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
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