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The mod industries? The industrial logic of non-market game production

Nieborg, D.B. and Van der Graaf, Shenja (2008) The mod industries? The industrial logic of non-market game production. European Journal of Cultural Studies, 11 (2). pp. 177-195. ISSN 1367-5494

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Identification Number: 10.1177/1367549407088331

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.

Item Type: Article
Official URL: http://ecs.sagepub.com/content/11/2/177
Additional Information: © 2008 Saga
Divisions: Media and Communications
Subjects: Q Science > QA Mathematics > QA76 Computer software
Sets: Departments > Media and Communications
Date Deposited: 30 Jun 2014 14:59
Last Modified: 20 May 2020 01:59
Projects: FIR-HSG
Funders: British Academy
URI: http://eprints.lse.ac.uk/id/eprint/57284

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