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 |
|---|---|
| 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