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  • This article seeks to make the relationship between non-market game developers (modders) and the game developer company explicit through game technology. It 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. The notion 'proprietary experience' is applied to indicate an industrial logic underlying many mod projects. In addition to a particular user-driven mode of cultural production, mods as proprietary extensions build upon proprietary technology and are not simple redesigned games, because modders tend to follow a particular marketing and industrial discourse with corresponding industrial-like practices. (xsd:string)
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?:dateModified
  • 2008 (xsd:gyear)
?:datePublished
  • 2008 (xsd:gyear)
?:doi
  • 10.1177/1367549407088331 ()
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  • true (xsd:boolean)
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  • en (xsd:string)
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?:issueNumber
  • 2 (xsd:string)
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?:name
  • The mod industries? The industrial logic of non-market game production (xsd:string)
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  • Zeitschriftenartikel (xsd:string)
  • journal_article (en)
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  • GESIS-SSOAR (xsd:string)
  • In: European Journal of Cultural Studies, 11, 2008, 2, 177-195 (xsd:string)
rdf:type
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?:urn
  • urn:nbn:de:0168-ssoar-227472 ()
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  • 11 (xsd:string)