Video Game Appropriation through Modifications

  title={Video Game Appropriation through Modifications},
  author={Hector Postigo},
  pages={59 - 74}
This article investigates an instance in convergence culture: the conflicts and compromises between modders (fans of a video game who actually make changes to the game) and their supporters, and the owners of the copyrighted works they appropriate. I suggest that current copyright ownership in cultural products interferes with the way creative industries can benefit from convergence; that modders (and fans generally) develop a specific rationale and set of norms rooted in Jenkins' concept of a… 

Figures from this paper

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.

Copies, Clones, and Genre Building: Discourses on Imitation and Innovation in Digital Games

This article addresses the tension between innovation and imitation in the games industry based on a case study on a cloning conflict. Developing new games necessarily involves adopting existing

Fooling the user? Modding in the video game industry

This article seeks to investigate the ongoing juridification of the relationship between modders and the industry in order to provide a brief insight into the complex issue of intellectual property in relation to user generated content and the tensions that arise due to a mesh of messy legal and social arrangements.

Malleable Games - A Literature Review on Communities of Game Modders

It is argued that gaining a deeper understanding of community aspects such as differences among individual game modding communities, dynamics and collaboration within modder communities is essential in order to be able to capitalize from the huge creative potential that lies within gamemodding communities.

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.

A Motivationally Oriented Approach to Understanding Game Appropriation

The main contribution of this article is the development of the first model of game appropriation, the game appropriation model (GAM), which explains the process of digital games' incorporation into gamers' daily practices as well as the nature of their gameplay.

Game Modding, Prosumerism and Neoliberal Labor Practices

The article describes the convergence of neoliberal subjectivities and the digital labor of game modding. The entrepreneurialism associated with neoliberal subjectivities represents an extension in

Game appropriation :where does the gamer fit?

The socio-technological transformation of digital games means that they are no longer single-player, co-located game experiences but instead are multiplayer socially-oriented ones (e.g. World of

Modders in the Digital Game Industry A study on modders ’ perceptions on corporate commodification of free labor

The aim of this thesis is to investigate modders’ perspectives on corporate strategies of commodification towards their free labor and how this changes their perception of their relationship with

Multiplayer games: tax, copyright, consumers and the video game industries

A critical perspective is provided on the impact of three types of law (tax, consumer and intellectual property) on the UK games industry and the emerging business model of F2P non-console games is not handled as well as it should be, particularly as compared with other business models in the sector.



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

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

Textual Poachers: Television Fans & Participatory Culture

Get a life,' William Shatner told Star Trek fans. Yet, as Textual Poachers argues, fans already have a life,' a complex subculture which draws its resources from commercial culture while also

From Pong to Planet Quake: Post-Industrial Transitions from Leisure to Work

In the closing weeks of 2002, video games were featured in various popular American news publications and media outlets such as Wired, Entertainment Weekly, Newsweek and Time Magazine. It is becoming

Convergence Culture: Where Old and New Media Collide

"Convergence Culture" maps a new territory: where old and new media intersect, where grassroots and corporate media collide, where the power of the media producer, and the power of the consumer

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture

From the Publisher: "Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular

Free Labor: Producing Culture for the Digital Economy

Working in the digital media industry is not as much fun as it is made out to be. The “NetSlaves” of the eponymous Webzine are becoming increasingly vociferous about the shamelessly exploitative

Star Trek rerun, reread, rewritten: Fan writing as textual poaching

This essay rejects media‐fostered stereotypes of Star Trek fans as cultural dupes, social misfits, or mindless consumers, perceiving them, in Michel de Certeau's term, as “poachers” of textual

Audiences: A Sociological Theory of Performance and Imagination

Changing Audiences Changing Paradigms of Research Forms of the Audience Spectacle and Narcissism Imagination and Resources Fans and Enthusiasts The Spectacle/Performance Paradigm Methods, Issues and

Rules of play: game design fundamentals

This text offers an introduction to game design and a unified model for looking at all kinds of games, from board games and sports to computer and video games. Also included are concepts, strategies,