The mod industries? The industrial logic of non-market game production
Abstract: This article seeks to make the relationship between non-market game developers (modders) and the game developer company explicit through game technology. It investigates a particular type of modding, i.e. total conversion mod teams, whose organization can be said to conform to the high-risk, technologically-advanced, capital-intensive, proprietary practice of the developer company. The notion 'proprietary experience' is applied to indicate an industrial logic underlying many mod projects. In addition to a particular user-driven mode of cultural production, mods as proprietary extensions build upon proprietary technology and are not simple redesigned games, because modders tend to follow a particular marketing and industrial discourse with corresponding industrial-like practices
- Location
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Deutsche Nationalbibliothek Frankfurt am Main
- Extent
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Online-Ressource
- Language
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Englisch
- Notes
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Postprint
begutachtet (peer reviewed)
In: European Journal of Cultural Studies ; 11 (2008) 2 ; 177-195
- Classification
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Spiel
- Event
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Veröffentlichung
- (where)
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Mannheim
- (when)
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2008
- Creator
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Nieborg, David B.
Graaf, Shenja van der
- DOI
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10.1177/1367549407088331
- URN
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urn:nbn:de:0168-ssoar-227472
- Rights
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Open Access unbekannt; Open Access; Der Zugriff auf das Objekt ist unbeschränkt möglich.
- Last update
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15.08.2025, 7:24 AM CEST
Data provider
Deutsche Nationalbibliothek. If you have any questions about the object, please contact the data provider.
Associated
- Nieborg, David B.
- Graaf, Shenja van der
Time of origin
- 2008