TY - GEN
AU - Nieborg, David B.
AU - Graaf, Shenja van der
TI - The mod industries? The industrial logic of non-market game production
KW - first-person shooter
KW - game engine
KW - proprietary experience
KW - proprietary extension
KW - total conversion modification;
PY - 2008
N2 - 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.
UR - http://slubdd.de/katalog?TN_libero_mab2
ER -
Download citation