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
Full text not available from this repository.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 |
Date Deposited: | 30 Jun 2014 14:59 |
Last Modified: | 13 Sep 2024 22:33 |
Projects: | FIR-HSG |
Funders: | British Academy |
URI: | http://eprints.lse.ac.uk/id/eprint/57284 |
Actions (login required)
View Item |