Precarious playbour : Modders and the digital games industry

  title={Precarious playbour : Modders and the digital games industry},
  author={Julian K{\"u}cklich},
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 British market research firm Informa Media values the global games market in 2003 at 33.2 billion US dollars (Thomas, 2004). Loren Shuster notes: 'To put those figures into context, the size of the gaming industry is now approaching the music industry, which is worth around $38 billion, and has already… CONTINUE READING

From This Paper

Topics from this paper.


Publications referenced by this paper.
Showing 1-10 of 12 references

Digital Play: The Interaction of Technology, Culture, and Marketing (Montreal: McGill-Queen's

Stephen Kline, Nick Dyer-Witheford, Greig. de Peuter
View 6 Excerpts
Highly Influenced

Capitalism: A Very Short Introduction (Oxford

Fulcher, James

SV: Re: ad for my GPLed software?', email to the [gameprogrammer

Johansson, John-Philip
mailing list, • 2004

The Dynamics of Games, 4th edition

Thomas, Adam
(Informa Media, • 2004

' Game Patch : The Son of Scratch ? ' , Switch 12 ( 1999 )

Erkki Huhtamo
' SV : Re : ad for my GPLed software ? ' , email to the [ gameprogrammer ] mailing list , 18 December ( 2004 ) . Kline , Stephen ; Dyer - Witheford , Nick ; and de Peuter , Greig . Digital Play : The Interaction of Technology , Culture , and Marketing • 2003

From Pong to Planet Quake: Post Industrial Transitions from Leisure to Work', Information, Communication

Postigo, Hector

Global Gaming Industry Now A Whopping $35 Billion Market

Shuster, Loren

Second Life Residents to Own Digital Creations

Linden Lab
Press Release, • 2003
View 1 Excerpt

Triumph of the mod',

Au, Wagner James

Game Patch: The Son of Scratch?', Switch

Huhtamo, Erkki

Similar Papers

Loading similar papers…