From hobbyists to entrepreneurs: On the formation of the Nordic game industry
2015 (English)In: Convergence. The International Journal of Research into New Media Technologies, ISSN 1354-8565, E-ISSN 1748-7382Article in journal (Refereed) Epub ahead of print
This article sheds light on the formation of the Nordic game industry between 1990 and 2005. The first long-lasting game development companies within the region emerged in the early 1990s and one of the factors for the advent of a Nordic industry was the subculture surrounding the demoscene. By selecting three companies in Finland, Norway and Sweden, we look at the transition from subculture into formal companies. The study is informed by an oral history approach, supplemented by a variety of other sources, including industry reports, mainstream press stories and online materials. The article argues that the presence of the demoscene in the Nordic region had an influence on the game companies, but the transition from hobbyism to professional work processes was not straightforward or simple. However, without the demoscene, the game companies would have had a difficult time finding interested and qualified employees.
Place, publisher, year, edition, pages
1990s, 2000s, computer hobbyism, demoscene, Digital Illusions, Finland, Funcom, game industry, Nordic countries, Norway, Remedy, skill transfer, Sweden, video game history
Research subject History; Economic History
IdentifiersURN: urn:nbn:se:umu:diva-112154DOI: 10.1177/1354856515617853OAI: oai:DiVA.org:umu-112154DiVA: diva2:876496
FunderForte, Swedish Research Council for Health, Working Life and Welfare