When the Game Is Not Enough: Motivations and Practices Among Computer Game Modding Culture

  title={When the Game Is Not Enough: Motivations and Practices Among Computer Game Modding Culture},
  author={Olli Sotamaa},
  journal={Games and Culture},
  pages={239 - 255}
The actual meanings computer game modders attach to their actions and practices remain heavily underresearched. This article takes a look at the attitudes and everyday practices of the people who make game modifications, with special focus on the forms and consequences of collaboration between hobbyists. The case discussed in the article is the shooter-game Operation Flashpoint (OFP) and the modding scene around it. The article proposes that there is no such thing as an average computer game… 

Tables from this paper

Modding as Part of Game Culture

It is a common misunderstanding that the culture of digital games is identical with the proprietary digital game software and the game industry. The richness of a media culture comes up with the

To Mod or Not to Mod—An Empirical Study on Game Modding as Customer Value Co-Creation

A spiking interest in customer’s value co-creation may be observed lately, especially in the gaming industry. The general purpose of this study is to identify the customers’ inclination to perform

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.

Looking past the action : a study of the effects of structure on video game communities

This thesis explores the effects of ludic structure—defined as the elements of game play not considered content—on video game communities. Counter to the focus on video game content and its effects

The Challenge of Measuring the Use of Computer Games

The present chapter addresses the organizational and methodological problems behind the missing data on game use and offers a long-term vision of how an international foundation that collaborates with national partners could achieve a reliable, scientifically most useful information base on contemporary computer game use.

Computer game modders’ motivations and sense of community: A mixed-methods approach

Findings suggest that modders are both old and young, mod more than one game or game series, have a strong sense of community, and enjoy helping others.

Players as a prosumer. Individual motives for engaging in game modding

In present information consumption pattern several interesting changes can be observed. Numbers of consumers are no longer willing to choose from existing companies’ offer. Instead, they prefer to be

Learning Game 2.0: Support for Game Modding as a Learning Activity

This paper applies a model and a toolset for supporting game modding as a way of knowledge appropriation to learning games, positioning the research project in a Web 2.0 approach.

Game Not Over: End-User Programming and Game System Modding as Models for Extending Community Engagement

  • M. Wells
  • Art
    22nd International Conference on Electronic Publishing
  • 2018
In certain digital gaming subcultures, specific games are extended and enhanced by players who create “mods”, or modifications, that add new artwork, new scenarios, and even new rules. “Modders” meet

Modding the Stage

The goal of this is to argue that the concept of modding should be employed as a viable tool for the design and analysis of participatory theatre experiences. It situates a theoretical sociological



"I am not a fan, I just play a lot" - If Power Gamers Aren't Fans, Who Are?

The paper will show that the social and cultural aspects of computer game playing as well as games’ structural and game-mechanical support for various forms of player participation give the traditional fan theories a slip.

Nieborg, David B. "am I Mod or Not? -an Analysis of First Person Shooter Modification Culture." Paper Presented at Creative Gamers Seminar -exploring Participatory Culture in Am I Mod or Not? ‐ an Analysis of First Person Shooter Modification Culture

Analysis of the Unreal Universe show game developers and game publishers tapping into the open-source ethos of mod communities and appropriating and institutionalising the mod community.

Play Between Worlds: Exploring Online Game Culture

In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps -- as players slip in and out of complex social networks that cross online and offline

Zelda 64 and Video Game Fans

This article argues that to better understand and theorize video games and game playing, it is necessary to study the activities of gamers themselves. This research examines game fans' construction


This paper examines the practices and activities of videogame fans online. In scrutinising a variety of player-produced texts including walkthroughs, fan art, fiction, 'theorising', Frequently Asked

On modder labour, commodification of play, and mod competitions

This article focuses on "modders", hobbyists who build on existing retail game titles, and the strategies the game industry uses to motivate and persuade these hobbyists to produce content that most effectively benefits the industry.

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


Selling virtual items for real money is increasingly being used as a revenue model in games and other online services. To some parents and authorities, this has been a shock: previously innocuous

The mod industries? The industrial logic of non-market game production

This article 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.

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