Bibtex export
@article{ Nieborg2008, title = {The mod industries? The industrial logic of non-market game production}, author = {Nieborg, David B. and Graaf, Shenja van der}, journal = {European Journal of Cultural Studies}, number = {2}, pages = {177-195}, volume = {11}, year = {2008}, doi = {https://doi.org/10.1177/1367549407088331}, urn = {https://nbn-resolving.org/urn:nbn:de:0168-ssoar-227472}, 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.}, }