Thus, there are questions of not only who creates what and who owns such modified games, but also whether or how the practice of game modding is controlled or governed by external parties to ultimately exploit the efforts of game modders. But modded games are not stand–alone systems, as they require the user to have an originally acquired or authorized copy of the unmodded game. Mods, modders, modding, and the mod sceneĬomputer game mods are a leading form of user–led innovation in game design and game play experience. Overall, this study helps provide a deeper understanding of how a web of associated affordances collectively serve to govern what mods get made, how modding practices emerge and flourish, and how modders and the game industry serve each others’ interests, though not Numerous examples will be used to ground this review and highlight how such affordances can organize, facilitate or constrain what can be done. Software and content copyright licenses, game software infrastructureĪnd development tools, career contingencies and organizational practices of mod teams, and social worlds intersecting the mod scene. TheĪffordances examined include customization and tailoring mechanisms, This paper examines how different kinds of socio–technical affordances serve to organize the actions of the people who develop and share their game mods. Computer game mods, modders, modding, and the mod sceneĬomputer games have increasingly been the focus of user–led innovations in the form of game mods.
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