Endnote export
%T The mod industries? The industrial logic of non-market game production %A Nieborg, David B. %A Graaf, Shenja van der %J European Journal of Cultural Studies %N 2 %P 177-195 %V 11 %D 2008 %K first-person shooter; game engine; proprietary experience; proprietary extension; total conversion modification; %= 2011-03-01T05:39:00Z %~ http://www.peerproject.eu/ %> https://nbn-resolving.org/urn:nbn:de:0168-ssoar-227472 %X 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. %G en %9 journal article %W GESIS - http://www.gesis.org %~ SSOAR - http://www.ssoar.info