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

[Zeitschriftenartikel]

Nieborg, David B.
Graaf, Shenja van der

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... mehr

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.... weniger

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

Sprache Dokument
Englisch

Publikationsjahr
2008

Seitenangabe
S. 177-195

Zeitschriftentitel
European Journal of Cultural Studies, 11 (2008) 2

DOI
https://doi.org/10.1177/1367549407088331

Status
Postprint; begutachtet (peer reviewed)

Lizenz
PEER Licence Agreement (applicable only to documents from PEER project)


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© 2007 - 2025 Social Science Open Access Repository (SSOAR).
Based on DSpace, Copyright (c) 2002-2022, DuraSpace. All rights reserved.