The mod industries? The industrial logic of non-market game production
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 |
|---|---|
| Copyright holders | © 2008 Saga |
| Departments | LSE > Academic Departments > Media and Communications |
| DOI | 10.1177/1367549407088331 |
| Date Deposited | 30 Jun 2014 |
| URI | https://researchonline.lse.ac.uk/id/eprint/57284 |
Explore Further
- https://www.scopus.com/pages/publications/42149122658 (Scopus publication)
- http://ecs.sagepub.com/content/11/2/177 (Official URL)