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.},
}