Mods as Lightning Rods: A Typology of Video Game Mods, Intellectual Property, and Social Benefit/Harm

  title={Mods as Lightning Rods: A Typology of Video Game Mods, Intellectual Property, and Social Benefit/Harm},
  author={Mark Kretzschmar and Mel Stanfill},
  journal={Social \& Legal Studies},
  pages={517 - 536}
Video game modification, or ‘modding’ – nonprofessionals altering or adding to games – is, in some interpretations of US law, copyright infringement or a violation of end-user license agreements. However, though mods are roughly all equally (il)legal, the industry only sometimes uses its legal power to stop them. In this article, we explore the economic and social factors that impact how video game corporations employ the law in relation to modding, revealing a symbiotic relationship. We argue… 

Players as Prosumers - How Customer Engagement in Game Modding May Benefit Computer Game Market

Consumers play extra-role behaviours, while actively participating in designing and improving goods and services, thus becoming prosumers. Modding, i.e. game modifications which aim at creating new

Understanding Women Modders using the Serious Leisure Perspective

Results show that women modders value the creation of multiple mod types, including cosmetic, environmental and gameplay modification, and are primarily motivated by self-gratification and enjoyment.

Modding Support of Game Engines

The effects of using game engines and those that modding has on games, developers, and players are laid out, and particular focus is placed on the effects on competitive games.

Modificabilidade: a colaboração entre usuários e desenvolvedores como uma qualidade de projeto

Este artigo tem o objetivo posicionar o modding no campo de design, definido como uma modificação feita por um jogador no código de um jogo eletrônico com intenção de proporcionar uma nova

Heroes and Hooligans: The Heterogeneity of Video Game Modders

Video games are hugely popular, generating more than twice the revenue of global movie and music industries combined. Whilst technically illegal and often carrying negative connotations, modding



Modding to the Big Leagues: Exploring the Space between Modders and the Game Industry

Evaluated modding discourses are framed broadly within political economic theories that have attempted to map modding in post-industrial logics and within theories that has understood it as a participatory culture.

Who owns the Mods?

An online game, World of Warcraft, a large multiplayer game produced by Blizzard Entertainment, is studied to investigate a conflict between a modding community and a gaming company which reveals contested issues of ownership and governance.

Becoming an ideal co-creator: Web materiality and intensive laboring practices in game modding

It is argued that the definition of labor in co-creation needs to be expanded to include a process of intensity, and the increasingly competitive drive for optimal standards of production comes at a cost to the well-being of participants.

Consumers, fans, and control: what the games industry can teach Hollywood about DRM

This paper examines massive multi-player online role-playing games (MMORPGs), in which players exercise design technologies and tools that further their roles and play, and posit that non-restrictive, or exible, digital-rights management is in the movie industry's economic interest.

Mod as Heck: Frameworks for Examining Ownership Rights in User-Contributed Content to Videogames, and a More Principled Evaluation of Expressive Appropriation in User-Modified Videogame Projects

John Diamond is a professional game designer.1 Observing a ritual common in the gaming culture, Diamond goes by a professional nickname,2 reminiscent of a fighter pilot’s call-sign.3 In the lingo of

Payment in Credit: Copyright Law and Subcultural Creativity

Copyright lawyers talk and write a lot about the uncertainties of fair use and the deterrent effects of a clearance culture on publishers, teachers, filmmakers, and the like, but we know less about

Of Mods and Modders

This article is concerned with the role that fan-programmers (generally known as “modders”) play in the success of the PC digital game industry. The fan culture for digital games is deeply embedded

Precarious Playbour: Modders and the Digital Games Industry

The digital games industry comprises a significant part of the creative industries, with revenues comparable to the box office intakes of the Hollywood film industry. A recent report published by

Empire@Play: Virtual Games and Global Capitalism

Amidst the current convulsions, global capitalism has one consolation left for its increasingly desperate subjects: you may have lost your job (or will never be able to retire from it), you can’t

Don't Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft

This article examines the racialization of informational labor in machinima about Chinese player workers in the massively multiplayer online role playing game World of Warcraft. Such fan-produced