Journal article | Zeitschriftenartikel
The mod industries? The industrial logic of non-market game production
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.
- Extent
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Seite(n): 177-195
- Language
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Englisch
- Notes
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Status: Postprint; begutachtet (peer reviewed)
- Bibliographic citation
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European Journal of Cultural Studies, 11(2)
- Subject
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first-person shooter; game engine; proprietary experience; proprietary extension; total conversion modification;
- Event
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Geistige Schöpfung
- (who)
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Nieborg, David B.
Graaf, Shenja van der
- Event
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Veröffentlichung
- (when)
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2008
- DOI
- URN
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urn:nbn:de:0168-ssoar-227472
- Rights
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GESIS - Leibniz-Institut für Sozialwissenschaften. Bibliothek Köln
- Last update
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21.06.2024, 4:27 PM CEST
Data provider
GESIS - Leibniz-Institut für Sozialwissenschaften. Bibliothek Köln. If you have any questions about the object, please contact the data provider.
Object type
- Zeitschriftenartikel
Associated
- Nieborg, David B.
- Graaf, Shenja van der
Time of origin
- 2008