• Medientyp: E-Artikel
  • Titel: The mod industries? The industrial logic of non-market game production
  • Beteiligte: Nieborg, David B. [VerfasserIn]; Graaf, Shenja van der [VerfasserIn]
  • Sprache: Englisch
  • DOI: https://doi.org/10.1177/1367549407088331
  • Identifikator:
  • Schlagwörter: first-person shooter ; game engine ; proprietary experience ; proprietary extension ; total conversion modification;
  • Entstehung:
  • Anmerkungen:
  • Beschreibung: 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.
  • Zugangsstatus: Freier Zugang