@misc
{TN_libero_mab2,
author = {
Nieborg, David B.
AND
Graaf, Shenja van der
},
title = {
The mod industries? The industrial logic of non-market game production
},
keywords = {
first-person shooter
,
game engine
,
proprietary experience
,
proprietary extension
,
total conversion modification;
},
year = {2008},
abstract = {Postprint},
abstract = {begutachtet (peer reviewed)},
abstract = {In: European Journal of Cultural Studies ; 11 (2008) 2 ; 177-195},
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.},
url = {
http://slubdd.de/katalog?TN_libero_mab2
}
}