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.},
}