.Background

In the Nordic countries, the first generation to grow up with personal computers and gaming as a widespread phenomenon came of age in the 1980s. Computers purchased for home use had a very rudimentary capacity for creating graphics and music, but it didn't take long for the kids to get bored with games and start becoming interested in using these machines for creative purposes.

The first computers were extremely basic and using them for any creative work required that the user be well versed in how they work and how they are programmed. Some kids had enough creative talent and the ability to absorb mathematics and new technology to enable them to use these machines in a surprisingly multi-faceted manner to express their creativity. A generation that created art primarily in the digital medium was born.

In addition to being an expert on technical and content matters, media behavior rose to a prominent role within the demo scene. Each active agent had to be able to handle different communal and media roles and communications technologies. These were used in the act of branding the self, so to speak, and generating hype about you and your team in various channels (demos, disk-based magazines, the internet, IRC, etc.)