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
Deutsche Nationalbibliothek Frankfurt am Main
Extent
Online-Ressource
Language
Englisch
Notes
Postprint
begutachtet (peer reviewed)
In: European Journal of Cultural Studies ; 11 (2008) 2 ; 177-195

Classification
Spiel

Event
Veröffentlichung
(where)
Mannheim
(when)
2008
Creator
Nieborg, David B.
Graaf, Shenja van der

DOI
10.1177/1367549407088331
URN
urn:nbn:de:0168-ssoar-227472
Rights
Open Access unbekannt; Open Access; Der Zugriff auf das Objekt ist unbeschränkt möglich.
Last update
15.08.2025, 7:24 AM CEST

Data provider

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Associated

  • Nieborg, David B.
  • Graaf, Shenja van der

Time of origin

  • 2008

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