Autor: |
Nieborg, David B., Graaf, Shenja van der |
Rok vydání: |
2008 |
Předmět: |
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Zdroj: |
European Journal of Cultural Studies, 11, 2, 177-195 |
Druh dokumentu: |
journal article<br />Zeitschriftenartikel |
DOI: |
10.1177/1367549407088331 |
Popis: |
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. |
Databáze: |
SSOAR – Social Science Open Access Repository |
Externí odkaz: |
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