. Practical use required adding peripherals such as keyboards, computer displays, disk drives, and printers.

Micral N was the earliest commercial, non-kit microcomputer based on a microprocessor, the Intel 8008. It was built starting in 1972, and a few hundred units were sold. This had been preceded by the Datapoint 2200 in 1970, for which the Intel 8008 had been commissioned, though not accepted for use. The CPU design implemented in the Datapoint 2200 became the basis for x86 architecture[18] used in the original IBM PC and its descendants.[19]

In 1973, the IBM Los Gatos Scientific Center developed a portable computer prototype called SCAMP (Special Computer APL Machine Portable) based on the IBM PALM processor with a Philips compact cassette drive, small CRT, and full function keyboard. SCAMP emulated an IBM 1130 minicomputer in order to run APL/1130.[20] In 1973, APL was generally available only on mainframe computers, and most desktop sized microcomputers such as the Wang 2200 or HP 9800 offered only BASIC. Because SCAMP was the first to emulate APL/1130 performance on a portable, single user computer, PC Magazine in 1983 designated SCAMP a "revolutionary concept" and "the world's first personal computer".[20][21] This seminal, single user portable computer now resides in the Smithsonian Institution, Washington, D.C.. Successful demonstrations of the 1973 SCAMP prototype led to the IBM 5100 portable microcomputer launched in 1975 with the ability to be programmed in both APL and BASIC for engineers, analysts, statisticians, and other business problem-solvers. In the late 1960s such a machine would have been nearly as large as two desks and would have weighed about half a ton.[20]

Another desktop portable APL machine, the MCM/70, created by Mers Kutt's company Micro Computer Machines Inc., was demonstrated in 1973 and shipped in 1974. Priced between $3,500 and $9,800 depending on the configuration, the MCM/70 was the first personal desktop microcomputer. It used the Intel 8008 processor, and featured a 51-key keyboard and a Burroughs Self-Scan plasma display panel that could display 32 characters per line. It ran the AVS/EASY operating system, and had the capacity for 8 kilobytes of RAM and 14 kilobytes of ROM. Users could optionally add cassette drives that provided more than 100 kilobytes of external storage.[22]

A seminal step in personal computing was the 1973 Xerox Alto, developed at Xerox's Palo Alto Research Center (PARC). It had a graphical user interface (GUI) which later served as inspiration for Apple's Macintosh, and Microsoft's Windows operating system. The Alto was a demonstration project, not commercialized, as the parts were too expensive to be affordable.[23]

Also in 1973 Hewlett Packard introduced fully BASIC programmable microcomputers that fit entirely on top of a desk, including a keyboard, a small one-line display, and printer. The Wang 2200 microcomputer of 1973 had a full-size cathode ray tube (CRT) and cassette tape storage.[24] These were generally expensive specialized computers sold for business or scientific uses.

Altair 8800 computer

1974 saw the introduction of what is considered by many to be the first true personal computer, the Altair 8800 created by Micro Instrumentation and Telemetry Systems (MITS).[25][26] Based on the 8-bit Intel 8080 Microprocessor,[27] the Altair is widely recognized as the spark that ignited the microcomputer revolution[28] as the first commercially successful personal computer.[29] The computer bus designed for the Altair was to become a de facto standard in the form of the S-100 bus, and the first programming language for the machine was Microsoft's founding product, Altair BASIC.[30][31]

In 1976, Steve Jobs and Steve Wozniak sold the Apple I computer circuit board, which was fully prepared and contained about 30 chips. The Apple I computer differed from the other kit-style hobby computers of the era. At the request of Paul Terrell, owner of the Byte Shop, Jobs and Wozniak were given their first purchase order, for 50 Apple I computers, only if the computers were assembled and tested and not a kit computer. Terrell wanted to have computers to sell to a wide range of users, not just experienced electronics hobbyists who had the soldering skills to assemble a computer kit. The Apple I as delivered was still technically a kit computer, as it did not have a power supply, case, or keyboard when it was delivered to the Byte Shop.

The three personal computers referred to by Byte Magazine as the "1977 Trinity" of home computing: The Commodore PET, the Apple II, and the TRS-80 Model I.

The first successfully mass-marketed personal computer to be announced was the Commodore PET after being revealed in January 1977. However, it was back-ordered and not available until later that year.[32] Three months later (April), the Apple II (usually referred to as the Apple) was announced with the first units being shipped 10 June 1977,[33] and the TRS-80 from Tandy Corporation / Tandy Radio Shack following in August 1977, which sold over 100,000 units during its lifetime. Together, especially in the North American market, these 3 machines were referred to as the "1977 trinity". Mass-market, ready-assembled computers had arrived, and allowed a wider range of people to use computers, focusing more on software applications and less on development of the processor hardware.

In 1977 the Heath company introduced personal computer kits known as Heathkits, starting with the Heathkit H8, followed by the Heathkit H89 in late 1979. With the purchase of the Heathkit H8 you would obtain the chassis and CPU card to assemble yourself, additional hardware such as the H8-1 memory board that contained 4k of RAM could also be purchased in order to run software. The Heathkit H11 model was released in 1978 and was one of the first 16-bit personal computers; however, due to its high retail cost of $1,295 was discontinued in 1982.[34][35][36]

1980s

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IBM 5150, released in 1981
The 8-bit PMD 85 personal computer produced in 1985–1990 by the Tesla company in the former Socialist Czechoslovakia

During the early 1980s, home computers were further developed for household use, with software for personal productivity, programming and games. They typically could be used with a television already in the home as the computer display, with low-detail blocky graphics and a limited color range, and text about 40 characters wide by 25 characters tall. Sinclair Research,[37] a UK company, produced the ZX Series‍—‌the ZX80 (1980), ZX81 (1981), and the ZX Spectrum; the latter was introduced in 1982, and totaled 8 million unit sold. Following came the Commodore 64, totaled 17 million units sold,[38][39] the Galaksija (1983)[40] introduced in Yugoslavia and the Amstrad CPC series (464–6128).

In the same year, the NEC PC-98 was introduced, which was a very popular personal computer that sold in more than 18 million units.[41] Another famous personal computer, the revolutionary Amiga 1000, was unveiled by Commodore on 23 July 1985. The Amiga 1000 featured a multitasking, windowing operating system, color graphics with a 4096-color palette, stereo sound, Motorola 68000 CPU, 256 KB RAM, and 880 KB 3.5-inch disk drive, for US$1,295.[42]

IBM's first PC, the IBM 5150, was introduced on 12 August 1981.[43] It operated with the Intel 8088 chip, which could run at 5 megahertz (later 16 MHz) and use 1 megabyte of memory. The 5150's operating system, which was provided by Microsoft, later became known as MS-DOS. It was priced at US$1,565 and came with two programs, a spreadsheet client VisiCalc and a word processor EasyWriter. Customers could pay an additional $3,000 to add a display, diskette drives and a printer. The 5150's open architecture (IBM encouraged companies to develop software and peripherals for the computer) set a mass market standard for PC design.[44]

In 1982 the personal computer, dubbed The Computer, was named Machine of the Year by Time magazine.[45]

Somewhat larger and more expensive systems were aimed at office and small business use. These often featured 80-column text displays but might not have had graphics or sound capabilities. These microprocessor-based systems were still less costly than time-shared mainframes or minicomputers.

Workstations were characterized by high-performance processors and graphics displays, with large-capacity local disk storage, networking capability, and running under a multitasking operating system. Eventually, due to the influence of the IBM PC on the personal computer market, personal computers and home computers lost any technical distinction. Business computers acquired color graphics capability and sound, and home computers and game systems users used the same processors and operating systems as office workers. Mass-market computers had graphics capabilities and memory comparable to dedicated workstations of a few years before. Even local area networking, originally a way to allow business computers to share expensive mass storage and peripherals, became a standard feature of personal computers used at home.

An increasingly important set of uses for personal computers relied on the ability of the computer to communicate with other computer systems, allowing interchange of information. Experimental public access to a shared mainframe computer system was demonstrated as early as 1973 in the Community Memory project, but bulletin board systems and online service providers became more commonly available after 1978. Commercial Internet service providers emerged in the late 1980s, giving public access to the rapidly growing network.

In 1984, Apple Computer launched the Macintosh, with an advertisement during the Super Bowl. The Macintosh was the first successful mass-market mouse-driven computer with a graphical user interface or 'WIMP' (Windows, Icons, Menus, and Pointers). Based on the Motorola 68000 microprocessor, the Macintosh included many of the Lisa's features at a price of US$2,495. The Macintosh was introduced with 128 KB of RAM and later that year a 512 KB RAM model became available. To reduce costs compared to the Lisa, the year-younger Macintosh had a simplified motherboard design, no internal hard drive, and a single 3.5-inch floppy drive. Applications that came with the Macintosh included MacPaint, a bit-mapped graphics program, and MacWrite, which demonstrated WYSIWYG word processing.

The Macintosh was a successful personal computer for years to come. This is particularly due to the introduction of desktop publishing in 1985 through Apple's partnership with Adobe. This partnership introduced the LaserWriter printer and Aldus PageMaker to users of the personal computer. During Steve Jobs's hiatus from Apple, a number of different models of Macintosh, including the Macintosh Plus and Macintosh II, were released to a great degree of success. The entire Macintosh line of computers was IBM's major competition up until the early 1990s.[citation needed]

1990s

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In 1991, the World Wide Web was made available for public use. The combination of powerful personal computers with high-resolution graphics and sound, with the infrastructure provided by the Internet, and the standardization of access methods of the Web browsers, established the foundation for a significant fraction of modern life, from bus time tables through unlimited distribution of free videos through to online user-edited encyclopedias.

Types

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Stationary

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Workstation

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A Sun SPARCstation 1+ from the early 1990s, with a 25 MHz RISC processor

A workstation is a high-end personal computer designed for technical, mathematical, or scientific applications. Intended primarily to be used by one person at a time, they are commonly connected to a local area network and run multi-user operating systems. Workstations are used for tasks such as computer-aided design, drafting and modeling, computation-intensive scientific and engineering calculations, image processing, architectural modeling, and computer graphics for animation and motion picture visual effects.[46]

Desktop computer

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A Dell OptiPlex desktop computer (2006)

Before the widespread use of PCs, a computer that could fit on a desk was remarkably small, leading to the desktop nomenclature. More recently, the phrase usually indicates a particular style of computer case. Desktop computers come in a variety of styles ranging from large vertical tower cases to small models which can be tucked behind or rest directly beneath (and support) LCD monitors.

While the term desktop often refers to a computer with a vertically aligned computer tower case, these varieties often rest on the ground or underneath desks. Despite this seeming contradiction, the term desktop does typically refer to these vertical tower cases as well as the horizontally aligned models which are designed to literally rest on top of desks and are therefore more appropriate to the desktop term, although both types qualify for this desktop label in most practical situations aside from certain physical arrangement differences. Both styles of these computer cases hold the systems hardware components such as the motherboard, processor chip and other internal operating parts. Desktop computers have an external monitor with a display screen and an external keyboard, which are plugged into ports on the back of the computer case. Desktop computers are popular for home and business computing applications as they leave space on the desk for multiple monitors.

A gaming computer is a desktop computer that generally comprises a high-performance video card, processor and RAM, to improve the speed and responsiveness of demanding video games.[47]

An all-in-one computer (also known as single-unit PCs) is a desktop computer that combines the monitor and processor within a single unit. A separate keyboard and mouse are standard input devices, with some monitors including touchscreen capability. The processor and other working components are typically reduced in size relative to standard desktops, located behind the monitor, and configured similarly to laptops.

A nettop computer was introduced by Intel in February 2008, characterized by low cost and lean functionality. These were intended to be used with an Internet connection to run Web browsers and Internet applications.

A home theater PC (HTPC) combines the functions of a personal computer and a digital video recorder. It is connected to a TV set or an appropriately sized computer display, and is often used as a digital photo viewer, music and video player, TV receiver, and digital video recorder. HTPCs are also referred to as media center systems or media servers. The goal is to combine many or all components of a home theater setup into one box. HTPCs can also connect to services providing on-demand movies and TV shows. HTPCs can be purchased pre-configured with the required hardware and software needed to add television programming to the PC, or can be assembled from components.

Keyboard computers are computers inside of keyboards, generally still designed to be connected to an external computer monitor or television. Examples include the Atari ST, Amstrad CPC, BBC Micro, Commodore 64, MSX, Raspberry Pi 400, and the ZX Spectrum.

Portable

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Luggable

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The IBM 5100 from 1975, one of the first portable computers

The potential utility of portable computers was apparent early on. Alan Kay described the Dynabook in 1972, but no hardware was developed. The Xerox NoteTaker was produced in a very small experimental batch around 1978. In 1975, the IBM 5100 could be fit into a transport case, making it a portable computer, but it weighed about 50 pounds. Such early portable computers were termed luggables by journalists owing to their heft.

Before the introduction of the IBM PC, portable computers consisting of a processor, display, disk drives and keyboard, in a suit-case style portable housing, allowed users to bring a computer home from the office or to take notes at a classroom. Examples include the Osborne 1 and Kaypro; and the Commodore SX-64. These machines were AC-powered and included a small CRT display screen. The form factor was intended to allow these systems to be taken on board an airplane as carry-on baggage, though their high power demand meant that they could not be used in flight. The integrated CRT display made for a relatively heavy package, but these machines were more portable than their contemporary desktop equals. Some models had standard or optional connections to drive an external video monitor, allowing a larger screen or use with video projectors.

IBM PC-compatible suitcase format computers became available soon after the introduction of the PC, with the Compaq Portable being a leading example of the type. Later models included a hard drive to give roughly equivalent performance to contemporary desktop computers.

The development of thin plasma display and LCD screens permitted a somewhat smaller form factor, called the lunchbox computer. The screen formed one side of the enclosure, with a detachable keyboard and one or two half-height floppy disk drives, mounted facing the ends of the computer. Some variations included a battery, allowing operation away from AC outlets.[48]

Laptop

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An MSI laptop computer

A laptop computer is designed for portability with clamshell design, where the keyboard and computer components are on one panel, with a hinged second panel containing a flat display screen. Closing the laptop protects the screen and keyboard during transportation. Laptops generally have a rechargeable battery, enhancing their portability. To save power, weight and space, laptop graphics chips are in many cases integrated into the CPU or chipset and use system RAM, resulting in reduced graphics performance when compared to desktop machines, that more typically have a graphics card installed. For this reason, desktop computers are usually preferred over laptops for gaming purposes.

Unlike desktop computers, only minor internal upgrades (such as memory and hard disk drive) are feasible owing to the limited space and power available. Laptops have the same input and output ports as desktops, for connecting to external displays, mice, cameras, storage devices and keyboards. Laptops are also a little more expensive compared to desktops, as the miniaturized components for laptops themselves are expensive.

Notebook computers such as the TRS-80 Model 100 and Epson HX-20 had roughly the plan dimensions of a sheet of typing paper (ANSI A or ISO A4). These machines had a keyboard with slightly reduced dimensions compared to a desktop system, and a fixed LCD display screen coplanar with the keyboard. These displays were usually small, with 8 to 16 lines of text, sometimes only 40 columns line length. However, these machines could operate for extended times on disposable or rechargeable batteries. Although they did not usually include internal disk drives, this form factor often included a modem for telephone communication and often had provisions for external cassette or disk storage. Later, clamshell format laptop computers with similar small plan dimensions were also called notebooks.[49]: 16 

A desktop replacement computer is a portable computer that provides the full capabilities of a desktop computer. Such computers are currently large laptops. This class of computers usually includes more powerful components and a larger display than generally found in smaller portable computers, and may have limited battery capacity or no battery.[50]

An HP netbook

Netbooks, also called mini notebooks or subnotebooks, were a subgroup of laptops[51][52] suited for general computing tasks and accessing web-based applications. Initially, the primary defining characteristic of netbooks was the lack of an optical disc drive, smaller size, and lower performance than full-size laptops. By mid-2009 netbooks had been offered to users "free of charge", with an extended service contract purchase of a cellular data plan.[53] Ultrabooks and Chromebooks have since filled the gap left by Netbooks. Unlike the generic Netbook name, Ultrabook and Chromebook are technically both specifications by Intel and Google respectively.

Tablet

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HP Compaq tablet PC with rotating/removable keyboard

A tablet uses a touchscreen display, which can be controlled using either a stylus pen or finger. Some tablets may use a hybrid or convertible design, offering a keyboard that can either be removed as an attachment, or a screen that can be rotated and folded directly over top the keyboard. Some tablets may use desktop-PC operating system such as Windows or Linux, or may run an operating system designed primarily for tablets. Many tablet computers have USB ports, to which a keyboard or mouse can be connected.

Smartphone

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An LG G4 smartphone

Smartphones are often similar to tablet computers, the difference being that smartphones always have cellular integration. They are generally smaller than tablets, and may not have a slate form factor.

Ultra-mobile PC

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The ultra-mobile PC (UMPC) is a small tablet computer. It was developed by Microsoft, Intel and Samsung, among others. Current UMPCs typically feature the Windows XP, Windows Vista, Windows 7, or Linux operating system, and low-voltage Intel Atom or VIA C7-M processors.

Pocket PC

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A pocket PC is a hardware specification for a handheld-sized computer (personal digital assistant, PDA) that runs the Microsoft Windows Mobile operating system. It may have the capability to run an alternative operating system like NetBSD or Linux. Pocket PCs have many of the capabilities of desktop PCs. Numerous applications are available for handhelds adhering to the Microsoft Pocket PC specification, many of which are freeware. Microsoft-compliant Pocket PCs can also be used with many other add-ons like GPS receivers, barcode readers, RFID readers and cameras.

In 2007, with the release of Windows Mobile 6, Microsoft dropped the name Pocket PC in favor of a new naming scheme: devices without an integrated phone are called Windows Mobile Classic instead of Pocket PC, while devices with an integrated phone and a touch screen are called Windows Mobile Professional.[54]

Palmtop and handheld PCs

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Palmtop PCs were miniature pocket-sized computers running DOS that first came about in the late 1980s, typically in a clamshell form factor with a keyboard. Non-x86 based devices were often called palmtop computers, examples being Psion Series 3. In later years a hardware specification called Handheld PC was later released by Microsoft that run the Windows CE operating system.

Hardware

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An exploded view of a personal computer and peripherals (some of which are optional):

Computer hardware is a comprehensive term for all physical and tangible parts of a computer, as distinguished from the data it contains or operates on, and the software that provides instructions for the hardware to accomplish tasks. Some sub-systems of a personal computer may contain processors that run a fixed program, or firmware, such as a keyboard controller. Firmware usually is not changed by the end user of the personal computer.

Most 2010s and 2020s-era personal computers require users only to plug in the power supply, monitor, and other cables. A typical desktop computer consists of a computer case (or tower), a metal chassis that holds the power supply, motherboard, a storage device such as a hard disk drive or solid-state drive, and often an optical disc drive. Most towers have empty space where users can add additional components. External devices such as a computer monitor or visual display unit, keyboard, and a pointing device (mouse) are usually found in a personal computer.

The motherboard connects all processor, memory and peripheral devices together. The RAM, graphics card and processor are in most cases mounted directly onto the motherboard. The central processing unit (microprocessor chip) plugs into a CPU socket, while the ram modules plug into corresponding ram sockets. Some motherboards have the video display adapter, sound and other peripherals integrated onto the motherboard, while others use expansion slots for graphics cards, network cards, or other input/output devices. The graphics card or sound card may employ a break out box to keep the analog parts away from the electromagnetic radiation inside the computer case. Disk drives, which provide mass storage, are connected to the motherboard with one cable, and to the power supply through another cable. Usually, disk drives are mounted in the same case as the motherboard; expansion chassis are also made for additional disk storage.

For large amounts of data, a tape drive can be used or extra hard disks can be put together in an external case. The keyboard and the mouse are external devices plugged into the computer through connectors on an I/O panel on the back of the computer case. The monitor is also connected to the input/output (I/O) panel, either through an onboard port on the motherboard, or a port on the graphics card. Capabilities of the personal computer's hardware can sometimes be extended by the addition of expansion cards connected via an expansion bus. Standard peripheral buses often used for adding expansion cards in personal computers include PCI, PCI Express (PCIe), and AGP (a high-speed PCI bus dedicated to graphics adapters, found in older computers). Most modern personal computers have multiple physical PCI Express expansion slots, with some having PCI slots as well.

A peripheral is "a device connected to a computer to provide communication (such as input and output) or auxiliary functions (such as additional storage)".[55] Peripherals generally connect to the computer through the use of USB ports or inputs located on the I/O panel. USB flash drives provide portable storage using flash memory which allows users to access the files stored on the drive on any computer. Memory cards also provide portable storage for users, commonly used on other electronics such as mobile phones and digital cameras, the information stored on these cards can be accessed using a memory card reader to transfer data between devices. Webcams, which are either built into computer hardware or connected via USB are video cameras that records video in real time to either be saved to the computer or streamed somewhere else over the internet. Game controllers can be plugged in via USB and can be used as an input device for video games as an alternative to using keyboard and mouse. Headphones and speakers can be connected via USB or through an auxiliary port (found on I/O panel) and allow users to listen to audio accessed on their computer; however, speakers may also require an additional power source to operate. Microphones can be connected through an audio input port on the I/O panel and allow the computer to convert sound into an electrical signal to be used or transmitted by the computer.

Software

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A screenshot of the LibreOffice Writer software

Computer software is any kind of computer program, procedure, or documentation that performs some task on a computer system.[56] The term includes application software such as word processors that perform productive tasks for users, system software such as operating systems that interface with computer hardware to provide the necessary services for application software, and middleware that controls and co-ordinates distributed systems.

A screenshot of Krita, which is a raster graphics editor
Children being taught how to use a laptop computer in 2005. An older (1990s-era) desktop personal computer's CRT monitor is visible in the background.

Software applications are common for word processing, Internet browsing, Internet faxing, e-mail and other digital messaging, multimedia playback, playing of computer game, and computer programming. The user may have significant knowledge of the operating environment and application programs, but is not necessarily interested in programming nor even able to write programs for the computer. Therefore, most software written primarily for personal computers tends to be designed with simplicity of use, or user-friendliness in mind. However, the software industry continuously provide a wide range of new products for use in personal computers, targeted at both the expert and the non-expert user.

Operating system

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An operating system (OS) manages computer resources and provides programmers with an interface used to access those resources. An operating system processes system data and user input, and responds by allocating and managing tasks and internal system resources as a service to users and programs of the system. An operating system performs basic tasks such as controlling and allocating memory, prioritizing system requests, controlling input/output devices, facilitating computer networking, and managing files.

Common contemporary desktop operating systems are Microsoft Windows, macOS, Linux, Solaris and FreeBSD. Windows, macOS, and Linux all have server and personal variants. With the exception of Microsoft Windows, the designs of each of them were inspired by or directly inherited from the Unix operating system.

Early personal computers used operating systems that supported command line interaction, using an alphanumeric display and keyboard. The user had to remember a large range of commands to, for example, open a file for editing or to move text from one place to another. Starting in the early 1960s, the advantages of a graphical user interface began to be explored, but widespread adoption required lower-cost graphical display equipment. By 1984, mass-market computer systems using graphical user interfaces were available; by the turn of the 21st century, text-mode operating systems were no longer a significant fraction of the personal computer market.[57]

Applications

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Generally, a computer user uses application software to carry out a specific task.[58] System software supports applications[58] and provides common services such as memory management, network connectivity and device drivers, all of which may be used by applications but are not directly of interest to the end user. A simplified analogy in the world of hardware would be the relationship of an electric light bulb (an application) to an electric power generation plant (a system):[59] the power plant merely generates electricity, not itself of any real use until harnessed to an application like the electric light that performs a service that benefits the user.

Typical examples of software applications are word processors, spreadsheets, and media players. Multiple applications bundled together as a package are sometimes referred to as an application suite. Microsoft Office and LibreOffice,[60] which bundle together a word processor, a spreadsheet, and several other discrete applications, are typical examples.[61] The separate applications in a suite usually have a user interface that has some commonality making it easier for the user to learn and use each application. Often, they may have some capability to interact with each other in ways beneficial to the user; for example, a spreadsheet might be able to be embedded in a word processor document even though it had been created in the separate spreadsheet application.

End-user development tailors systems to meet the user's specific needs. User-written software include spreadsheet templates, word processor macros, scientific simulations, graphics and animation scripts; even email filters are a kind of user software. Users create this software themselves and often overlook how important it is.

Gaming

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PC gaming is popular among the high-end PC market. According to an April 2018 market analysis done by Newzoo, PC gaming was the third largest gaming sector behind console and mobile gaming in terms of market share sitting at a 24% share of the entire market. The market for PC gaming continues to grow and is expected to generate $32.3 billion in revenue in the year 2021.[62] PC gaming is at the forefront of competitive gaming, known as esports, with games such as League of Legends, Dota 2 and Counter-Strike: Global Offensive leading the industry that is suspected to surpass a billion dollars in revenue in 2019.[63] According to a December 2023 market analysis done by Visual Capitalist, the PC gaming sector was the second-largest category across all platforms as of 2022, valued at US$45 billion, surpassing console market revenue by 2020.[64]

There are multiple different game distributors; players are able to purchase games in-person at retail stores and digitally. Some large names for digital game distributors are Epic Games, Valve Corporation, Electronic Arts, and Ubisoft. Distributors such as the ones listed allow many games to be purchasable and accessible to users.[65] Though some distributors may only sell games that have been created by their own company, many games and franchises are available on multiple distributor platforms. Some multiplayer pc games can also be cross-platform, allowing players the ability the play with other platforms, such as pc and different consoles. There are games on distributor platforms that may allow players to play other known games using the game application as an emulator;[66] these games originally may not be supported by the player's current device, whether it be platform locked or no longer supported by the operating system of the pc. The number of different video game genres can range across each distributor platform, first-person shooters, MMO games, adventure games, etc. Many games, frequently free-to-play games, have microtransactions available for players. These transactions can help enhance gameplay or to personalize their characters.[67] There are games such as The Sims that allow players to purchase additional game packs in order to gain access to additional new gameplay.

Sales

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Market share

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Personal computers worldwide in million distinguished by developed and developing world

In 2001, 125 million personal computers were shipped in comparison to 48,000 in 1977.[68] More than 500 million personal computers were in use in 2002 and one billion personal computers had been sold worldwide from the mid-1970s up to this time (year 2002). Of the latter figure, 75% were professional or work related, while the rest were sold for personal or home use. About 81.5% of personal computers shipped had been desktop computers, 16.4% laptops and 2.1% servers. The United States had received 38.8% (394 million) of the computers shipped, Europe 25% and 11.7% had gone to the Asia-Pacific region, the fastest-growing market as of 2002. The second billion was expected to be sold by 2008.[68] Almost half of all households in Western Europe had a personal computer and a computer could be found in 40% of homes in United Kingdom, compared with only 13% in 1985.[69]

The global personal computer shipments were 350.9 million units in 2010,[70] 308.3 million units in 2009[71] and 302.2 million units in 2008.[72][73] The shipments were 264 million units in the year 2007, according to iSuppli,[74] up 11.2% from 239 million in 2006.[75] In 2004, the global shipments were 183 million units, an 11.6% increase over 2003.[76] In 2003, 152.6 million computers were shipped, at an estimated value of $175 billion.[77] In 2002, 136.7 million PCs were shipped, at an estimated value of $175 billion.[77] In 2000, 140.2 million personal computers were shipped, at an estimated value of $226 billion.[77] Worldwide shipments of personal computers surpassed the 100-million mark in 1999, growing to 113.5 million units from 93.3 million units in 1998.[78] In 1999, Asia had 14.1 million units shipped.[79]

As of June 2008, the number of personal computers in use worldwide hit one billion,[80] while another billion is expected to be reached by 2014. Mature markets like the United States, Western Europe and Japan accounted for 58% of the worldwide installed PCs. The emerging markets were expected to double their installed PCs by 2012 and to take 70% of the second billion PCs. About 180 million computers (16% of the existing installed base) were expected to be replaced and 35 million to be dumped into landfill in 2008. The whole installed base grew 12% annually.[81][82]

Based on International Data Corporation (IDC) data for Q2 2011, for the first time China surpassed US in PC shipments by 18.5 million and 17.7 million respectively. This trend reflects the rising of emerging markets as well as the relative stagnation of mature regions.

In the developed world, there has been a vendor tradition to keep adding functions to maintain high prices of personal computers. However, since the introduction of the One Laptop per Child foundation and its low-cost XO-1 laptop, the computing industry started to pursue the price too. Although introduced only one year earlier, there were 14 million netbooks sold in 2008.[83] Besides the regular computer manufacturers, companies making especially rugged versions of computers have sprung up, offering alternatives for people operating their machines in extreme weather or environments.[84]

In 2011, Deloitte consulting firm predicted that, smartphones and tablet computers as computing devices would surpass the PCs sales[85] (as has happened since 2012). As of 2013, worldwide sales of PCs had begun to fall as many consumers moved to tablets and smartphones. Sales of 90.3 million units in the fourth quarter of 2012 represented a 4.9% decline from sales in the fourth quarter of 2011.[86] Global PC sales fell sharply in the first quarter of 2013, according to IDC data. The 14% year-over-year decline was the largest on record since the firm began tracking in 1994, and double what analysts had been expecting.[87][88] The decline of Q2 2013 PC shipments marked the fifth straight quarter of falling sales.[89] "This is horrific news for PCs", remarked an analyst. "It's all about mobile computing now. We have definitely reached the tipping point."[87] Data from Gartner showed a similar decline for the same time period.[87] China's Lenovo Group bucked the general trend as strong sales to first-time buyers in the developing world allowed the company's sales to stay flat overall.[87] Windows 8, which was designed to look similar to tablet/smartphone software, was cited as a contributing factor in the decline of new PC sales. "Unfortunately, it seems clear that the Windows 8 launch not only didn't provide a positive boost to the PC market, but appears to have slowed the market," said IDC Vice President Bob O'Donnell.[88]

In August 2013, Credit Suisse published research findings that attributed around 75% of the operating profit share of the PC industry to Microsoft (operating system) and Intel (semiconductors).[90] According to IDC, in 2013 PC shipments dropped by 9.8% as the greatest drop-ever in line with consumers trends to use mobile devices.[91]

In the second quarter of 2018, PC sales grew for the first time since the first quarter of 2012. According to research firm Gartner, the growth mainly came from the business market while the consumer market experienced decline.[92]

In 2020, as the result of the COVID-19 pandemic with more people working at home and learning remotely, PC sales grew by 26.1% compared to previous years according to IDC.[93] According to Canalys, 2020 was the highest growth rate for the PC market since 2011.[94]

This upward trend continued into 2021, with global PC shipments reaching over 340 million units, the highest since 2012, representing a 14.6% year-over-year growth.[95] Notebooks and mobile workstations led the charge, with shipments growing 16% to reach 275 million units, while desktops and desktop workstations increased 7% to reach 66 million units.[96] Major vendors such as Lenovo, HP, Dell, and Apple all saw significant increases in sales.[97]

The market saw increased demand not only from consumers and students but also from businesses investing in hybrid work infrastructure. However, by late 2022, the market began to stabilize as demand cooled down and supply chain challenges, including chip shortages, began to ease. Worldwide shipments of desktop and laptop computers fell by 19.5% in the third quarter of 2022 compared with the year-ago period, marking the steepest decline Gartner has documented in more than two decades of tracking the market.[98]

After a period of volatility, the global PC market began to stabilize in 2023. According to IDC, worldwide PC shipments during the fourth quarter of 2024 grew 1.8% year-over-year, reaching 68.9 million units.[99] Canalys reported a 3.2% annual growth in the first quarter of 2024, totaling 57.2 million units, with notebook shipments increasing by 4.2%.[100]

In the first quarter of 2025, global PC shipments experienced a significant uptick, growing 9.4% year-over-year to 62.7 million units. This surge was partly attributed to manufacturers accelerating shipments to the U.S. ahead of newly implemented tariffs under President Donald Trump's trade policies. Lenovo maintained its lead in the global PC market, shipping 15.2 million units with an 11% growth, followed by HP with 12.8 million units (6% growth), Dell with 9.5 million units (3% growth), and Apple with 6.5 million units, marking a 22% increase.[101]

The integration of artificial intelligence (AI) capabilities into PCs emerged as a significant trend during this period. Canalys projected that AI-capable PC shipments would reach 48 million units in 2024, representing 18% of total PC shipments, and surpass 100 million units in 2025, accounting for approximately 40% of the market.[102] Gartner provided a slightly more optimistic forecast, estimating 54.5 million AI PC shipments in 2024 and 116 million in 2025.[103]

Average selling price

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Selling prices of personal computers steadily declined due to lower costs of production and manufacture, while the capabilities of computers increased. In 1975, an Altair kit sold for around only US$400, but required customers to solder components into circuit boards; peripherals required to interact with the system in alphanumeric form instead of blinking lights would add another $2,000, and the resultant system was of use only to hobbyists.[104]

At their introduction in 1981, the US$1,795 price of the Osborne 1 and its competitor Kaypro was considered an attractive price point; these systems had text-only displays and only floppy disks for storage. By 1982, Michael Dell observed that a personal computer system selling at retail for about US$3,000 was made of components that cost the dealer about $600; typical gross margin on a computer unit was around $1,000.[105] The total value of personal computer purchases in the US in 1983 was about $4 billion, comparable to total sales of pet food. By late 1998, the average selling price of personal computer systems in the United States had dropped below $1,000.[106]

For Microsoft Windows systems, the average selling price (ASP) showed a decline in 2008/2009, possibly due to low-cost netbooks, drawing $569 for desktop computers and $689 for laptops at U.S. retail in August 2008. In 2009, ASP had further fallen to $533 for desktops and to $602 for notebooks by January and to $540 and 560 in February.[107] According to research firm NPD, the average selling price of all Windows portable PCs has fallen from $659 in October 2008 to $519 in October 2009.[108]

Environmental impact

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External costs of environmental impact are not fully included in the selling price of personal computers.[109]

Personal computers have become a large contributor to the 50 million tons of discarded electronic waste generated annually, according to the United Nations Environment Programme. To address the electronic waste issue affecting developing countries and the environment, extended producer responsibility (EPR) acts have been implemented in various countries and states.[110] In the absence of comprehensive national legislation or regulation on the export and import of electronic waste, the Silicon Valley Toxics Coalition and BAN (Basel Action Network) teamed up with electronic recyclers in the US and Canada to create an e-steward program for the orderly disposal of electronic waste.[111] Some organizations [who?] oppose EPR regulation, and claim that manufacturers naturally move toward reduced material and energy use.[citation needed]

See also

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Notes

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References

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Further reading

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia

A (PC) is a designed for use by a single individual, incorporating a , memory, persistent storage, and peripherals for data input and output, allowing independent operation for general-purpose tasks such as computation, data management, and program execution.
The origins of personal computers trace to the early 1970s, with the in 1971 as one of the first programmable computers marketed to individuals, followed by the in 1975, a kit-based system that ignited widespread interest through its appearance in and spurred innovations like the interpreter.
Commercial viability arrived in 1977 with the "" of preassembled machines—the , Model I, and —which offered user-friendly interfaces, expandability, and applications for home and small business use, selling millions and establishing personal computing as a mass market.
The 1981 introduction of the IBM PC standardized hardware architecture using the processor and open design, enabling third-party compatibility and rapid industry growth, while the 1984 Apple Macintosh pioneered graphical user interfaces and mouse input, influencing paradigms still prevalent today.
have driven economic transformation by enhancing productivity, enabling software industries, and facilitating access to information networks, though empirical studies reveal mixed effects on , with benefits in technical skills offset by potential declines in certain academic performance metrics among youth.

Definition and Terminology

Core Definition

A personal computer (PC) is a designed for use by one person at a time, featuring a as its , along with memory, storage, and peripherals such as a keyboard, display, and . Unlike earlier mainframes or minicomputers, which required shared access through terminals and were typically owned by organizations, PCs enable direct individual interaction and ownership, making computing accessible for personal tasks like , programming, and entertainment. PCs are general-purpose devices equipped to run commercial software, including word processors, web browsers, and productivity applications, often operating under standalone systems like Windows, macOS, or distributions. They encompass form factors such as desktops, laptops, and tablets, but fundamentally differ from servers or supercomputers by prioritizing single-user over high-throughput shared processing or specialized workloads. This design stems from the revolution, which reduced costs and size, allowing mass production for consumers by the late 1970s.

Evolution of the Term

The term "personal computer" emerged in the late 1950s to describe computing devices intended for individual rather than institutional or multi-user applications, with the earliest documented use recorded in 1959. Linguistic by Fred R. Shapiro, utilizing the electronic journal archive, identified additional early instances, including a 1962 New York Times article and a 1968 reference, predating claims of later coinage. These initial applications often pertained to programmable or dedicated systems, such as Hewlett-Packard's 1974 advertisement of the handheld as a "personal computer." In the context of microprocessor-based systems, the term gained prominence during the mid-1970s microcomputer revolution. The MITS , introduced on January 1, 1975, for $397 in kit form, was marketed by its designer Ed Roberts as the first personal computer, popularizing the phrase over alternatives like "." This usage emphasized affordability, single-user operation, and accessibility for hobbyists and small businesses, distinguishing it from larger minicomputers or mainframes. Publications like Stewart Brand's Quarterly in 1975 further promoted "personal computing" as a cultural and technological shift toward individual empowerment through technology. By the early 1980s, the term solidified with the IBM Personal Computer (model 5150), released on August 12, 1981, which adopted "personal computer" in its branding and established the "PC" abbreviation as industry standard. This standardization reflected growing market acceptance, with sales exceeding 3 million units by 1985, and differentiated personal computers from "home computers" focused on consumer entertainment. The evolution underscored a transition from elite, shared computing resources to ubiquitous personal tools, driven by advances that reduced costs from thousands to hundreds of dollars.

Historical Development

Precursors and Early Concepts

The concept of a personal information device predated modern computing hardware, originating with Vannevar Bush's 1945 proposal for the , a mechanized library enabling users to store, retrieve, and associate personal records through microfilm trails, foreshadowing hypertext and individual knowledge augmentation. Bush, as director of the U.S. Office of Scientific Research and Development during , envisioned this as an extension of human memory rather than a general-purpose , influencing subsequent interactive computing paradigms despite never being built. In the 1960s, advanced these ideas in his 1960 paper "Man-Computer Symbiosis," advocating for real-time human-machine partnerships where computers handle routine computations while humans direct creative processes, laying groundwork for interactive personal systems beyond . This vision aligned with emerging systems, such as those developed at MIT in 1961, which allowed multiple users interactive access to a central computer via terminals, reducing reliance on large mainframes and promoting individualized sessions. Douglas Engelbart's 1968 "" further demonstrated practical precursors, unveiling a mouse-driven interface, windows, hypertext linking, and collaborative editing on the oN-Line System (NLS), concepts essential to later personal computer usability though implemented on shared hardware. Hardware developments in bridged conceptual visions to feasible personal-scale machines; Digital Equipment Corporation's (1959) supported interactive programming for small groups, while the (1965), priced at around $18,000, became the first successful commercial , enabling lab and departmental use due to its compact size and transistor-based design. The MIT Lincoln Laboratory's (1963), costing about $43,000, represented an early single-user computer with keyboard input, display, and tape storage, targeted for biomedical research and embodying principles of affordability and direct interaction for individuals. These systems, though expensive and not mass-market, democratized from institutional mainframes, fostering software innovations and user interfaces that informed the microprocessor era.

Microprocessor Revolution (1970s)

![Altair 8800 computer][float-right]
The microprocessor revolution in the 1970s fundamentally transformed computing by enabling the development of compact, affordable machines suitable for individual use. In November 1971, Intel introduced the 4004, the world's first commercially available single-chip microprocessor, a 4-bit processor designed initially for a calculator but capable of general-purpose computation. This innovation integrated the central processing unit onto a single integrated circuit, drastically reducing size, power consumption, and cost compared to prior discrete transistor-based systems. Subsequent processors, such as the 8-bit Intel 8008 in 1972 and the more capable 8080 in 1974, provided the computational foundation for early personal computers by offering sufficient performance for hobbyist and small-scale applications at prices under $400.
The MITS , released in January 1975, marked the first major commercial success of a microprocessor-based personal computer, sold as a kit for $397 or assembled for $439, utilizing the processor. Featured on the cover of , the Altair sold thousands of units within months, igniting widespread interest among hobbyists and spawning the homebrew computer movement, including the formation of the in . Its success demonstrated that microprocessors could power standalone systems without the need for institutional resources, prompting software innovations like the interpreter developed by and , which further popularized programming for personal use. By 1977, the revolution advanced with the release of fully assembled personal computers known as the "1977 Trinity": the in June, priced at $1,298 with 4 KB RAM; the Tandy TRS-80 Model I in August, offered for $399 including a monitor; and the earlier that year for $595 with integrated display and keyboard. These systems incorporated microprocessors— the MOS 6502 in Apple and PET, and in TRS-80—along with interpreters, making computing accessible to non-technical users for tasks like , small business , and gaming. Their mass-market availability, with sales reaching tens of thousands annually, shifted personal computers from enthusiast kits to consumer products, laying the groundwork for broader adoption despite limitations like limited memory and storage. ![1977 Trinity computers][center]

IBM PC and Standardization (1980s)

The IBM Personal Computer (Model 5150), introduced on August 12, 1981, marked 's entry into the personal computing market with a system featuring an microprocessor operating at 4.77 MHz, base memory of 16 KB expandable to 256 KB (later up to 640 KB), and five expansion slots using the (ISA) bus. Priced starting at $1,565 for the base model with 16 KB RAM and no drives, it included options for monochrome or color displays, cassette or floppy storage, and ran on PC-DOS 1.0 licensed from . IBM's development team, led by William C. Lowe and Don Estridge at the Boca Raton facility, prioritized rapid market entry over proprietary control by adopting off-the-shelf components from suppliers like for the CPU and chips, and third-party peripherals, rather than custom designs used in prior mainframes. This , including published technical specifications and a non-proprietary , enabled hardware interoperability and third-party add-ons, contrasting with closed systems from competitors like Apple. The decision stemmed from time pressures—IBM aimed to launch within a year—allowing use of existing Intel x86 designs and fostering an ecosystem of compatible peripherals. The open design facilitated cloning, with releasing the first fully IBM-compatible Portable in November 1982 after reverse-engineering the to avoid copyright issues, followed by numerous manufacturers producing "PC compatibles" that adhered to the x86 instruction set, ISA bus, and DOS compatibility. These clones undercut IBM's prices—often selling for 20-30% less—while maintaining software compatibility, driving rapid market expansion as businesses adopted standardized systems for and word processing applications. By 1983, clones captured significant share, and compatibles accounted for over half the market by 1986, with IBM's dominance eroding from about 80% in 1982 to 24% by 1986 due to . This proliferation standardized the personal computer around the IBM PC blueprint: the x86 architecture became ubiquitous, ISA slots enabled modular upgrades like graphics cards and network adapters, and evolved into a common platform, sidelining non-compatible systems like the or Commodore 64 in business segments. 's 1987 PS/2 line attempted to reclaim control with proprietary and higher prices, but clone makers stuck to ISA and open standards, reinforcing the IBM PC compatibility norm that persisted into the .

Graphical Interfaces and Expansion (1990s)

The 1990s marked a pivotal shift toward graphical user interfaces (GUIs) in personal computing, building on earlier command-line systems to enable more intuitive interaction via icons, windows, and mouse-driven controls. , released in May 1990, introduced a more polished GUI with improved and support, allowing multiple applications to run in a tiled or overlapping window environment, which significantly boosted PC usability for non-technical users. This was followed by in April 1992, which added fonts for better typography and enhanced multimedia capabilities, further solidifying the GUI as the standard interface for IBM-compatible PCs. Apple's Macintosh line, while pioneering GUIs earlier, saw incremental updates like in May 1991, which incorporated and for multimedia, though it retained a smaller market footprint compared to Windows-dominated systems. The landmark release of on August 24, 1995, revolutionized personal computing by integrating a 32-bit preemptive multitasking kernel with a consumer-friendly shell, featuring the , , and improved file management that abstracted away much of the underlying DOS complexity. Key innovations included hardware detection, which simplified peripheral installation, and built-in networking support, paving the way for broader adoption. These features drove widespread PC upgrades, as required more robust hardware, contributing to its estimated 1 million units sold within five weeks of launch. On the hardware front, expansions accelerated with Intel's processor debut in March 1993, offering 60-66 MHz clock speeds and superscalar architecture for faster GUI rendering and application performance, often paired with 8-16 MB of RAM as standard configurations by mid-decade. Storage and peripherals expanded dramatically to support GUIs, with drives becoming ubiquitous by 1995, enabling of large games and encyclopedias like Microsoft's , while hard drive capacities grew from 200-500 MB in 1990 to 2-4 GB by 1999. Sound cards, such as Creative Labs' series, and graphics accelerators transitioned from VGA to SVGA standards, enhancing visual fidelity for interfaces and emerging 3D applications. Motherboards evolved to include integrated audio, video, and USB precursors, reducing reliance on discrete expansion cards and lowering costs for entry-level systems. Market expansion reflected these advancements, with personal computer shipments surging due to falling prices—average system costs dropped from around $2,500 in to under $1,500 by 1999—making PCs accessible to households beyond offices and enthusiasts. Annual U.S. production units rose sharply, exemplified by a 45% increase from to alone, fueled by GUI-driven demand for home productivity, gaming, and early web browsing. This era saw IBM-compatible PCs capture over 90% of the market by the late 1990s, underscoring the GUI's role in commoditizing computing and expanding its user base globally.

Internet Integration and Portability (2000s)

The 2000s saw personal computers evolve toward seamless integration, driven by the transition from dial-up to access, which supported richer online experiences such as and faster web navigation. In June 2000, only 3% of U.S. online adults used connections like DSL or cable, while 34% relied on dial-up; by April 2004, usage had surged past dial-up, reaching majority status among users by the mid-decade. This shift was facilitated by hardware advancements, including built-in Ethernet ports and the proliferation of routers in PC bundles, reducing reliance on external modems and enabling always-on connectivity. Wireless networking further embedded the into personal computing via the IEEE 802.11b standard, commercialized as in 1999, which offered speeds up to 11 Mbps over short ranges. Early 2000s PCs, especially laptops, increasingly featured optional or integrated adapters, allowing untethered access to home networks and public hotspots; by 2003-2005, became a standard expectation in consumer models from manufacturers like and HP. This integration complemented broadband's rise, as over 80% of U.S. households with computers had home by 2000, with wireless options expanding usage beyond fixed desktops. Portability advanced concurrently, with laptops transitioning from niche to mainstream through reductions in weight, size, and power consumption. Battery life improved to 4-6 hours in mid-2000s models via efficient processors like Intel's platform (introduced 2003), which optimized for wireless use without sacrificing performance. Ultraportable designs, such as Toshiba's Portégé series weighing under 3 pounds, and rugged options like ThinkPads, catered to mobile professionals, while consumer laptops like series democratized access with sub-$1,000 pricing. Wi-Fi's synergy with these form factors turned laptops into true mobile workstations, boosting their market appeal amid declining desktop dominance. By decade's end, these developments intertwined: and enabled portable PCs to leverage cloud-like services precursors, such as and early social networks, fostering a usage where location became normative. U.S. adoption among adults climbed from 52% in 2000 to 84% by 2015, with portability contributing to sustained growth in non-home .

AI and Modern Enhancements (2010s-Present)

The 2010s saw significant hardware advancements in personal computers that laid the groundwork for AI integration, including the widespread adoption of solid-state drives (SSDs) which reduced boot times from minutes to seconds and improved overall system responsiveness compared to mechanical hard drives. By mid-decade, NVMe SSDs enabled sequential read/write speeds exceeding 3,000 MB/s, a tenfold increase over interfaces prevalent earlier in the decade. RAM capacities standardized at 8-16 GB for consumer systems, with DDR4 modules offering higher bandwidth and lower power consumption than DDR3, supporting multitasking and emerging workloads. CPU architectures shifted toward higher core counts—Intel's Core i7 series reaching 6-8 cores by 2010 and scaling to 16+ by 2019—prioritizing parallel processing efficiency over raw clock speeds, which plateaued around 4-5 GHz due to and power constraints. Graphics processing units (GPUs) emerged as key enablers for AI in personal computers during this period, with NVIDIA's platform accelerating tasks following the 2012 AlexNet breakthrough that demonstrated GPUs outperforming CPUs in image recognition training. Consumer-grade RTX series, introduced in 2018, incorporated Tensor Cores for matrix operations central to neural networks, enabling local AI inference on desktops and laptops without dependency. These GPUs delivered thousands of teraflops in AI-specific performance, facilitating applications like real-time video enhancement and generative models on systems with 24 GB VRAM by the early 2020s. Dedicated neural processing units (NPUs) represented a specialized enhancement for on-device AI, simulating operations with greater energy efficiency than general-purpose CPUs or GPUs. integrated its first XDNA-based NPU into consumer PCs in 2023, followed by second-generation implementations offering improved topology for acceleration. By 2024, NPUs became a defining feature of "AI PCs," with announcing Copilot+ PCs on May 20, 2024, requiring at least 40 tera operations per second () from integrated NPUs in X Elite, Ultra, or AI processors to support features like and Live Captions processed locally. Similarly, Apple's Neural Engine in M-series chips, present since the 2020 M1, underpins Apple Intelligence features rolled out in macOS Sequoia, mandating 8 GB unified and compatible hardware from 2020 onward for tasks such as writing tools and image generation. These enhancements emphasized for AI, reducing latency and enhancing by minimizing cloud reliance, though adoption has been tempered by software maturity and power trade-offs in mobile form factors. As of , AI-optimized PCs integrate hybrid —leveraging NPUs for lightweight , GPUs for intensive , and CPUs for —enabling generative AI workflows directly on consumer hardware. However, the adoption of AI PCs has been lower than expected, attributed to limited interest from consumers and enterprises who view many AI features as gimmicky or providing unclear value, higher prices due to required hardware configurations and component shortages, a correction following initial hype, and supply chain pressures from broader AI infrastructure demands.

Core Components

Processor and Architecture

The central processing unit (CPU), often referred to as the processor, executes machine instructions in a personal computer, determining its computational capabilities through the underlying (ISA). Personal computers predominantly employ complex instruction set computing (CISC) architectures, with the x86 family—initiated by Intel's 8086 in 1978—establishing the foundational standard for compatibility and performance in desktops and laptops. This ISA enables across generations, supporting a vast ecosystem of software optimized for x86 instructions, which handle , arithmetic operations, and . Early personal computers relied on 8-bit microprocessors for basic tasks; for instance, the (1975) used the , capable of 2 MHz clock speeds and addressing 64 KB of memory, marking the shift from minicomputers to accessible hobbyist systems. The PC (1981) standardized x86 adoption by incorporating the —a cost-optimized variant of the 8086 with a 16-bit internal architecture but 8-bit external data bus—allowing cheaper motherboards while delivering up to 5 MHz performance and 1 MB memory addressing under . This decision prioritized manufacturing scalability over peak throughput, fostering the -compatible PC market that grew to dominate by the mid-1980s. Advancements in x86 evolved through Intel's 80286 (1982), which introduced protected memory modes for multitasking at 6-12 MHz, and the 80386 (1985), enabling true 32-bit processing with support up to 4 GB. The transition to 64-bit , pioneered by AMD's in 2003, extended addressable memory to terabytes and improved integer handling, with adopting it in 2004; this remains the core ISA for contemporary PCs. Modern processors, such as AMD's 9000 series (2024) and 's Core Ultra 200S (2025), integrate 8-16 cores, hybrid performance/efficiency designs, clock speeds over 5 GHz in boosts, and features like AI accelerators, balancing power for gaming, , and general while consuming 65-125 W TDP. Alternative architectures have challenged x86 in niches; Apple's PowerPC shift (1994-2006) gave way to Intel x86, but ARM-based reduced instruction set (RISC) processors, emphasizing energy efficiency, emerged in PCs via Qualcomm for Windows (2017 onward) and Apple's M1 (2020), achieving 3-5x battery life gains in laptops at comparable performance. As of 2025, holds over 80% in desktops and traditional laptops due to entrenched software ecosystems, though ARM's adoption in premium portables signals potential diversification driven by mobile-derived efficiency demands.

Memory, Storage, and Expansion

Personal computer primarily consists of (RAM), which provides volatile, high-speed data storage for active processes and applications. Early personal computers featured limited DRAM capacities; for instance, the 1976 Apple I utilized 4 kilobytes of DRAM. The PC, introduced in 1981, supported between 16 kilobytes and 640 kilobytes of RAM, constrained by its architecture to prevent software conflicts. By the late , typical systems had expanded to 32 megabytes, reflecting Moore's Law-driven density increases in fabrication. Contemporary standards as of 2025 favor DDR5 modules, capable of up to 128 gigabytes per and operating at speeds like 6000 megatransfers per second in 32-gigabyte kits for gaming and productivity workloads. DDR5's on-die error correction and higher bandwidth enable efficient handling of multitasking and AI-accelerated tasks, though DDR4 remains viable for budget systems supporting up to 64 gigabytes per module. Storage in personal computers evolved from to high-capacity persistent drives, shifting from mechanical to solid-state technologies for reliability and speed. Floppy disks debuted in 1971 with IBM's 8-inch model offering 80 kilobytes, later advancing to 5.25-inch variants holding up to 1.2 megabytes by the early 1980s. Hard disk drives (HDDs) entered PCs with the 1980 Seagate ST-506 at 5 megabytes, enabling bootable operating systems and larger datasets compared to floppies. Solid-state drives (SSDs) using NAND flash supplanted HDDs for primary storage due to absence of , reducing latency; by 2025, NVMe SSDs via PCIe interfaces deliver 2 to 4 terabytes as standard capacities with read speeds exceeding 4 gigabytes per second. Hybrid setups often pair NVMe SSDs for OS and applications with HDDs for archival bulk storage up to tens of terabytes. Expansion capabilities allow modular upgrades via buses and slots, facilitating customization beyond base configurations. The Industry Standard Architecture (ISA) bus, originating with the 1981 PC as an 8-bit interface at 4.77 megahertz, expanded to 16 bits in the PC/AT model for peripherals like modems and sound cards. (PCI), introduced in 1992, offered 32-bit operation at 33 megahertz, supporting plug-and-play devices and replacing ISA's limitations. (PCIe), launched in 2003, employs serial lanes scalable to PCIe 5.0 by 2025 with bandwidths up to 128 gigatransfers per second per x16 slot, critical for graphics cards, NVMe storage, and network adapters. Modern motherboards integrate multiple slots for SSDs and PCIe for GPUs, enabling terabyte-scale expansions without proprietary constraints.

Input, Output, and Displays

Personal computers rely on input devices to receive user commands and data, with the keyboard and serving as primary interfaces since the era. The keyboard, derived from designs, allows text and command entry via keys arranged in a layout, which became standard for English-language systems. Early personal computers like the used custom keyboard interfaces, but by the 1980s, the PC adopted serial ports for keyboards before transitioning to the PS/2 connector introduced by in 1987 for more reliable, dedicated signaling. This 6-pin mini-DIN port supported both keyboards and mice until largely supplanted by USB in the late , which offers plug-and-play functionality and higher data rates. The , invented by in 1964 as a wooden tracked device with two wheels, enabled graphical pointing but gained traction in personal computing through PARC's 1973 workstation. It popularized with Apple's 1983 Lisa and 1984 Macintosh, using optical or mechanical tracking for cursor control, and became integral to Windows GUIs from version 3.0 in 1990. Modern variants include optical laser mice and wireless models via or 2.4 GHz receivers, reducing cable clutter while maintaining precision for tasks like CAD and gaming. Laptops incorporate touchpads or trackpoints as compact alternatives, simulating mouse functions through gestures. Displays function as the principal visual output for personal computers, evolving from bulky cathode-ray tube (CRT) technology to flat-panel alternatives for improved portability and energy efficiency. CRT monitors, dominant from the 1970s to the early 2000s, used electron beams to scan phosphors for resolutions up to 2048x1536 by the 1990s, but suffered from high power consumption and geometric distortion. displays (LCDs) emerged commercially in the early 1990s with active-matrix (TFT) panels, offering thinner profiles and lower voltage requirements; by 2003, LCDs overtook CRTs in market share due to falling prices and support for resolutions like 1920x1080 Full HD. Contemporary high-end displays employ organic (OLED) technology, which self-emits light per pixel for infinite contrast ratios and response times under 0.1 ms, though prone to from static images; these support 4K and beyond, with refresh rates exceeding 240 Hz for gaming. Other output devices extend PC functionality beyond screens. Speakers and headphones convert digital audio signals—processed via onboard or discrete sound cards—into sound waves, typically connected through 3.5 mm analog jacks or USB for digital transmission, enabling multimedia playback since the AdLib card in 1987 and in 1989. Printers produce hard copies, progressing from dot-matrix impact models in the 1970s (e.g., MX-80 at 80 cps) to inkjet and laser technologies by the 1980s and 1990s; laser printers, using electrophotographic processes, achieve speeds over 50 ppm and resolutions up to 2400 dpi, connected initially via parallel ports before USB standardization. Interfaces like , introduced in , unify connections for peripherals, supporting hot-swapping and power delivery up to 100W via USB Power Delivery in later versions.

Operating Systems and Software

Major Operating Systems

Microsoft Windows, developed by Microsoft Corporation, originated as MS-DOS in 1981, a command-line system licensed for the IBM PC and subsequent compatibles, which standardized the x86 architecture for personal computing. Windows evolved into a graphical user interface overlay with version 1.0 in 1985, transitioning to a standalone OS with Windows 95 in 1995, which integrated DOS compatibility while introducing preemptive multitasking and the Start menu. Subsequent releases like Windows NT (1993) emphasized stability for enterprise use, leading to the unified consumer line in Windows XP (2001) and modern iterations such as Windows 11 (2021), which enforce hardware requirements like TPM 2.0 for security features including virtualization-based security. Windows dominates desktop usage due to its broad hardware compatibility, extensive software ecosystem, and backward compatibility, holding approximately 72.3% global desktop market share as of September 2025. Apple's macOS, formerly Mac OS, debuted with the Macintosh in 1984 as System Software 1.0, pioneering widespread graphical interfaces with mouse-driven windows, icons, and pull-down menus influenced by Xerox PARC research. It shifted to a Unix-based foundation with Mac OS X 10.0 in 2001, derived from NeXTSTEP and FreeBSD, enhancing stability and POSIX compliance while retaining Aqua aesthetics. Modern macOS versions, such as Sonoma (14.0, 2023) and Sequoia (15.0, 2024), integrate Apple Silicon optimizations for power efficiency and features like Stage Manager for multitasking, but remain proprietary and hardware-locked to Apple devices. macOS commands about 15% of the desktop market, appealing to creative professionals via tight integration with apps like Final Cut Pro, though criticized for ecosystem lock-in. Linux, an open-source kernel initiated by in 1991 as a free alternative, powers desktop distributions such as (first stable release 2004), , and , which provide user-friendly interfaces like or Plasma. Its modular design enables customization, with tools forming the core userland, and it excels in server environments but trails in desktop adoption due to fragmented distributions, driver inconsistencies for proprietary hardware, and steeper learning curves for non-technical users. Desktop Linux variants hold around 4% global share as of October 2025, with growth in niches like Steam Deck gaming and single-board computers, bolstered by community-driven development under the GPL license. Google's Chrome OS, a Linux derivative focused on web applications, captured significant traction in and low-cost laptops by 2025, comprising part of the "others" category at under 2% but rising with sales exceeding 30 million units annually.
Operating SystemGlobal Desktop Market Share (September 2025)
Windows72.3%
macOS15.0%
4.0%
Others (incl. Chrome OS)8.7%
Early personal computers predating these majors often operated without formal OSes, booting directly into BASIC interpreters (e.g., in 1975) or using (1974), a disk-based system by that influenced but faded with IBM's standardization. Unix variants like BSD (1977 onward) laid groundwork for modern systems but saw limited desktop use until 's rise, as proprietary licensing and complexity hindered personal adoption. Dominance patterns reflect : Windows via OEM preinstallation and pervasiveness, macOS through hardware-software synergy, and via cost-free availability despite usability barriers for average consumers.

Software Applications and Ecosystems

Software applications for personal computers span productivity tools, multimedia editors, utilities, web browsers, and gaming software, forming ecosystems tied to operating systems that influence compatibility, distribution, and development. Early applications focused on replacing manual tasks; Electric Pencil, released in December 1976 for the , marked the first for microcomputers, enabling text editing on screen. , launched on October 17, 1979, for the , introduced electronic spreadsheets and became a "killer app" that boosted personal computer sales by automating financial calculations. Database management arrived with dBASE II in 1980, allowing users to organize and query data sets efficiently on PCs. Productivity suites evolved into integrated packages; , first released for Macintosh in 1989 and for Windows on October 1, 1990, bundled Word, Excel, and PowerPoint, establishing a standard for office workflows with features like collaborative editing in later versions. Open-source alternatives emerged, such as , a fork of initiated in 2010, providing free cross-platform tools for document creation, spreadsheets, and presentations compatible with proprietary formats. Multimedia applications advanced with 1.0 on February 19, 1990, for Macintosh, introducing layers and digital compositing that transformed and . Gaming software developed alongside hardware; early titles like those on the IBM PC in the 1980s gave way to ecosystems like Valve's , launched on September 12, 2003, which digitized distribution, updates, and social features, hosting over 100,000 titles by 2023 and capturing a majority of sales. Operating system-specific ecosystems shape application availability: Windows, with over 75% global desktop share as of 2023, supports vast commercial libraries via the and for gaming; macOS integrates proprietary creative apps like with hardware acceleration; Linux distributions use package managers like APT for , emphasizing open-source repositories that host community-maintained software, reducing costs but sometimes limiting proprietary compatibility. These ecosystems foster developer lock-in, where standards and app stores dictate innovation, as seen in Windows' dominance during the 1990s era.

Programming and Open Source Dynamics

Programming on personal computers originated with accessible languages like , introduced in 1964 by Dartmouth College researchers John Kemeny and Thomas Kurtz to democratize computing for non-experts, which became integral to early microcomputers such as the in 1975 and subsequent hobbyist systems. This facilitated rapid prototyping and user-level code execution directly on hardware, shifting development from mainframe-centric environments to individual machines. By the 1980s, languages like , originally developed for Unix in 1972 by at , gained traction on PCs due to its efficiency in and portability across architectures, enabling the creation of compilers and tools tailored for x86 processors. The GNU Project, launched in 1983 by Richard Stallman, marked a pivotal shift toward open source dynamics by aiming to develop a complete free Unix-like operating system, emphasizing user freedoms to run, study, modify, and redistribute software. Key components like the GNU Compiler Collection (GCC), first released in 1987, provided a free, standards-compliant toolchain that became foundational for PC programming, supporting languages such as C, C++, and later Fortran, and allowing developers to compile code without proprietary dependencies. This infrastructure fostered collaborative ecosystems where programmers contributed patches and extensions, contrasting with closed-source models dominant in commercial PC software like Microsoft's offerings. Linux, initiated in 1991 by as a free kernel inspired by Minix for 386-based PCs, integrated with tools to form viable personal computing distributions, accelerating adoption on desktops. The kernel's version 1.0 release in 1994, comprising 176,250 lines of code under the GNU General Public License (GPL, version 2 from 1991), enabled modular development where thousands of contributors worldwide iterated on drivers, file systems, and networking stacks essential for PC hardware compatibility. This model promoted causal efficiencies: peer review reduced bugs through distributed scrutiny, while forkable code allowed experimentation, as seen in distributions like (1993) and (2004), which prioritized user-friendly PC interfaces. Open source dynamics have profoundly influenced PC ecosystems by embedding collaborative practices into programming workflows, with tools like (2005) streamlining and enabling global repositories on platforms such as (launched 2008). Empirical underscores this impact: open source components underpin an estimated $8.8 trillion in equivalent proprietary development value, primarily through cost-free reuse in PC applications from browsers to IDEs, though vulnerabilities in packages like those exploited in (2021) highlight risks from unvetted contributions. Despite desktops favoring proprietary OSes ( holds under 4% share per 2023 Steam surveys), open source drives innovation in PC peripherals and embedded systems, with languages like Python—open sourced in 1991—dominating scripting and tasks due to its readability and extensive libraries. These dynamics prioritize empirical verification over , yielding resilient software amid hardware commoditization, though maintainer burnout and corporate co-option (e.g., via "open core" models) pose ongoing challenges to pure community governance.

Form Factors

Stationary Systems

Stationary systems, also known as desktop computers, consist of personal computers designed for fixed use at a desk or , typically featuring a separate enclosure, peripherals such as monitors, keyboards, and mice. These systems originated with the Personal Computer (Model 5150), released on August 12, 1981, which utilized an in a compact horizontal case measuring approximately 495 by 406 by 178 millimeters. The design emphasized modularity, allowing users to expand and add peripherals via slots. Subsequent evolution shifted toward vertical tower cases in the , providing better airflow for cooling high-heat components like processors and graphics cards, as well as space for multiple hard drives and expansion cards. Common form factors include full towers supporting extended ATX (E-ATX) motherboards up to 12 by 13 inches for enterprise or high-end gaming setups; mid-towers compatible with standard boards at 12 by 9.6 inches, balancing capacity and footprint; and mini-towers for micro-ATX boards at 9.6 by 9.6 inches, suitable for general office use. Small form factor (SFF) desktops employ motherboards measuring 6.7 by 6.7 inches, enabling compact enclosures for space-constrained environments while supporting efficient passive or low-noise cooling. All-in-one configurations integrate the system unit behind a display, minimizing cables and desk occupancy, with models like those from HP offering upgradable RAM and storage akin to traditional towers. Stationary systems excel in upgradability, permitting straightforward replacement of components such as processors, graphics cards, and power supplies—often without specialized tools—unlike portable counterparts. They provide superior thermal management through larger fans and heat sinks, sustaining higher clock speeds and for demanding tasks including and scientific simulations. Workstations, a specialized subset, feature redundant power supplies and for reliability in applications. Overall, these advantages position stationary systems as cost-effective for sustained performance, though they require dedicated space and power outlets.

Portable Devices

Portable personal computers, commonly known as or notebooks, represent a form factor designed for mobility while retaining the core functionality of desktop systems. The Osborne 1, released in April 1981 by , marked the first commercially successful , featuring a processor at 4 MHz, 64 KB RAM, a 5-inch CRT display, and dual 91 KB floppy drives in a 24-pound priced at $1,795. This "luggable" design prioritized transportability over true lap usability, bundling software like and dBase II to drive adoption among business users. Advancements in the 1980s shifted toward lighter "true" laptops with LCD screens and batteries. The , introduced in 1989, offered a 3.75-pound design with an processor, VGA display, and internal hard drive, setting standards for business portability. Apple's series, launched in 1991, popularized ergonomic features like palm rests and trackballs, influencing subsequent designs with models weighing under 7 pounds and featuring trackpads by the mid-1990s. IBM's line, debuting in 1992, emphasized durability with magnesium cases and the TrackPoint , achieving ruggedness certified for military standards. The 2000s brought miniaturization and performance leaps, including netbooks like the 2007 (under 2 pounds, $300, CPU) targeting emerging markets, though short-lived due to tablet competition. Ultrabooks, coined by in 2011, standardized slim profiles under 0.8 inches thick with SSDs and long battery life, exemplified by the 2008 MacBook Air's wedge design and LED-backlit displays. Convertible 2-in-1 devices, such as the 2012 Microsoft Surface Pro, integrated tablet and laptop modes via detachable or folding keyboards, blurring lines with touch-enabled Windows systems. By the 2020s, portable PCs dominate shipments, surpassing desktops since 2008, with global sales exceeding 200 million units annually as of 2023, driven by and hybrid processors like Apple's M-series chips offering 20+ hour battery life. Lithium-ion batteries, refined since 1991, now enable all-day usage, while advancements in thermal management support high-TDP CPUs in sub-3-pound . Challenges persist in repairability and e-waste, with modular designs rare amid glued components for thinness.

Hybrid and Specialized Forms

Hybrid personal computers encompass 2-in-1 devices that merge laptop and tablet functionalities, enabling seamless transitions between keyboard-based input and touch or stylus operation via convertible hinges or detachable components. Convertible models feature screens that rotate 360 degrees to fold back over the keyboard, while detachable variants separate the display from the base for standalone tablet use. These designs emerged from early efforts to integrate pen computing into Windows, with Microsoft introducing Tablet PC support in Windows XP Tablet PC Edition around 2002, facilitating stylus-driven interfaces on convertible hardware from original equipment manufacturers. Advancements in touchscreens and processors propelled 2-in-1 adoption in the , with devices prioritizing portability, battery life exceeding 10 hours in models like the series, and compatibility with active styluses for creative tasks. By 2025, high-end examples incorporate AI-accelerated chips and displays, supporting up to 16 hours of usage while weighing under 1.5 kg. Microsoft's Surface line, starting with detachable prototypes in the early , exemplified this shift, influencing competitors to develop similar versatile form factors for productivity and . Specialized forms include all-in-one (AIO) PCs, which consolidate , storage, and within the monitor chassis to streamline setups and reduce clutter. AIOs typically range from 23- to 32-inch displays with integrated speakers and cameras, offering desktop performance in compact profiles suitable for home offices; for instance, models with i5 processors and 16 GB RAM handle multitasking at resolutions up to 4K. This configuration sacrifices upgradability for aesthetics, with components often non-user-serviceable beyond RAM or storage in select units. Other specialized variants encompass ultra-mobile PCs (UMPCs), pocket-sized devices from Microsoft's 2006 Project Origami initiative, which aimed at handheld with touch interfaces but saw limited market traction due to and power constraints. Netbooks, introduced by in 2007 as low-cost, sub-1 kg laptops with 10-inch screens and Atom processors, briefly surged during the late 2000s recession for basic web tasks before declining with tablet rise. These forms prioritize niche applications like space efficiency or mobility over general-purpose versatility, reflecting trade-offs in heat dissipation and expandability inherent to non-standard .

Market and Economics

Key Manufacturers and Competition

The personal computer industry emerged in the mid-1970s with pioneering manufacturers such as , Apple Computer (founded 1976), and Commodore introducing systems like the , and II, and , fostering initial competition through hobbyist and educational markets. Tandy Corporation's Model I (1977) further intensified rivalry among these "1977 Trinity" machines, emphasizing affordability and basic productivity features. IBM's entry with the in August 1981 marked a pivotal shift, establishing an that invited third-party clones and expanded the market beyond proprietary systems. Computer Corporation disrupted IBM's dominance by releasing the first fully IBM-compatible PC, the , in November 1982, undercutting prices and accelerating commoditization. This clone ecosystem eroded IBM's control, with briefly leading global shipments in the late before mergers reshaped the landscape. In the and , pioneered sales and build-to-order models starting in 1984, gaining enterprise traction through customization and efficiency. HP's 2002 acquisition of consolidated manufacturing scale, while Lenovo's 2005 purchase of IBM's PC division integrated branding with Chinese production advantages. Apple maintained a niche through hardware-software integration, avoiding the standard's price wars. Contemporary competition centers on a concentrated , with securing global leadership by shipments since 2013 due to diversified consumer, commercial, and strategies. In 2024, held approximately 25.5% worldwide market share, followed by HP at 21.6%, at 16.1%, and Apple at 9.2%, per aggregated vendor data. HP dominates U.S. shipments with 26.1% share, leveraging enterprise services, while follows at 21.8%.
VendorGlobal Market Share (2024)Key Strengths
25.5%Volume in , commercial PCs
HP21.6%Enterprise, printing ecosystem
16.1%Custom builds, servers
Apple9.2%Premium integration, macOS
Others27.6%Niche, regional players
Rivalry persists through supply chain efficiencies, component innovations like AI-enabled processors, and shifts toward architectures, though thin margins—often under 5% for non-Apple vendors—drive consolidation and to . Apple's vertical control yields higher profitability, contrasting the horizontal model of Windows PC makers reliant on / and . Geopolitical tensions, including U.S.- trade restrictions, influence competition by favoring diversified manufacturers like over . ![Personal computer shipments in millions](.assets/Personal_computers_(million) Global personal computer shipments expanded dramatically from the , when annual volumes were in the low millions, to peaks exceeding 350 million units around , fueled by , adoption, and enterprise deployment. Post-, the market contracted as mobile devices displaced low-end PCs for casual , with shipments declining to approximately 260 million units by 2019. The reversed this trend temporarily, boosting demand for and learning, resulting in 341 million units shipped in 2021. Subsequent normalization and economic headwinds led to a trough of 242 million units in 2023, the lowest in over a decade. Recovery materialized in 2024 with an estimated 261 million units, propelled by inventory stabilization and anticipation of hardware refreshes. In 2025, shipments are projected to reach 274 million units, reflecting a 4.1% year-over-year increase, driven primarily by the October 2025 end-of-support for , which incentivizes upgrades, and the introduction of AI-enhanced PCs comprising about 31% of the market by year-end. Quarterly data underscores this rebound: IDC recorded 75.8 million units in Q3 2025, up 9.4% from Q3 2024, while reported 69 million units, up 8.2%, with differences attributable to methodological variances in tracking versus commercial segments. Laptops have dominated shipments, for over 80% of volumes since the mid-2010s, as portability preferences persist despite tablet competition. Market share among vendors remains concentrated, with the top five—, HP, , Apple, and —controlling nearly 75% of global shipments in recent quarters. Lenovo has held the lead position since 2013, capturing about 24.5% share through mid-2025, bolstered by strong growth in commercial channels and emerging markets. HP follows at around 20-21%, Dell at 15%, and Apple at 8-10%, the latter excelling in premium consumer segments but limited by lower overall volume.
VendorApproximate Market Share (2025)
24%
HP20%
15%
Apple9%
Others32%

Pricing and Accessibility

The initial personal computers of the 1970s, such as the released in 1971, retailed for $750, equivalent to over $5,000 in 2025 dollars, limiting ownership to hobbyists and institutions. By the , systems like the PC cost around $1,565 in 1981, but quality-adjusted prices continued to plummet; from 1976 to 1999, desktop PC prices fell by a factor of approximately 1,600 due to advances in semiconductor manufacturing and . The U.S. for personal computers and peripherals declined 96 percent between December 1997 and August 2015, reflecting exponential improvements in performance per dollar driven by Moore's law-like scaling in components such as processors and . In 2025, entry-level desktop computers suitable for basic tasks like web browsing and work typically range from $500 to $600, while mid-range models with enhanced processors and capabilities cost $800 to $1,500. prices follow a similar tiered structure, with budget options under $500 for essential functionality and premium units around $1,000 for durable, multi-year performance; high-end gaming or AI-enabled exceed $1,500, buoyed by specialized hardware like neural units. Average selling prices have stabilized or slightly increased in recent years due to component shortages and demand for AI features, with AI PCs projected to comprise 44 percent of shipments in 2025, temporarily elevating costs before market saturation normalizes them. Potential U.S. tariffs on imported , anticipated in early 2025, could raise and desktop prices by 25 to 45 percent, adding $200 to $350 to baseline costs, though front-loading of inventory may mitigate short-term impacts. Accessibility has improved markedly in developed economies, where personal computers are now ubiquitous; for instance, U.S. households with incomes below $30,000 own desktops or laptops at rates approaching those of higher earners, supported by refurbished device programs and retail financing. Globally, however, affordability remains uneven: in low-income countries, even entry-level PCs represent a significant fraction of annual income, contributing to lower computers-per-capita ratios—e.g., under 10 per 100 people in parts of sub-Saharan Africa versus over 80 in North America. Initiatives like subsidized hardware distribution and low-cost assembly in emerging markets have expanded access, but persistent infrastructure gaps and high relative costs hinder widespread adoption, exacerbating economic disparities without targeted interventions.

Societal Impacts

Productivity and Economic Growth

The introduction of personal computers in the late and their widespread adoption during the and enabled significant enhancements in individual and organizational by automating routine , calculation, and documentation tasks previously performed manually or with less efficient tools like typewriters and mainframe terminals. Software such as , released in 1979 as the first electronic , exemplified this shift, allowing financial analysts to perform complex modeling in minutes rather than days, thereby accelerating decision-making in operations. Empirical studies indicate that firms adopting digital technologies, including PCs, experienced cost reductions in information search, processing, and coordination, with gains most pronounced among higher-performing enterprises that integrated complementary organizational changes. At the economy-wide level, PC diffusion contributed to a resurgence in U.S. labor productivity growth, particularly from the early onward, following an initial period of subdued returns known as the Solow , where hardware investments outpaced measurable output gains due to required adjustments in skills, software, and workflows. Between 1991 and 2004, in the U.S. rose in tandem with PC saturation, as broader investments—anchored by personal computing—facilitated output-per-hour increases across sectors. The rapid workplace integration of computers accounted for 30 to 50 percent of the heightened demand for skilled labor during this era, reflecting a skill-biased technological shift that rewarded workers proficient in PC use with higher wages and output. Workers transitioning to computer use saw wage premiums of approximately 3.6 percent, underscoring the causal link between adoption and individual productivity. Personal computers also drove by fostering new industries in , peripherals, and services, with direct contributions from and software sales adding 0.1 to 0.2 percentage points annually to U.S. real GDP growth from through the early 2000s. This hardware foundation underpinned the sector's role in overall value-added expansion, contributing about 0.35 percentage points to U.S. in 2019 amid a 2.14 percent aggregate rise. By enabling scalable data handling and , PCs amplified technology's status as the primary driver of advances since the 1970s, indirectly supporting GDP expansion through efficiency gains in non-IT sectors like and . However, post-2000s slowdowns have been attributed partly to PC and saturation, suggesting diminishing marginal returns as adoption plateaus across industries.

Cultural and Educational Transformations

The proliferation of personal computers in educational environments commenced in the late 1970s, with the Apple II, introduced in 1977, rapidly adopted for classroom use due to its compatibility with educational software like the Logo programming language, which emphasized problem-solving and logical reasoning among students. By 1986, approximately 25% of U.S. high schools employed PCs for college and career guidance applications, while K-8 schools primarily purchased Apple II and Macintosh models, and high schools favored DOS-based systems, marking an initial shift toward integrating computing into curricula for skill-building in mathematics, science, and basic programming. This early adoption laid the foundation for computational thinking, though implementation varied widely due to teacher training limitations and hardware costs. Adoption accelerated through the and , driven by falling prices and policy initiatives; by , 97% of U.S. classrooms featured at least one computer, 93% of which had , resulting in a student-to-computer ratio of roughly 5:1. Empirical analyses, including instrumental variable approaches using state-level policies, demonstrate that home computer access positively associates with educational outcomes such as higher scores, increased high school completion rates, and elevated enrollment probabilities, particularly when usage focuses on productive activities rather than . However, these benefits are moderated by socioeconomic factors, with lower-income households showing smaller gains absent supportive parental involvement or software tailored to learning. Culturally, personal computers catalyzed a transition from elite institutional tools to accessible home devices starting in the mid-1970s, fostering a hobbyist ethos among enthusiasts who assembled kits like the and shared innovations via clubs and early magazines such as BYTE, which debuted in 1975. The 1980s saw mass-market penetration, exemplified by the Commodore 64's 1982 launch, which sold over 12 million units by 1993 and popularized home gaming, experimentation, and digital creativity, spawning subcultures of artists and software tinkerers. Marketing campaigns positioned PCs as multifunctional household aids for tasks like budgeting, recipe storage, and , embedding computing in everyday family life and eroding barriers to technological engagement. This democratization extended to broader societal shifts, where countercultural ideals of individual autonomy influenced pioneers, evolving into a "cyberculture" by the that celebrated decentralized information access and precursors like systems. Personal computing thus cultivated as a cultural norm, enabling genres like adventure games and distribution that prefigured modern online communities, while challenging traditional media gatekeepers through direct content creation and dissemination.

Privacy and Security Challenges

Personal computers face persistent privacy and security challenges stemming from software vulnerabilities, hardware design features, and user behaviors, which expose users to unauthorized access, data theft, and system compromise. Early notable incidents include the 1988 , which infected approximately 6,000 Unix systems including some early PCs, demonstrating propagation risks via network flaws, though PC-specific threats escalated with the 2000 virus that affected over 50 million Windows machines by exploiting email attachments and overwriting files. By the 2010s, like WannaCry in May 2017 exploited unpatched Windows SMB vulnerabilities, encrypting data on over 200,000 PCs across 150 countries and demanding ransoms totaling millions. Modern targets PCs through , drive-by downloads, and compromises, with variants such as exploiting zero-day flaws in software like in 2023 to steal sensitive files from millions of users. In , global data breaches exposed over 422 million records in the third quarter alone, with cyber attacks accounting for 78% of incidents in early 2025, often originating from compromised personal endpoints like PCs via or weak . The average cost of such breaches reached $4.88 million per incident in , driven by remediation, fines, and lost productivity, underscoring how PC infections amplify organizational risks when used for work. Privacy erosion arises from built-in operating system , particularly in , where diagnostic —introduced prominently in in 2015—includes app usage, crash reports, and hardware details sent to for "improvement" purposes, even in optional modes, raising concerns over anonymization efficacy and . Users report unease with the volume of transmitted data, which can include file paths and browsing habits, prompting tools to block it despite Microsoft's compliance claims under regulations like GDPR. Hardware-level risks compound these issues through subsystems like Intel's Management Engine (ME), embedded since 2008 and operational even when the PC is powered off, providing remote management but featuring exploitable vulnerabilities, such as those patched in 2017 after researcher disclosures of flaws. AMD's Platform Security Processor (PSP), analogous since 2013, handles cryptographic tasks but lacks a full network stack, limiting remote attack vectors compared to ME, though both invite scrutiny for opaque updates controlled by manufacturers. While not proven as intentional backdoors for , these components' autonomy—running proprietary code outside user oversight—enables potential persistence for advanced threats, as evidenced by ME exploits in targeted attacks. User practices exacerbate vulnerabilities, with weak passwords and unpatched software enabling 95% of breaches per some analyses, as succeeds against untrained individuals using PCs for and . attacks, like the 2020 SolarWinds Orion breach affecting thousands of PCs via trojanized updates, highlight how trusted software vectors compromise endpoints en masse. Mitigation relies on updates, firewalls, and , yet incomplete adoption leaves billions of PCs exposed annually.

Controversies and Criticisms

Antitrust and Monopoly Debates

The initiated antitrust proceedings against in May 1998, alleging that the company held monopoly power in the market for Intel-compatible personal computer operating systems, with a share exceeding 95% as of 1999, and had engaged in to maintain it. Specifically, the suit claimed unlawfully bundled its browser with and subsequent versions to exclude competitors like , while also imposing restrictive contracts on original equipment manufacturers (OEMs) that limited their ability to promote alternative software or operating systems. In November 1999, the district court found in violation of Sections 1 and 2 of the , affirming its monopoly status but ruling that the company remained a single entity rather than breaking it into separate units. The case concluded with a 2001 settlement requiring to share application programming interfaces with competitors and relax OEM restrictions, though critics argued these remedies were insufficient to restore competition. In the , regulators pursued parallel actions, fining €497 million in March 2004 for abusing its dominant position by refusing to provide information to rivals in server software markets and bundling with without offering a version excluding it. The mandated that offer Windows in an unbundled "N" edition lacking media features and license technical to competitors for 120,000 euros per year initially. Further probes in the mid-2000s addressed 's withholding of information on workgroup server protocols, resulting in an additional €899 million fine in 2008, though these were later reduced on appeal. faced separate scrutiny, with the imposing a €1.06 billion fine in 2009 (partially overturned in 2022) for offering rebates to OEMs that excluded processors, practices deemed to reinforce 's over 70% share in x86-compatible CPUs during the 2000s. Debates over these monopolies center on whether dominance in PC operating systems and processors stifled or instead enabled efficiencies benefiting consumers. Proponents of antitrust intervention, including the DOJ, contended that Microsoft's tactics reduced browser and , potentially harming long-term OS and raising software costs, as evidenced by restricted OEM customization and developer lock-in. However, empirical outcomes post-settlement show robust hardware among numerous OEMs, with average PC prices falling from around $2,000 in 1995 (inflation-adjusted) to under $600 by 2010, alongside commoditization of components and proliferation of compatible peripherals, suggesting that OS monopoly power did not impede broader market dynamism. Critics of the monopoly label, including economists analyzing network effects, argue that Windows' prevalence stemmed from superior compatibility and user inertia rather than exclusionary conduct alone, fostering an ecosystem where applications thrived and alternatives like gained niche traction without eroding desktop dominance. Intel's CPU hegemony similarly correlated with performance gains and falling microprocessor prices, enabling PC accessibility, though rebate practices drew valid concerns over foreclosing smaller entrants like . Overall, while legal findings established monopoly maintenance, consumer welfare metrics—such as exponential increases in PC shipments from 50 million units in 1995 to over 300 million by 2010—indicate limited harm, with debates persisting on whether antitrust remedies accelerated or merely redirected amid natural platform effects.

Planned Obsolescence and E-Waste Claims

Critics of the personal computer industry, including environmental advocacy groups and some consumer rights organizations, have alleged that manufacturers engage in by designing hardware with limited repairability, proprietary components, and software updates that render older systems incompatible or insecure, thereby accelerating replacement cycles and contributing to (e-waste). For instance, Microsoft's decision to end security updates for in October 2025 has been cited as an example, forcing users of unsupported hardware to upgrade or risk vulnerabilities, though Microsoft maintains this aligns with standard support lifecycles of 10 years for the OS. These claims often draw parallels to practices in smartphones, such as battery degradation or performance throttling, but specific to PCs is more contested, with modular designs allowing component upgrades like RAM or storage extending usability beyond initial purchase. Empirical data on PC lifespans undermines assertions of deliberate short-term engineering, as industry analyses indicate average replacement intervals of 5-7 years for desktops and 3-5 years for laptops, driven primarily by evolving user demands for performance rather than uniform hardware failure. Technological advancement, including Moore's Law effects on processing power and software bloat increasing resource requirements, contributes to functional obsolescence, but this reflects market-driven innovation benefiting consumers with superior capabilities rather than contrived failure. Critics of planned obsolescence narratives, including economists, argue that competitive pressures in the PC sector—unlike monopolized lightbulb cartels historically—discourage self-sabotage, as firms like Dell and Lenovo compete on durability and upgradability to retain customers; moreover, repair costs often exceed replacement value due to economies of scale in manufacturing, not intentional fragility. Regarding e-waste, personal computers represent a subset of the global total, which reached 62 million tonnes in 2022, equivalent to 7.8 kg per person worldwide, with projections for 82 million tonnes by 2030 amid rising device adoption. However, PCs and IT equipment constitute only about 5-7% of this volume, far less than small IT like screens and lamps; informal disposal in developing regions exacerbates environmental risks from materials like lead and mercury, but formal rates hover at 20-25% globally, with higher figures (up to 50%) in regions like due to regulations like the WEEE Directive. Claims linking PC obsolescence directly to e-waste surges often overlook that consumption growth—fueled by affordability and utility in productivity—outpaces disposal, and upgradable PC architectures mitigate waste compared to sealed-unit alternatives like tablets. While source credibility varies, with advocacy reports from groups like emphasizing corporate culpability potentially amplified by ideological biases against market systems, neutral assessments from bodies like the UN's UNITAR highlight systemic collection gaps over manufacturer malice as the primary barrier to .

Innovation vs. Regulation Tensions

The personal computer industry's evolution has been marked by ongoing conflicts between imperatives for unfettered innovation and regulatory efforts to address , , and externalities. Antitrust actions against dominant players like and exemplified early tensions, with the U.S. Department of Justice alleging in its 1969 suit against that bundling hardware with software services monopolized general-purpose digital computers, potentially suppressing rival innovations; the case, dismissed in 1982 after 13 years, coincided with 's market share erosion from 70% in mainframes to pivoting toward services, suggesting regulatory delays imposed costs without decisively altering competitive dynamics. Similarly, the 1998 Microsoft antitrust case contended that exclusionary licensing and browser bundling inhibited operating system competitors' access to PC original equipment manufacturers, raising prices and slowing software innovation; the 2001 settlement mandated sharing and contract restrictions, yet 's dominance waned primarily through internal strategic missteps in mobile and search, not enforcement, as browser market share diversified to over 70% non-Internet Explorer by 2010. Contemporary regulations amplify these frictions, particularly in , where the General Data Protection Regulation (GDPR), implemented in 2018, restricts data flows essential for training models integrated into PC software, correlating with a measurable drop in AI patent filings and innovation outputs among EU firms compared to U.S. counterparts; a 2025 analysis found GDPR's compliance burdens shifted developer focus from exploratory R&D to defensive measures, reducing total innovation volume while favoring incumbents with resources to navigate restrictions. The EU's , entering force in December 2024 with full obligations by September 2026, imposes mandatory vulnerability reporting and secure-by-design requirements on PC hardware and , aiming to mitigate supply-chain risks but elevating certification costs—estimated at 5-10% of R&D budgets for smaller vendors—and potentially delaying feature rollouts amid bureaucratic approvals. Right-to-repair mandates further intensify debates, as U.S. state laws (e.g., New York's 2022 Digital Fair Repair Act) and directives compel manufacturers to supply parts, diagnostics, and updates for devices like laptops, ostensibly lowering repair costs by 20-30% for consumers; however, a 2023 economic study argued these policies erode innovation incentives by commoditizing proprietary designs, exposing to reverse-engineering, and conflicting with federal safety standards, as unauthorized modifications have led to documented breaches in 15% of self-repaired cases. Manufacturers, including and , contend that such access undermines modular hardware advancements, like secure enclaves in CPUs, by increasing liability for third-party failures, with empirical models showing a 10-15% potential decline in long-term R&D investment under full implementation. Broader evidence indicates regulatory escalation often hampers scaling and experimentation in PC ecosystems, where firms threshold headcount growth to avoid oversight triggers, reducing patent rates by up to 25% in high-compliance environments; U.S. dominance in PC hardware evolution—from the 1977 "Trinity" machines to sub-$500 laptops by 2020—contrasts with Europe's regulatory density, where GDPR and AI Act precursors have stifled startup entry, with only 12% of global PC software innovations originating from EU firms post-2018 versus 40% pre-regulation. While regulators cite antitrust precedents to justify interventions preserving choice—e.g., DMA-forced app sideloading on Windows ecosystems—causal analyses reveal mixed outcomes, with innovation rebounding via market adaptation rather than policy, underscoring risks of overregulation entrenching caution over disruption in a sector reliant on rapid iteration.

Environmental Considerations

Resource Use and Manufacturing

The manufacturing of personal computers requires substantial quantities of raw materials, including metals such as aluminum, , , and for semiconductors, as well as plastics and rare earth elements for components like hard drives, displays, and speakers. Extraction of these materials, particularly rare earth elements, involves energy-intensive processes that generate radioactive dust, toxic , and , with significant observed in major production sites like those in . Semiconductor fabrication, a critical step in PC production, is highly resource-intensive, consuming vast amounts of —up to 10 million gallons per day in a single large facility processing tens of thousands of wafers monthly. Estimates indicate that producing a single personal computer may require approximately 70,000 liters of , primarily due to the purification and rinsing processes in chip . Energy demands are also elevated; a hybrid assessment found that a entails about 3,630 megajoules of , equivalent to roughly 1,008 kilowatt-hours. Assembly of personal computers, often concentrated in facilities in , adds further resource use, though it constitutes a smaller portion compared to upstream and fabrication. For laptops, production accounts for 75-85% of the total lifecycle , estimated at 331 kilograms of CO2 equivalent per unit, underscoring the dominance of emissions over operational use. These processes rely on global supply chains that amplify indirect through transportation and chemical inputs, contributing to habitat disruption and degradation from metal .

Recycling and Sustainability Efforts

Personal computers contribute significantly to global electronic waste (e-waste), with only about 10-15% of computer and laptop e-waste being properly recycled worldwide, despite containing hazardous materials like lead and mercury. In 2022, total global e-waste reached 62 million tonnes, including devices such as desktops and laptops, with a documented formal recycling rate of 22.3%, projected to decline to 20% by 2030 due to insufficient scaling of collection infrastructure relative to generation growth. These low rates highlight gaps in recovery, as much e-waste enters informal channels, landfills, or unregulated exports, undermining sustainability goals. Regulatory frameworks have driven recycling efforts, notably the European Union's Waste Electrical and Electronic Equipment (WEEE) Directive, implemented since 2006 and revised in 2012, which mandates producer responsibility for collection, treatment, and recovery targets to minimize environmental harm and promote . The directive requires separate collection of at least 85% of e-waste by weight or 65% by population from 2019 onward, fostering a shift toward principles by encouraging and material recovery over disposal. However, critiques note that current metrics underemphasize repair and , potentially disincentivizing extended product lifespans in favor of new volumes. In the United States, state-level programs like Recycles Computers, active since 2002, facilitate free manufacturer-led without universal federal mandates. Major manufacturers have established take-back programs to comply with regulations and address e-waste voluntarily. Dell's Responsible Recovery program, launched in the early , offers free mail-back, trade-in, and donation options for any-brand computers, claiming to have diverted millions of pounds from landfills through partnerships with recyclers. HP's Planet Partners initiative, operational globally since 1991, provides prepaid shipping labels for computers and peripherals, emphasizing material recovery to reduce virgin resource extraction. Apple's Reuse and Program, expanded in 2018 with robotic disassembly like Daisy (capable of recovering metals from 200 iPhones per hour), accepts old devices for credit or free , though participation relies on consumer engagement. These programs often certify processors against standards like R2 or e-Stewards to ensure responsible handling, avoiding export to unregulated regions. Sustainability initiatives extend to design for recyclability, such as using modular components to ease disassembly, though actual recovery rates remain constrained by economic factors like low concentrations in older PCs. one ton of computer circuit boards can yield up to 800 times more than , alongside energy savings of 95% for aluminum and 85% for compared to . Despite these benefits, global efforts face challenges from rising cycles and underreported informal , which may recover materials but pose health risks without environmental controls. Ongoing pushes for and incentives aim to boost rates, but empirical data indicates formal systems capture only a fraction of potential, necessitating improved enforcement and consumer participation.

Net Environmental Benefits

Personal computers enable remote work and telecommuting, which substantially mitigate greenhouse gas emissions from transportation. A 2023 peer-reviewed study in the Proceedings of the National Academy of Sciences analyzed U.S. data and determined that shifting from onsite office work to home-based work via personal computing devices can reduce up to 58% of the total carbon footprint linked to work activities, with the majority of savings stemming from avoided commuting by car or public transit. This benefit arises because personal computers provide the hardware and software infrastructure—such as video conferencing applications and cloud-based productivity tools—necessary for distributed workflows, directly substituting for daily physical travel that averaged 20-30 miles per worker in pre-pandemic U.S. commuting patterns. Beyond commuting reductions, personal computers support virtual collaboration that displaces business-related air and ground travel. A 2012 in the quantified that mediated meetings conducted over personal computers generate lower and cumulative energy demand per event than equivalent in-person gatherings, with potential savings scaling to 90% or more for long-distance interactions when substituting video calls for flights. Empirical data from post-2020 adoption corroborates this, showing a 10% rise in remote workers correlating to a proportional 10% decline in transportation sector carbon emissions in analyzed regions. Personal computers also facilitate computational modeling and that optimize resource use across industries, yielding indirect environmental gains. For instance, accessible personal computing has empowered simulations in fields like and , where software run on PCs reduces fertilizer overuse by up to 15-20% through targeted application models and minimizes grid inefficiencies via predictive algorithms. These efficiencies stem from the of processing power since the , allowing non-specialists to iterate designs virtually and cut physical prototyping waste, though lifecycle analyses indicate such benefits must be weighed against the devices' own from rare earth mining and . Overall, while direct impacts like e-waste persist, these enabled dematerialization effects contribute to a net positive in targeted applications, as evidenced by sector-specific emission declines outpacing IT hardware footprints in integrated assessments.

References

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