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.
Original language | English |
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Pages (from-to) | 177-195 |
Number of pages | 19 |
Journal | European Journal of Cultural Studies |
Volume | 11 |
Issue number | 2 |
DOIs | |
Publication status | Published - May 2008 |
Externally published | Yes |
Keywords
- First-person shooter
- Game engine
- Proprietary experience
- Proprietary extension
- Total conversion modification
- n/a OA procedure