z-logo
open-access-imgOpen Access
The mod industries? The industrial logic of non-market game production
Author(s) -
David B. Nieborg,
Shenja van der Graaf
Publication year - 2008
Publication title -
european journal of cultural studies
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.835
H-Index - 44
eISSN - 1460-3551
pISSN - 1367-5494
DOI - 10.1177/1367549407088331
Subject(s) - mod , production (economics) , game developer , capital (architecture) , marketing , business , computer science , game design , economics , multimedia , microeconomics , archaeology , artificial intelligence , history
This article seeks to make the relationship between non-market game developers(modders) and the game developer company explicit through game technology. Itinvestigates a particular type of modding, i.e. total conversion mod teams, whoseorganization 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 manymod projects. In addition to a particular user-driven mode of cultural production,mods as proprietary extensions build upon proprietary technology and are not simpleredesigned games, because modders tend to follow a particular marketing andindustrial discourse with corresponding industrial-like practices

The content you want is available to Zendy users.

Already have an account? Click here to sign in.
Having issues? You can contact us here
Accelerating Research

Address

John Eccles House
Robert Robinson Avenue,
Oxford Science Park, Oxford
OX4 4GP, United Kingdom