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%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