What? TG05
When?23.03.05 - 27.03.05
Where? The Vikingship, Hamar, Norway
Submenu
History of TG
History of TG

The Gathering (TG) is the result of a challenge. As a response to various more or less well justified complaints of other parties, the founders behind TG was asked the always brilliant question: "Well, if you think it's that easy, host a party yourself!"

We though about it.. then we did it.

After spending about a year in preparation, expecting 600 people to arrive at the party in 1992, the turnout was around 1100, setting the pace for others to follow.

1993 - approx 1400 people attended
1994 - approx 1800 people attended
1995 - approx 1500 people attended (this year it was held in Stavanger, making travel distances larger and attendance lower)
1996 - approx 2500 (first year in The Vikingship Olympic Arena at Hamar, famous from the Olympics in 1994)
1997 - approx 3300 SOLD OUT!
1998 - 4300 people. SOLD OUT! 1000-1500 people estimated turned away
1999 - 4300 people. SOLD OUT! 2000-2500 people estimated turned away
2000 - 4300 people. SOLD OUT! 3500-4000 people estimated turned away
2002 - 4300 people. SOLD OUT! 4000-5000 people estimated turned away
2003 - 5000 people. SOLD OUT! More than 3500 people in the actual waiting list turned away, unknown amount of others turned away.
2004 - 5200 people. SOLD OUT! More than 4000 people in the actual waiting list turned away, unknown amount of others turned away.

Being one of the four big parties in the world (Assembly/Finland - fall, The Party/Denmark - Christmas, Dreamhack/Sweden - Halloween being the others), TG is both a national and international event which has grown exponentially with the Internet.

One of the landmark records set at The Gathering is a result of providing the worlds largest temporary network (in 1996 around 1500 connections with an average of 700-900 users at any given time), to 2000 with more than 4800 connections and a peak of 2800 users a second, A world record we're quite proud of. The network handles immensen amount of data, and we expect to break the petabyte barrier this year.

The website peaks several millions of hits during the event itself.

The interest for these events can easily be derived from the number of downloads from http://www.scene.org/ which is over 6 million a year or from ftp.hornet.org (part of ftp.cdrom.com), which surpasses 200.000 in any given week. The interest for demos, gaming, IRC and the events around them are immense in the computer-savvy youth cultures. Quote from a trend researcher from Coca-Cola International printed in Dagens Naeringsliv (Norway's largest business newspaper): "There will be seven dominating youth cultures in the future... Number one of these will be the technoid youth culture, an early sign of this is for example The Gathering held in Hamar, Norway every year."


Structure


The structure of the organisation behind the party has developed from being held by a computer group called The Crusaders, to developing into a non-profit organisation called KANDU (loosely translated Creative, Active, Norwegian Computer Youth).
The goals of this organisation is to promote the joy of creativity with the computer universe at your fingertips both at TG, in Norway at other events supporting smaller and local events (with help and infrastructure) and in other countries.

KANDU has helped parties in Sweden, Denmark, Finland, Taiwan, UK and US as well, backed by a drive to doing what no party, organization, event or company can do. We're making solutions to problems that seems almost impossible to the outside world!

In February of 1998, TGTW (The Gathering Taiwan) was held with the presence of KANDU members to ensure the same creative, easygoing and informal environment prevails. Computer leaders of the future connects and networks for the first time!

One of the main events at TG is the demo events. Years ago, young people used the term _demo_ as shorthand for a political march or rally. Now, to thousands of computer-obsessed kids across Europe (and a growing number in the US), it's more likely to mean a short, self contained graphics-and-sound demonstration programming. But it isn't a demonstration of a game or business application, and it hasn't been commissioned for any ulterior commercial purpose. The only thing it demonstrates is the skills of its programmers or, more often, the skills of a group of programmers, graphic artists, and musicians who've grouped together. And the only reason it has been written is to show off and enjoy fame in the culture itself.

We have prize money for these competitions but glory and international recognition is the key incentive. Being pieces of electronic art of exceptional quality, many of the participants also attract attention from game-, music-, and graphics companies in need of talent.

The idea behind TG is developing into creating a global event with physical presence in several places on the planet. 5200 people from mainly Norway, but also Sweden, Denmark, Finland, the rest of Europe in smaller numbers and even a few from the US (20 people flew in from US last year to participate) will strain the Norwegian arena's capabilities. To provide a 'localised' event, presumably in Central-Europe, Asia and US will provide the same unique feeling to each and every attendee wherever he or she is, with competitions and infrastructure at both a local level, and at a international level to give an extra, global dimension to the events.

Virtual presence thru the Internet will give cyberattendance a new meaning, where actually participate virtually, instead of passively consuming boring old noninteractive cybercasts.

The youth makes and does everything at these parties themselves, as all functions are based on volunteer work, creating things never before seen with their own hands and minds. Creativity is important, whether demos, music, graphics, games or anything is their main interest.

The demographic data on the attendee is a male student between 16-20 years (up from 14-18 years in 1992). On special notes TG is the only party to involve the girls, with about 20% girls in 1999. The age span is also increasing to include everyone from 12 through 30 years. More university students and computer professionals keeps the ties to and even returns to the culture they came from. Especially game and internet companies have their people spending time at TG.


Schedule
  See full schedule
Newsletter
Subscribe.
Unsubscribe.

tg05_sponsor_plutolife

tg05_sponsor_ryzom

tg05_sponsor_banetele

tg05_sponsor_qpad

tg05_sponsors_spillmagasinet

tg05_sponsor_corsair



"I do not fear computers. I fear the lack of them." - Isaac Asimov