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

[journal article]

Nieborg, David B.; Graaf, Shenja van der

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Please use the following Persistent Identifier (PID) to cite this document:http://nbn-resolving.de/urn:nbn:de:0168-ssoar-227472

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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.
Free Keywords first-person shooter; game engine; proprietary experience; proprietary extension; total conversion modification;
Document language English
Publication Year 2008
Page/Pages p. 177-195
Journal European Journal of Cultural Studies, 11 (2008) 2
DOI http://dx.doi.org/10.1177/1367549407088331
Status Postprint; peer reviewed
Licence PEER Licence Agreement (applicable only to documents from PEER project)