• Media type: E-Book
  • Title: The mod industries? The industrial logic of non-market game production
  • Contributor: Nieborg, David B. [Author]; Graaf, Shenja van der [Author]
  • Language: English
  • DOI: https://doi.org/10.1177/1367549407088331
  • Identifier:
  • Keywords: first-person shooter ; game engine ; proprietary experience ; proprietary extension ; total conversion modification;
  • Origination:
  • Footnote: Postprint
    begutachtet (peer reviewed)
    In: European Journal of Cultural Studies ; 11 (2008) 2 ; 177-195
  • Description: 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.
  • Access State: Open Access