Games for Windows: The Official Magazine
Games for Windows: The Official Magazine was a monthly computer game magazine published by Ziff Davis Media, licensing the Games for Windows brand from Microsoft Corporation. It was the successor to Computer Gaming World; the first issue was released in November 2006. As of the April/May 2008 issue, the magazine is no longer offered in print and the editorial staff was integrated with 1UP. According to Ziff Davis, the magazine was to be a "rebirth" of the Computer Gaming World magazine, which had lost news stand presence over the past few years. Furthermore, according to the editorial staff of CGW/GFW, the magazine would remain unchanged and was in no way subject to Microsoft's influence, something reflected in the language of the legal agreement between Ziff Davis and Microsoft. For the last several years, Computer Gaming World coverage had overwhelmingly been on Windows-only games due to the relative lack of games which support other operating systems. According to the editors of the magazine from an August 2006 podcast, the idea of a Windows Games-exclusive magazine began when Microsoft sought to establish Windows as a viable gaming platform, akin to its console brother, the Xbox.
The editors of CGW approached Microsoft with the idea of a platform-focused magazine not unlike OPM or Nintendo Power, who started a bidding war among different publishers for the rights to do so. Ziff-Davis won the rights and because the company had a computer gaming-based magazine, sought to re-launch the current publication in its current form; the final editorial staff included Editor-in-Chief Jeff Green, senior editor Sean Molloy, news editor Shawn Elliott, reviews editor Ryan Scott. Editor Darren Gladstone left the magazine in December 2007 to work for PC World; the cover of the premiere issue of GFW was considered an homage to the cover of the first issue of CGW, with the prominence of a dragon on both covers. Located at 1UP.com, the editors of the magazine continued to host the weekly GFW Radio podcast, hosted by the editorial staff. After the departure of several key staff members, including Jeff Green and Shawn Elliott, the last episode was broadcast on September 17, 2008
Eurogamer is a website focused on video game journalism and other features. It is operated by Gamer Network Ltd. with headquarters in East Sussex. It was formed in 1999 by brothers Nick Loman while they were in secondary school. Gamer Network states that the site has the largest readership of any independent videogames website in Europe, was the first such site to subject its traffic to independent verification by the ABC Electronic system; the site caters to a UK/Ireland audience. Most of its reviews are of PAL releases of games. In February 2015, Eurogamer dropped its 10-point scale review scores system in favour of a "recommendation system," where games would either receive no specific recommendation or awards for being "Recommended," "Essential" or "Avoid." Eurogamer launched on 4 September 1999. Among its founders were Rupert Loman, a Quake and esports community organiser. Eurogamer's current editor is Oli Welsh, who took over the role from Tom Bramwell in September 2014; the editor prior to Bramwell was Kristan Reed.
Contributors to the site include past or present writers from PC Gamer, GamesTM, Rock, Shotgun, such as Kieron Gillen, Jim Rossignol, John Walker, Simon Parkin, Alec Meer, Richard Leadbetter, Dan Whitehead, as well as former GamesIndustry.biz editor Rob Fahey. Eurogamer founder Rupert Loman was interviewed in February 2007 by MCV magazine, he was featured in the Sunday Telegraph on 19 August 2007, speaking about the experience he has gained from choosing to run Eurogamer instead of attending university. At the Games Media Awards, Eurogamer won the categories of Best Games Website – News, Best Games Website – Reviews & Features in 2007; the two awards were consolidated in 2008 and the site went on to win the new award for Best Games Website every year it was awarded, from 2008 to 2013, making it the only website to win the award in its history. Deputy Editor Tom Bramwell won Best Writer in Specialist Digital Media and Eurogamer TV editor Johnny Minkley won Best Games-Dedicated Broadcast on Mainstream TV or Radio in 2007.
News editor Wesley Yin-Poole won Best News Writer in 2014. Rupert Loman was winner of Entrepreneur of the Year 2003 at the Sussex Business Awards and The Observer's "One to Watch" in Media 2007, he was selected as one of 30 "Young Guns" by Growing Business magazine in October 2008. Eurogamer is the principal site of the Gamer Network family of video game-related websites which it has either launched or acquired. Many of its sister sites were started with language/country-specific sites through 2006 to 2012. Eurogamer Germany; this was followed up with Eurogamer France in June 2007, Eurogamer Portugal in May 2008, Eurogamer Netherlands in August 2008, Eurogamer Spain and Eurogamer Italy in October 2008, Eurogamer Romania in March 2009, Eurogamer Czech in May 2009, Eurogamer Denmark in June 2009, Eurogamer Belgium in August 2009, Eurogamer Sweden in April 2010 and Eurogamer Poland in November 2012. In April 2011, Eurogamer Netherlands and Eurogamer Belgium merged to form Eurogamer Benelux. Eurogamer Romania closed down in 2011.
In November 2012, Eurogamer launched their first non-European site, Brasilgamer,In February 2018, Gamer Network was acquired by ReedPOP for an undisclosed sum. Other sites under the Gamer Network include: GamesIndustry.biz, which reports on the global video games industry, launched in May 2008. USgamer, a site following the same principles as the main Eurogamer website but helmed by American staff, launched around 2013. VG247, a video game news site started between Gamer Network and Patrick Garrett in 2008. Mod DB, a database for video game modifications launched in 2002, acquired by Gamer Network in 2015. Rock, Shotgun, a British-based website principally devoted to personal computer video games; the site was acquired into the Gamer Network in May 2017. Eurogamer has hosted the Digital Foundry channel since 2007. Digital Foundry evaluates video game hardware and software from a technical level comparing performances of the same game across different platforms. In February 2018, ReedPOP, a subsidiary of Reed Exhibitions that runs the PAX conventions, acquired the Gamer Network and its network of sites as to expanding into digital news and editorial content, as well as EGX, the largest video game convention in the United Kingdom.
No immediate changes were expected at other sites on the Gamer Network. Eurogamer.net GamesIndustry.biz
Evangelicalism, evangelical Christianity, or evangelical Protestantism, is a worldwide, transdenominational movement within Protestant Christianity which maintains the belief that the essence of the Gospel consists of the doctrine of salvation by grace through faith in Jesus Christ's atonement. Evangelicals believe in the centrality of the conversion or "born again" experience in receiving salvation, in the authority of the Bible as God's revelation to humanity, in spreading the Christian message; the movement has had a long presence in the Anglosphere before spreading further afield in the 19th, 20th and early 21st centuries. Its origins are traced to 1738, with various theological streams contributing to its foundation, including English Methodism, the Moravian Church, German Lutheran Pietism. Preeminently, John Wesley and other early Methodists were at the root of sparking this new movement during the First Great Awakening. Today, evangelicals are found across many Protestant branches, as well as in various denominations not subsumed to a specific branch.
Among leaders and major figures of the evangelical Protestant movement were John Wesley, George Whitefield, Jonathan Edwards, Billy Graham, Bill Bright, Harold John Ockenga, John Stott and Martyn Lloyd-Jones. The movement gained great momentum during the 18th and 19th centuries with the Great Awakenings in Great Britain and the United States. In 2016, there were an estimated 619 million evangelicals in the world, meaning that one in four Christians would be classified as evangelical; the United States has the largest concentration of evangelicals in the world. American evangelicals are a quarter of the nation's population and its single largest religious group. In Great Britain, evangelicals are represented in the Methodist Church, Baptist communities, among evangelical Anglicans; some evangelical Christian denominations are grouped together in the World Evangelical Alliance. The word evangelical has its etymological roots in the Greek word for "gospel" or "good news": εὐαγγέλιον euangelion, from eu "good", angel- the stem of, among other words, angelos "messenger, angel", the neuter suffix -ion.
By the English Middle Ages, the term had expanded semantically to include not only the message, but the New Testament which contained the message, as well as more the Gospels, which portray the life and resurrection of Jesus. The first published use of evangelical in English was in 1531, when William Tyndale wrote "He exhorteth them to proceed in the evangelical truth." One year Sir Thomas More wrote the earliest recorded use in reference to a theological distinction when he spoke of "Tyndale his evangelical brother Barns". During the Reformation, Protestant theologians embraced the term as referring to "gospel truth". Martin Luther referred to the evangelische Kirche to distinguish Protestants from Catholics in the Roman Catholic Church. Into the 21st century, evangelical has continued in use as a synonym for Protestant in continental Europe, elsewhere; this usage is reflected in the names of Protestant denominations, such as the Evangelical Church in Germany and the Evangelical Lutheran Church in America.
In the English-speaking world, evangelical was applied to describe the series of revival movements that occurred in Britain and North America during the late 18th and early 19th centuries. Christian historian David Bebbington writes that, "Although'evangelical', with a lower-case initial, is used to mean'of the gospel', the term'Evangelical', with a capital letter, is applied to any aspect of the movement beginning in the 1730s." According to the Oxford English Dictionary, evangelicalism was first used in 1831. The term may be used outside any religious context to characterize a generic missionary, reforming, or redeeming impulse or purpose. For example, the Times Literary Supplement refers to "the rise and fall of evangelical fervor within the Socialist movement". One influential definition of evangelicalism has been proposed by historian David Bebbington. Bebbington notes four distinctive aspects of evangelical faith: conversionism, biblicism and activism, noting, "Together they form a quadrilateral of priorities, the basis of Evangelicalism."Conversionism, or belief in the necessity of being "born again", has been a constant theme of evangelicalism since its beginnings.
To evangelicals, the central message of the gospel is justification by faith in Christ and repentance, or turning away, from sin. Conversion differentiates the Christian from the non-Christian, the change in life it leads to is marked by both a rejection of sin and a corresponding personal holiness of life. A conversion experience can be emotional, including grief and sorrow for sin followed by great relief at receiving forgiveness; the stress on conversion differentiates evangelicalism from other forms of Protestantism by the associated belief that an assurance of salvation will accompany conversion. Among evangelicals, individuals have testified to both gradual conversions. Biblicism is a high regard for biblical authority. All evangelicals believe in biblical inspiration, though they disagree over how this inspiration should be defined. Many evangelicals believe in biblical inerrancy, while other evangelicals believe in biblical infallibility. Crucicentrism is the centrality that evangelicals give to the Atonement, the saving death and resurrection of Jesus, that offers forgiveness of sins and new life.
This is understood most in terms of a substitutionary atonement, in which Christ died as a substitute for sinful humanity by takin
Postal 2 is a black comedy first-person shooter video game by Running With Scissors, it is the sequel to the 1997 game Postal. Both are intentionally controversial due to high levels of violence and stereotyping. Unlike its predecessor, Postal 2 is played in first-person based on the Unreal Engine 2. Scenes of the game can be seen in the music video of The Black Eyed Peas single "Where Is the Love?"In 2004, New Zealand banned Postal 2 due to "gross, abhorrent content" and Australia banned the game a year due to "excessive abhorrent content". On May 1, 2007, Malaysia banned the game outright due to "very high impact violence & offensive depictions of cruelty"; the game was banned in Germany and temporarily banned for sale in Sweden, however it was legally made available worldwide through GOG.com in 2009 and Desura in 2012, was greenlit on Steam that year. The game received a mixed reception from critics upon its release in 2003, with some reviewers going so far as to give the game a score of zero, while others argued in favour of the game's concept and implementation.
Regardless, the game was successful enough to receive several expansions and to be included in multiple compilations, a film adaptation of the game and its predecessor was made in 2007. The Complete Edition, available through Steam, remains continually updated, with a new expansion pack titled Paradise Lost released on April 17, 2015. In Postal 2, the player takes on the role of the Postal Dude, a tall and thin red-headed man with a goatee, sunglasses, a black leather trench coat, a T-shirt with a grey alien's face printed on it. Postal Dude lives in a trailer park in the small town of Paradise, with his nagging wife, identified in the credits as "The Bitch"; the game's levels are split into days of the week finishing Friday. At the beginning of each day, Postal Dude is given several tasks to accomplish, such as "get milk", "confess sins", other mundane tasks; the object of Postal 2 is to finish all of the tasks throughout the week, the player can accomplish these tasks in any way he wishes, be it as peacefully and civilly as possible, or as violently and chaotically as possible.
It is possible, if difficult, to complete most tasks without engaging in battle, or at least, harming or killing other characters, as evidenced by the game's tagline: "Remember, it's only as violent as you are!" The daily tasks can be accomplished in any order the player desires, the game includes one task, activated only when Postal Dude urinates, in which the player is tasked with getting treatment for gonorrhea after Postal Dude discovers he has the infection. Throughout the course of the game, Postal Dude must put up with being provoked by other characters on a regular basis, he is given the finger, attacked by various groups of protesters, is harassed by an obnoxious convenience store owner/terrorist and his patrons who cut before Postal Dude in the "money line". During the game, Postal Dude encounters a marching band, a murderous toy mascot named Krotchy, the Paradise Police Department and its SWAT team, overzealous ATF agents, the National Guard, an eccentric religious cult, cannibalistic butcher shop workers, fanatical al-Qaeda terrorists, former child actor Gary Coleman, among many others.
By Friday afternoon, the final day in the game, the apocalypse occurs and societal collapse soon follows, with all law and order breaking down. Cats begin to fall out of a darkly-colored sky, everyone in town becomes armed, with random gun battles breaking out in the streets. Despite this, Postal Dude returns home to his trailer as normal, where he gets into an argument with his wife, who demands that Postal Dude explain why he never picked up the ice cream she asked for at the beginning of the game. Postal 2 ends with a gunshot being heard, before being kicked to the end credits. One of the major concepts of Postal 2 is that it is meant to be a "living world", a simulation of a tongue-in-cheek off-kilter town. Game characters live out their lives separate from the actions of Dude; the town features many cars but they are all "useless exploding props", according to Dude, cannot be driven, although they can be blown up and sent flying into the air. In addition to cats and dogs, other animals present are elephants.
A peculiar feature is the ability to pick up cats as an inventory item. When used, Postal Dude shoves the barrel of the equipped firearm into the cat's anus as a'silencer'; every time a shot is fired, the cat meows in apparent agony, the gunshot is muffled. After nine shots the cat has run out of lives and it will fly from the end of the weapon. Most dogs have the ability to befriend the Dude if he feeds them a continual supply of dog biscuits or feeds them any other food. Once a canine's loyalty has been earned, the dog will attack anyone who attacks the Dude, or alternatively, anyone whom the Dude attacks. Dogs will chase and kill cats, play fetch with the Dude's inventory items and severed heads. There were going to be cows included in the game, but they were left unprogrammed, they did appear in the A Week in Paradise modification. The game features a cameo by Gary Coleman, acting as himself, who appears early on as the objective of one of the game's tasks (trav
OCLC Online Computer Library Center, Incorporated d/b/a OCLC is an American nonprofit cooperative organization "dedicated to the public purposes of furthering access to the world's information and reducing information costs". It was founded in 1967 as the Ohio College Library Center. OCLC and its member libraries cooperatively produce and maintain WorldCat, the largest online public access catalog in the world. OCLC is funded by the fees that libraries have to pay for its services. OCLC maintains the Dewey Decimal Classification system. OCLC began in 1967, as the Ohio College Library Center, through a collaboration of university presidents, vice presidents, library directors who wanted to create a cooperative computerized network for libraries in the state of Ohio; the group first met on July 5, 1967 on the campus of the Ohio State University to sign the articles of incorporation for the nonprofit organization, hired Frederick G. Kilgour, a former Yale University medical school librarian, to design the shared cataloging system.
Kilgour wished to merge the latest information storage and retrieval system of the time, the computer, with the oldest, the library. The plan was to merge the catalogs of Ohio libraries electronically through a computer network and database to streamline operations, control costs, increase efficiency in library management, bringing libraries together to cooperatively keep track of the world's information in order to best serve researchers and scholars; the first library to do online cataloging through OCLC was the Alden Library at Ohio University on August 26, 1971. This was the first online cataloging by any library worldwide. Membership in OCLC is based on use of services and contribution of data. Between 1967 and 1977, OCLC membership was limited to institutions in Ohio, but in 1978, a new governance structure was established that allowed institutions from other states to join. In 2002, the governance structure was again modified to accommodate participation from outside the United States.
As OCLC expanded services in the United States outside Ohio, it relied on establishing strategic partnerships with "networks", organizations that provided training and marketing services. By 2008, there were 15 independent United States regional service providers. OCLC networks played a key role in OCLC governance, with networks electing delegates to serve on the OCLC Members Council. During 2008, OCLC commissioned two studies to look at distribution channels. In early 2009, OCLC negotiated new contracts with the former networks and opened a centralized support center. OCLC provides bibliographic and full-text information to anyone. OCLC and its member libraries cooperatively produce and maintain WorldCat—the OCLC Online Union Catalog, the largest online public access catalog in the world. WorldCat has holding records from private libraries worldwide; the Open WorldCat program, launched in late 2003, exposed a subset of WorldCat records to Web users via popular Internet search and bookselling sites.
In October 2005, the OCLC technical staff began a wiki project, WikiD, allowing readers to add commentary and structured-field information associated with any WorldCat record. WikiD was phased out; the Online Computer Library Center acquired the trademark and copyrights associated with the Dewey Decimal Classification System when it bought Forest Press in 1988. A browser for books with their Dewey Decimal Classifications was available until July 2013; until August 2009, when it was sold to Backstage Library Works, OCLC owned a preservation microfilm and digitization operation called the OCLC Preservation Service Center, with its principal office in Bethlehem, Pennsylvania. The reference management service QuestionPoint provides libraries with tools to communicate with users; this around-the-clock reference service is provided by a cooperative of participating global libraries. Starting in 1971, OCLC produced catalog cards for members alongside its shared online catalog. OCLC commercially sells software, such as CONTENTdm for managing digital collections.
It offers the bibliographic discovery system WorldCat Discovery, which allows for library patrons to use a single search interface to access an institution's catalog, database subscriptions and more. OCLC has been conducting research for the library community for more than 30 years. In accordance with its mission, OCLC makes its research outcomes known through various publications; these publications, including journal articles, reports and presentations, are available through the organization's website. OCLC Publications – Research articles from various journals including Code4Lib Journal, OCLC Research, Reference & User Services Quarterly, College & Research Libraries News, Art Libraries Journal, National Education Association Newsletter; the most recent publications are displayed first, all archived resources, starting in 1970, are available. Membership Reports – A number of significant reports on topics ranging from virtual reference in libraries to perceptions about library funding. Newsletters – Current and archived newsletters for the library and archive community.
Presentations – Presentations from both guest speakers and OCLC research from conferences and other events. The presentations are organized into five categories: Conference presentations, Dewey presentations, Distinguished Seminar Series, Guest presentations, Research staff
Ziff Davis, LLC is an American publisher and Internet company. It was founded in 1927 in Illinois, by William Bernard Ziff Sr. and Bernard George Davis. Throughout most of Ziff Davis' history, it was a publisher of hobbyist magazines ones devoted to expensive, advertiser-rich technical hobbies such as cars and electronics. However, since 1980, Ziff Davis has published computer-related magazines, its websites, derived from its magazines, have established Ziff Davis as an internet information company. Ziff Davis had several broadcasting properties, first during the mid-1970s, with its own technology network ZDTV renamed to TechTV, sold to Vulcan Ventures in 2001. Ziff Davis' magazine publishing and internet operations offices are based in New York City and San Francisco. On January 6, 2009, the company sold 1UP.com to UGO Entertainment, a division of Hearst Corporation and announced the January 2009 issue of the long-running Electronic Gaming Monthly magazine as the final one. Former Time Inc. executive Vivek Shah, with financial backing from Boston private equity company Great Hill Partners, announced on June 4, 2010, the acquisition of Ziff Davis Inc. as the "first step in building a new digital media company that specializes in producing and distributing content for consumers making important buying decisions."On November 12, 2012, Ziff Davis Inc. was acquired by cloud computing services company j2 Global of Hollywood, Calif. for $167 million cash.
According to a late 2015 Fortune article, Ziff Davis comprises 30% of parent company j2 Global's $600 million annual revenue and is increasing 15% to 20% each year. Analyst Gregory Burns of Sidoti & Company calculates; the William B. Ziff Company, founded in 1920, was a successful Chicago advertising agency that secured advertising from national companies such as Procter & Gamble for all African American weekly newspapers. In 1923, Ziff acquired E. C. Auld Company, a Chicago publishing house. Ziff's first venture in magazine publishing was Ziff's Magazine, which featured short stories, one-act plays, humorous verse, jokes; the title was changed to America's Humor in April 1926. Bernard George Davis was the student editor of the University of Pittsburgh's humor magazine, the Pitt Panther, was active in the Association of College Comics of the East. During his senior year he attended the association's convention and met William B. Ziff; when Davis graduated in 1927 he joined Ziff as the editor of America's Humor.
Ziff, an aviator in World War I, created a new magazine, Popular Aviation, in August 1927, published by Popular Aviation Publishing Company of Chicago, Illinois. Under editor Harley W. Mitchell it became the largest aviation magazine, with a circulation of 100,000 in 1929; the magazine's title became Aeronautics in June 1929 and the publishing company's name became Aeronautical Publications, Inc. The title was changed back to Popular Aviation in July 1930; the magazine is still published today by the Bonnier Corporation. The magazine celebrated its 90th anniversary in 2017; the company histories give the founding date as 1927. This is when B. G. Davis joined and Popular Aviation magazine started. However, it was not until 1936 that the company became the "Ziff-Davis Publishing Company". Davis was given a substantial minority equity interest in the company and was appointed a vice-president and director, he was named president in 1946. Davis was a photography enthusiast and the editor of the Popular Photography magazine started in May 1937.
In early 1938, Ziff-Davis acquired the magazines Amazing Stories. These were started by Hugo Gernsback but sold as a result of the Experimenter Publishing bankruptcy in 1929. Both magazines had declined since the bankruptcy but the resources of Ziff-Davis rejuvenated them starting with the April 1938 issues. Radio News was published until 1972; the magazine Popular Electronics, derived from Radio News, was begun in 1955 and published until 1985. Amazing Stories was a leading science fiction magazine and Ziff Davis soon added a new companion, Fantastic Adventures. In 1954 FA was merged into the newer magazine Fantastic, founded in 1952 to great initial success. ZD published a number of other pulp magazines and digest-sized fiction magazines during the 1940s and 1950s, continued to publish Amazing and Fantastic until 1965. Ziff-Davis published comic books during the early 1950s, operating by their own name and the name Approved Comics. Eschewing superheroes, they published horror, sports and Western comics, though most titles didn't last more than a few issues.
Superman co-creator Jerry Siegel was the art director of the comics line. In 1953, the company abandoned comics, selling its most popular titles—the romance comics Cinderella Love and Romantic Love, the Western Kid Cowboy, the jungle adventure Wild Boy of the Congo—to St. John Publications. Ziff-Davis continued to publish one title, G. I. Joe, until 1957, a total of 51 issues. William B. Ziff, Sr. died in 1953 and son William B. Ziff, Jr. returned from Germany to assume his role in the company. In 1958 Bernard G. Davis sold his share of Ziff Davis to found Davis Publications, although Ziff-Davis continued to use his surname. With the younger Ziff's direction, ZD soon became a successful publisher of enthusiast magazines. Ziff Davis purchased titles like Car And Driv
Video game crash of 1983
The video game crash of 1983 was a large-scale recession in the video game industry that occurred from 1983 to 1985 in America. The crash was attributed to several factors, including market saturation in the number of game consoles and available games, waning interest in console games in favor of personal computers. Revenues peaked at around $3.2 billion in 1983 fell to around $100 million by 1985. The crash was a serious event which abruptly ended what is retrospectively considered the second generation of console video gaming in North America. Lasting about two years, the crash shook the then-booming industry, led to the bankruptcy of several companies producing home computers and video game consoles in the region. Analysts of the time expressed doubts about the long-term viability of video game consoles and software; the North American video game console industry recovered a few years mostly due to the widespread success of the Nintendo Entertainment System in 1985. Prior to 1982, the most significant home console was the Atari VCS.
The Atari VCS was launched in 1977. In 1980, Atari's licensed version of Space Invaders from Taito became the console's killer application. Spurred by the success of the Atari VCS, other consoles were introduced, both from Atari and other companies: Atari 5200, ColecoVision, Odyssey² and Intellivision. In addition to this and Coleco created devices that allowed them to play Atari 2600 games on their consoles; each of these consoles had its own library of games produced by the console maker, many had large libraries of games produced by third-party developers. In 1982, analysts noticed trends of saturation, mentioning that the amount of new software coming in will only allow a few big hits, that retailers had too much floor space for systems, along with price drops for home computers could result in an industry shakeup. In addition, the rapid growth of the video game industry led to an increased demand for video games, but which the manufacturers over-projected. An analyst for Goldman Sachs had stated in 1983 that the demand for video games was up 100% from 1982, but the manufacturing output increased by 175%, creating a surplus in the market.
Raymond Kassar, the CEO of Atari, had recognized in 1982 that there would become a point of saturation for the industry, but did not expect this to occur until about half of American households had a video game console. In 1979, Atari unveiled the Atari 400 and 800 computers, built around a chipset meant for use in a game console, which retailed for the same price as their respective names. In 1981, IBM introduced the IBM 5150 PC with a $1,565 base price, while Sinclair Research introduced its low-end ZX81 microcomputer for £70. By 1982, new desktop computer designs were providing better color graphics and sound than game consoles and personal computer sales were booming; the TI 99/4A and the Atari 400 were both at $349, the Tandy Color Computer sold at $379, Commodore International had just reduced the price of the VIC-20 to $199 and the C64 to $499. Because computers had more memory and faster processors than a console, they permitted more sophisticated games. A 1984 compendium of reviews of Atari 8-bit software used 198 pages for games compared to 167 for all other software types.
Home computers could be used for tasks such as word processing and home accounting. Games were easier to distribute, since they could be sold on floppy disks or cassette tapes instead of ROM cartridges; this opened the field to a cottage industry of third-party software developers. Writeable storage media allowed players to save games in progress, a useful feature for complex games, not available on the consoles of the era. In 1982, a price war began between Commodore and Texas Instruments, home computers became as inexpensive as video-game consoles. Dan Gutman, founder in 1982 of Video Games Player magazine, recalled in 1987 that "People asked themselves,'Why should I buy a video game system when I can buy a computer that will play games and do so much more?'" The Boston Phoenix stated in September 1983 about the cancellation of the Intellivision III, "Who was going to pay $200-plus for a machine that could only play games?" Commodore explicitly targeted video game players. Spokesman William Shatner asked in VIC-20 commercials "Why buy just a video game from Atari or Intellivision?", stating that "unlike games, it has a real computer keyboard" yet "plays great games too".
Commodore's ownership of chip fabricator MOS Technology allowed manufacture of integrated circuits in-house, so the VIC-20 and C64 sold for much lower prices than competing home computers. "I've been in retailing 30 years and I have never seen any category of goods get on a self-destruct pattern like this", a Service Merchandise executive told The New York Times in June 1983. The price war was so severe that in September Coleco CEO Arnold Greenberg welcomed rumors of an IBM'Peanut' home computer b