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Computer and Video Games

Computer and Video Games (CVG) was a British video game magazine that served as the first publication in the United Kingdom dedicated solely to video games, running in print from November 1981 to October 2004. Launched by publisher EMAP at a price of 75p, the inaugural issue featured coverage of arcade hits like Space Invaders, board game adaptations such as Chess and Othello, and programming tips for early home computers including the Sinclair ZX81. Edited by Terry Pratt, it targeted young readers with colorful designs, multi-platform reviews, news on emerging consoles and computers, type-in programs, and arcade guides, initially relying on illustrations due to the lack of screenshot technology. Over its 23-year print run, CVG adapted to technological shifts, covering the transition from 8-bit systems like the ZX Spectrum and Commodore 64 to 16-bit eras with Sega Mega Drive and Super Nintendo, while maintaining a focus on entertainment over technical depth. The magazine was published monthly by EMAP until 2001, when it was sold to Dennis Publishing; in 2004, Dennis sold it to Future plc, which ceased print publication later that year amid declining print readership driven by the rise of online media. Its website, launched in 1999, extended CVG's legacy as an online outlet until its closure in February 2015, though the brand influenced Future's portfolio including GamesRadar and PC Gamer. Notably, CVG hosted the Golden Joystick Awards annually from 1983, a reader-voted event that grew into a major global gaming ceremony recognizing outstanding titles and developers. In 2008, Future briefly revived the title as a series of collector's specials, starting with a 180-page issue on the Grand Theft Auto series timed to GTA IV's release, followed by editions on franchises like The Sims and Halo, but these ended by 2009. Throughout its history, CVG played a pivotal role in shaping video game journalism by popularizing dedicated coverage, fostering community engagement, and bridging the gap between arcade culture and home computing during the medium's formative years.

Overview

Founding and Early Years

Computer and Video Games (CVG), often abbreviated as C+VG, was launched in November 1981 by the British publishing company EMAP as the United Kingdom's first dedicated magazine. It emerged during the early boom of home and , focusing on titles and hardware for platforms such as the Sinclair ZX81, , Commodore VIC-20, and cabinets. The magazine adopted a monthly publication schedule and emphasized multi-format coverage, reviewing software and hardware across various systems without favoring any single platform, which helped democratize access to information in an era when was still niche. This approach catered to the growing interest in personal computers as entertainment devices, bridging experiences with home setups. Under the editorial leadership of founding editor Terry Pratt, CVG prioritized accessibility for novice gamers and programmers, featuring straightforward tutorials, guides, and explanations of to lower barriers for beginners. Pratt, supported by a small team including assistant editor Elspeth Joiner, directed the content toward practical advice on hardware compatibility and simple game creation, reflecting the magazine's aim to position as an approachable rather than an pursuit. This direction was evident from the outset, with articles demystifying concepts like graphics and sound generation on affordable machines like the , encouraging readers to experiment without advanced technical knowledge. The inaugural issue, cover-dated November 1981 and priced at 75p, spotlighted as its lead feature, alongside coverage of strategy games like Chess and , and tips for integrating gaming into home computing routines. It included previews of emerging console ports and home computer adaptations of arcade hits, such as variants for the , while offering a contest to win a VIC computer to engage readers directly. By providing dedicated space for game reviews, hardware guides, and community-oriented features like early reader-submitted programs, CVG played a pivotal role in legitimizing video games as a legitimate cultural and recreational pursuit, fostering a among enthusiasts in the pre-internet age. Within its first decade, the magazine introduced innovations such as reader polls to gauge popular titles and hardware preferences, further solidifying its influence on gaming discourse.

Role in Gaming Journalism

Computer and Video Games (CVG) established itself as a cornerstone of gaming , serving as the longest-running video game media until its closure in February 2015 and setting enduring standards for reviews, delivery, and community interaction that influenced the profession's development. Launched in as the world's first dedicated exclusively to , CVG professionalized coverage by blending enthusiast-driven analysis with accessible reporting, helping to elevate from niche hobby to cultural phenomenon. Its emphasis on timely previews, in-depth features, and reader letters created a model for interactive that subsequent outlets emulated, fostering a sense of shared among . A key innovation of CVG was its multi-platform coverage, which spanned home computers like the and Commodore 64, emerging consoles such as the and , and even arcade titles, thereby popularizing gaming beyond arcades and into domestic settings during the early-to-mid . This approach not only democratized access to information across formats but also highlighted Japanese imports, shifting industry attention toward Eastern developers and broadening the scope of Western gaming discourse. Complementing this, CVG adopted ethical positions, including campaigns against software piracy to protect developers and promote legitimate consumption, which reinforced the magazine's role in advocating for the medium's sustainability. CVG significantly shaped industry events and gaming culture, particularly amid the intense console wars between and platforms, by providing balanced, engaging coverage that encouraged reader loyalty and debate. The magazine originated the in 1983 as an early reader-voted initiative, establishing a tradition of public-driven recognition that boosted community engagement and highlighted popular titles. Its peak ABC-audited circulation of 106,000 copies in the second half of exemplified this mainstream appeal, reflecting CVG's success in embedding gaming within broader British . The publication also navigated notable controversies, including heated debates on violence in games during the late and 1990s moral panics, where CVG contributed balanced perspectives that defended gaming's creative merits while addressing public concerns. In shaping journalistic norms, CVG pioneered practices like spoiler-free policies to preserve player experiences, influencing ethical guidelines across the sector for fair and considerate reporting.

Magazine Format and Content

The print edition of Computer and Video Games (CVG), from its launch in 1981, featured a text-heavy format characterized by dense articles and black-and-white layouts that prioritized in-depth textual analysis of games and hardware amid the proliferation of 8-bit and early 16-bit systems. By the 1990s, the magazine evolved significantly to incorporate vibrant color spreads, enhancing visual appeal and aligning with the graphical advancements in gaming, such as those seen in Sega Mega Drive and Super Nintendo titles. This shift included the addition of pull-out posters featuring key characters or artwork from popular releases, like the 1993 Terminator 2 poster, which served as collectible incentives for readers. Cover-mounted demos also became a staple in the mid-1990s, allowing subscribers to sample upcoming games directly, reflecting the era's growing emphasis on interactive content and boosting circulation during the transition to CD-ROM and PlayStation eras. Core sections formed the backbone of CVG's editorial structure, with reviews serving as a flagship feature scored out of 10 to provide concise yet authoritative evaluations of new releases across platforms. Hardware guides offered practical advice on peripherals, upgrades, and compatibility, particularly vital during the multi-format landscape of the early 1990s when the magazine covered up to 10 systems including , , and Mega Drive. Strategy tips sections delivered walkthroughs and cheats to assist players in navigating complex titles, while comic strips added levity, notably the recurring Cheating Charlie series that humorously depicted gamer mishaps and industry tropes. These elements combined to create a balanced mix of information, , and community engagement tailored to the and European markets. Special issues and annuals further diversified CVG's offerings, with genre-focused editions such as those on RPGs providing expanded coverage of titles like Final Fantasy and The Legend of Zelda, emphasizing narrative depth and replayability popular in Europe. Annual compilations rounded up the year's top games, often with retrospective analyses and reader polls, reinforcing the magazine's role as a comprehensive archive for /European gamers who favored a blend of console and PC content over the more console-centric publications. This regional emphasis highlighted European preferences for adventure and strategy games, distinguishing CVG from global competitors. Content depth expanded notably in the 1990s, incorporating in-depth developer interviews that offered insights into game design processes, such as those with and teams amid the 16-bit wars, revealing behind-the-scenes challenges in titles like . The magazine also frequently covered PC versus console debates, weighing factors like customization and performance against accessibility and exclusives, which mirrored the era's technological rivalries and informed readers' purchasing decisions. Under Dennis Publishing's ownership from 2001, these features maintained their rigor while adapting to emerging online trends. The final print issue, dated October 2004, marked the end of CVG's 23-year run in physical form, featuring a on the industry's evolution and a farewell to its multi-platform legacy, as the publication transitioned to digital-only to compete with burgeoning online media. This closure reflected broader shifts in journalism, where print's tactile elements gave way to web-based immediacy.

Circulation and Cultural Impact

Launched in November 1981 by EMAP, Computer and Video Games (C+VG) began with modest circulation figures typical of early specialist publications in the nascent market. By 1990, it had achieved a verified circulation of 92,060 copies, reflecting its status as one of the leading consumer titles during the boom. This growth underscored the magazine's role in capturing the expanding interest in multi-format hardware and software. Circulation peaked in the late and early amid the shift toward console gaming, but began declining as digital alternatives emerged. In the first half of 2002, under , average net circulation stood at 32,052 copies, a 6.6% increase from the prior year but indicative of broader sector challenges, with the overall computer and magazine category down 23.5%. By 2004, readership had further declined amid the rise of online content, prompting Future Publishing to cease print operations after acquiring the title. As the world's first dedicated video game magazine, C+VG wielded substantial regional influence in the UK and , where it helped popularize platforms like the and Mega Drive through extensive coverage and distribution. Its multi-format approach facilitated game localization efforts, bridging imports with audiences and contributing to the adoption of console ecosystems in markets dominated by home computers. C+VG played a key role in early cultural milestones of gaming, including efforts to promote participation through features in the 1980s. Issues from 1981–1985 included articles by female contributors, such as discussions on , and reviews critiquing or highlighting games like for broader appeal, challenging the male-centric framing that later dominated. The magazine also contributed to the 1990s fusion of gaming with rave culture by covering music-infused titles and events, reflecting the era's youth subcultures. Reader engagement was central to C+VG's community-building, with letters pages like the satirical "YOB" column serving as a pre-internet for fans to share experiences, , and , fostering a collective identity among subscribers. This interactive element helped cultivate loyalty and , predating online communities and enhancing readers' "gaming capital" through shared knowledge. Economically, C+VG supported indie and smaller developers in the pre-internet era by providing critical exposure via reviews, where scores above 70% often drove sales amid rising production costs and market saturation. Its circulation growth paralleled the expansion of the ' voter base, amplifying public input on game popularity during the print years.

Digital Shift

Website Development

The Computer and Video Games (CVG) website launched in August 1999 as a digital extension of the longstanding print magazine, initially replicating its content with articles, reviews, and previews digitized for online access. This early iteration served primarily as a companion to the monthly publication, offering readers a convenient way to revisit issues and discover supplementary material without the need for physical copies. By the early 2000s, the site evolved to deliver daily news updates, transitioning from periodic content mirroring to a proactive platform that broke stories on announcements, developments, and launches in near . This shift aligned with the burgeoning adoption among gamers, positioning CVG as a key destination for up-to-the-minute information in the UK and . Technically, the website advanced from basic static pages in its inaugural years to incorporating interactive forums by the mid-2000s, enabling community discussions on titles and trends. As proliferated, video embeds were integrated for trailers and interviews, while the brought optimization to ensure responsive across devices, reflecting broader standards for user . Core sections emphasized breaking news for immediate industry alerts, exclusive previews like early hands-on access to series entries, and expansive databases cataloging game releases, platforms, and ratings for quick reference. These features, combined with staff growth to include specialized online journalists and video producers under ownership from 2004, fostered deeper engagement through user-generated elements such as comment sections on articles. Traffic surged during high-profile events like , where CVG's dedicated coverage drew massive audiences; unique offerings enhanced its reputation for immersive event reporting.

Ownership Transitions

Computer and Video Games (CVG) was owned by EMAP from its establishment in 1981 until the early . By then, amid broader industry consolidation and declining print circulation for specialist titles, EMAP divested several gaming assets, including CVG, which was sold to in 2001 for an undisclosed sum as part of a larger portfolio transfer that also included the CVG website and other titles like The Player. Under Dennis Publishing's ownership from 2001 to 2004, CVG continued monthly print production while facing competitive pressures from emerging digital platforms, with editorial leadership transitioning to figures such as contributing editor , who shaped content during this interim phase. The acquisition reflected Dennis's strategy to bolster its division, which already included titles like , but financial strains in the sector prompted further changes. In August 2004, purchased CVG and from Dennis for £2.5 million, integrating them into its expanding digital-first ecosystem. This move accelerated CVG's pivot from print to online operations, with the magazine's final issue published in October 2004, and supported international expansion through Future's global network of sites and partnerships. Key executives played pivotal roles across these ownership shifts. In the EMAP era, editors Tim Metcalfe (1984–1988) and Eugene Lacey (1988–1990s) guided CVG's evolution from a nascent to a market leader, emphasizing multi-format coverage of computers and consoles. During the brief period, the team maintained continuity under Lacey's influence amid the 2001 transition. Future's acquisition brought in John Houlihan as editor in September 2004, who spearheaded the digital relaunch and focused on web-based news and reviews. These leadership changes aligned with each owner's priorities, from EMAP's dominance to Future's emphasis on . The transitions had tangible impacts on CVG's operations, particularly in later years under . In 2014, amid financial challenges including a profit warning and overall company losses, initiated a 45-day consultation period in May, placing CVG and other gaming sites at risk of as part of a to streamline assets. This process, driven by declining ad revenues and shifting consumer habits, led to budget cuts and staff redundancies; by , the site continued with a reduced team following the elimination of several positions, though further consultations in November and December 2014 resulted in additional layoffs and the announcement of , with the shutting down on 26 February 2015. The legal framework for these changes involved employment consultations to mitigate redundancies, reflecting 's broader financial strategy to refocus on high-performing while divesting underperformers. Under 's , CVG's surged, establishing it as a key destination for global audiences with millions of monthly unique visitors by the mid-2000s.

Online Platforms

YouTube Channel

The CVG YouTube channel launched in the early 2010s as an extension of the Computer and Video Games brand's digital presence, initially featuring gameplay footage and developer interviews to complement its online news coverage. By mid-2014, the channel had grown to nearly 200,000 subscribers, establishing itself as a key platform for video content in gaming journalism with a focus on high-production-value segments that differentiated it from text-based reporting. The in-house production team, led by digital producer and video strategist Dan Dawkins, handled branding, programming, and editing, enabling consistent uploads that built a dedicated audience through timely and exclusive material. A signature series, "GTA V O'clock," debuted in 2013 and became a cornerstone of the channel's output, delivering weekly episodes—often extending to daily updates during key periods—with in-depth analysis, conspiracy discussions, and exclusive previews leading up to 's PC release on April 14, 2015. Hosted by Tim Weaver and Dan Dawkins, the series secured unique collaborations with , including a YouTube-first exclusive interview with producer that provided insights into gameplay mechanics, online features, and development details. These partnerships underscored CVG's role in fostering direct ties between publishers and viewers, with episodes like the massive GTA Online preview attracting significant engagement. The channel's content strategy encompassed a diverse range, including full walkthroughs of major titles, recaps of industry events such as with on-site footage and highlights, and humorous sketches satirizing gaming tropes and news. By the time of the CVG website's shutdown in February 2015, it had amassed thousands of videos, many garnering millions of views collectively—particularly launch trailers and exclusive previews hosted on the platform, which amplified the brand's reach beyond traditional media. Following the shutdown, the channel was rebranded as GTAVIoclock and continued operations, focusing on in-depth coverage of the Grand Theft Auto series with weekly episodes hosted by Dan Dawkins and James Jarvis; as of November 2025, it remains active with over 270,000 subscribers. This video extension not only integrated with CVG's website for multimedia news delivery but also emphasized viewer interaction through comments and community polls on upcoming releases.

Awards and Community Engagement

Golden Joystick Awards

The Golden Joystick Awards were established in 1983 by Computer and Video Games (CVG) magazine as the world's first public-voted gaming awards ceremony, allowing readers to nominate and vote for their favorites via postal ballots. The inaugural results were announced in April 1983, with the ceremony held in London's Berkeley Square and hosted by radio DJ Dave Lee Travis; Jetpac by Ultimate Play the Game took the top honor for Game of the Year. Initially focused on home computer and arcade titles, the awards reflected the early 1980s boom in UK gaming culture, emphasizing reader participation over industry judging. From the 1990s onward, the became an annual event with formalized ceremonies, transitioning to online voting in 1999 through the CVG website to accommodate growing and expand global participation. Categories evolved to mirror the diversifying industry, starting with platform-specific awards like Best 8-Bit and 16-Bit Games in the late 1980s before consolidating into broader ones such as Game of the Year; by the 2000s, new additions included Best Newcomer (introduced around 2013, won by ) and Lifetime Achievement (first awarded in 2014 to ). Notable winners highlighted gaming milestones, such as in 1991 for its console breakthrough and sweeping five categories in 2015, but the awards also sparked controversies, including the Grand Theft Auto series' repeated dominance—GTA V claimed Game of the Year in 2013 amid debates over its violent content. In 2014, the introduction of a dedicated Best category, won by DayZ, marked a shift toward recognizing independent developers alongside AAA titles. Under CVG's administration until its 2014 closure, the awards featured live-streamed ceremonies to engage audiences, with sponsorships from major platforms like Sony's and Microsoft's enhancing production and category-specific honors, such as Best PS4 Game. These events boosted CVG's profile as a key gaming authority, drawing millions of votes annually—peaking at over 9 million in 2014—and fostering community hype around nominees. Following the announcement of CVG's closure in 2014 and its full shutdown in early 2015, Future Publishing shifted oversight to GamesRadar+ starting with the 2015 edition, preserving the reader-voted format while maintaining its legacy as CVG's flagship initiative. As of 2025, the awards continue annually under GamesRadar+, upholding the public-voted tradition initiated by CVG.

Other Events and Partnerships

Throughout its history, Computer and Video Games (CVG) actively participated in major video game trade shows, providing extensive live coverage and on-site reporting to bring event highlights to its audience. In the 2000s and early 2010s, CVG staff attended the , offering real-time updates, interviews, and previews of upcoming titles, which helped solidify the magazine's role as a key industry voice. For instance, the July 1996 issue of CVG featured detailed highlights, including coverage of games like Super Mario 64. Similarly, in 2011, CVG redesigned its website to coincide with , enhancing its digital presence with improved navigation and content delivery for event-specific reporting. CVG also forged partnerships with game developers to secure exclusive access to previews and beta tests, allowing readers early insights into high-profile releases. These collaborations extended to charity initiatives in the 1980s, where the magazine supported industry-wide efforts like SoftAid, a compilation album and game collection aimed at famine relief in Ethiopia, though direct involvement was through coverage and promotion rather than production. By the 2010s, CVG expanded community engagement through online tournaments hosted on its website, tying into multiplayer game launches to foster player interaction and brand loyalty. In addition to trade shows, CVG pursued cross-media tie-ins with console manufacturers such as and , co-promoting console launches through special magazine features and bundled content during the . These efforts included themed supplements and advertisements that aligned with hardware releases, enhancing reader access to launch-day information. The magazine's unique initiatives, such as launching dedicated podcasts like the "Game of the Generation" series in , further strengthened community ties by discussing industry trends and fan favorites in audio format. CVG also organized fan meetups at events like EGX (formerly the Eurogamer Expo), where attendees could interact with editors and preview content, boosting engagement during the digital shift era. These activities, distinct from award ceremonies, underscored CVG's commitment to building lasting relationships within the gaming community.

Closure and Legacy

Shutdown Process

In May 2014, Future plc initiated a 45-day consultation period starting on May 14 for the potential closure of CVG and other gaming websites as part of a broader company restructuring aimed at addressing financial challenges in the digital media landscape. This process was triggered by declining revenues and the need to consolidate operations within Future's gaming portfolio, which included sites like and . Although the consultation raised fears of immediate shutdown, CVG received a temporary reprieve in June 2014, allowing it to continue operations but with significant staff reductions; the full-time writing team was cut from five members to three, reflecting efforts to streamline costs while maintaining some content production. Despite the reprieve, ongoing pressures led to the full closure announcement in December 2014, when confirmed the end of the CVG brand after 33 years, citing the inability to sustain it amid intensifying competition and shifting consumer behaviors. Key factors included declining advertising revenue in a crowded online market dominated by free-to-access competitors like , as well as the growing dominance of platforms that fragmented audience attention and reduced traditional website traffic. The decision aligned with Future's wider cost-cutting measures, which saw over 400 jobs eliminated across the company in the prior year, contributing to a reported £35 million loss. The shutdown executed on February 26, 2015, with the CVG website ceasing independent operations and all pages redirecting to , where select content was integrated to preserve some archival value. Minimal archiving occurred beyond this redirection, resulting in the loss of CVG's standalone digital presence and interrupting ongoing projects such as in-depth game coverage and community features. For instance, the closure halted specialized reporting on titles like 's expanding online components, leaving unfinished analyses and reader engagements unresolved. Editor issued a farewell message reflecting on CVG's legacy, expressing gratitude to readers and staff while lamenting the end of an era in gaming journalism. The decision aligned with Future's wider cost-cutting measures, which included standard packages for affected employees under employment law. The CVG domain was retained by post-shutdown, continuing to redirect traffic.

Post-Closure Influence

Following the closure of Computer and Video Games (CVG) in 2015, its former staff members played a pivotal role in sustaining high-quality in the gaming media landscape. In 2019, a group of alumni, including editor , launched Video Games Chronicle (VGC), an independent outlet dedicated to in-depth reporting on the . VGC has since become a trusted source for exclusive news and analysis, explicitly drawing on CVG's tradition of rigorous, audience-focused coverage. Efforts to preserve CVG's historical content have been driven by fan communities and archival projects. Sites like the Out of Print Archive and have supported digitization and sharing of high-resolution scans of CVG's print issues from 1981 to 2004, dedicating significant resources to maintain the fidelity of these artifacts for researchers and enthusiasts. Additionally, mirrors of the original CVG website are accessible via the Internet Archive's , allowing users to explore archived articles and reviews from the online era up to 2015. CVG's influence persists in cultural depictions of UK gaming history. The publication is referenced in documentaries such as From Bedrooms to Billions: The 80s, which chronicles the British video games industry's origins and highlights CVG's role in shaping early coverage of home computing and arcade titles. It also receives citations in influential books like Blake J. Harris's Console Wars: Sega, Nintendo, and the Battle that Defined a Generation, where CVG's reviews and reports are noted as key sources during the 1990s console rivalry. The , originally organized by CVG, have continued annually under , evolving into a major public-voted event hosted by GamesRadar+. Retrospectives in the 2020s, such as VGC's 2024 anniversary reflections, have honored the CVG era for pioneering fan-engaged awards ceremonies. As of November 2025, no official revival of CVG has occurred under its original ownership, though an independent website using the CVG name (computerandvideogames.net) has launched to aggregate news from independent game publishers. Its investigative ethos echoes in modern outlets like , where former UK gaming journalists maintain similar standards of critical analysis.

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