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DOI: 10.1177/1367549407088331 The mod industries? The industrial logic of non-market game productionUniversity of Amsterdam, d.b.nieborg{at}uva.nl
Berkman Center for Internet and Society, Harvard Law School, shenja{at}cyber.law.harvard.edu 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.
Key Words: first-person shooter game engine proprietary experience proprietary extension total conversion modification
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