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.

The mod industries? The industrial logic of non-market game production

Urheber*in: Nieborg, David B.; Graaf, Shenja van der

Free access - no reuse

Extent
Seite(n): 177-195
Language
Englisch
Notes
Status: Postprint; begutachtet (peer reviewed)

Bibliographic citation
European Journal of Cultural Studies, 11(2)

Subject
first-person shooter; game engine; proprietary experience; proprietary extension; total conversion modification;

Event
Geistige Schöpfung
(who)
Nieborg, David B.
Graaf, Shenja van der
Event
Veröffentlichung
(when)
2008

DOI
URN
urn:nbn:de:0168-ssoar-227472
Rights
GESIS - Leibniz-Institut für Sozialwissenschaften. Bibliothek Köln
Last update
21.06.2024, 4:27 PM CEST

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Object type

  • Zeitschriftenartikel

Associated

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

Time of origin

  • 2008

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