Advanced Search

Journal Navigation

Journal Home

Subscriptions

Archive

Contact Us

Table of Contents

Sign In to gain access to subscriptions and/or personal tools.
Games and Culture
This Article
Right arrow Abstract Freely available
Right arrow Free Full Text (Free PDF) Free
Right arrow Alert me when this article is cited
Right arrow Alert me if a correction is posted
Services
Right arrow Email this article to a friend
Right arrow Similar articles in this journal
Right arrow Alert me to new issues of the journal
Right arrow Add to Saved Citations
Right arrow Download to citation manager
Right arrowRequest Permissions
Right arrow Request Reprints
Right arrow Add to My Marked Citations
Citing Articles
Right arrow Citing Articles via HighWire
Right arrow Citing Articles via Google Scholar
Right arrow Citing Articles via Scopus
Google Scholar
Right arrow Articles by Postigo, H.
Right arrow Search for Related Content
Social Bookmarking
 Add to CiteULike   Add to Complore   Add to Connotea   Add to Del.icio.us   Add to Digg   Add to Reddit   Add to Technorati   Add to Twitter  
What's this?

Of Mods and Modders

Chasing Down the Value of Fan-Based Digital Game Modifications

Hector Postigo

University of Utah

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 in shared practices and experiences among fan communities, and their active consumption contributes economically and culturally to broader society. Using a survey of the most commercially successful PC games in the first-person shooter category from 2002 until 2004, this article answers a series of questions concerning fan-programmer produced content: (a) What is the value of the fan produced game add-ons in terms of labor costs? (b) What motivates fans to make add-ons for their favorite games? and (c) How does the fan-programmer phenomenon in PC gaming fit into broader trends in the high-tech economy?

Key Words: modders • convergence • digital games

References

  • Au, W.J. (2002). Triumph of the mod: Player-created additions to computer games aren't hobby anymore— they're the lifeblood of the industry. Salon.com. Retrieved Feb 17, 2005, from www.salon.com/tech/feature/2002/04/16/modding/index.html
  • Castronova, E. (2003). Virtual worlds: A first-hand account of market and society on the cyberian frontier. Retrieved March 18, 2005, from http://papers.ssrn.com/sol3/cf_dev/AbsByAuth.cfm?per_id=277893
  • Consalvo, M. (2003). Zelda 64 and video game fans. Television and New Media, 4(3), 321-334.[Abstract]
  • Ensmenger, N. (2003). Letting the "computer boys" take over: Technology and the politics of organizational transformation. International Review of Social History: Special Supplement Uncovering Labour in the Information Revolutions, 1750-2000, 48(Supplement), 153.
  • Grossman, L. (2006, December 25). Power to the people. Time Magazine, p. 42.
  • Hartley, J. (2006). Facilitating the creative citizen. Available from http://www.onlineopinion.com
  • Hewitt, D. (2005). Computer and video game software sales reach record $7.3 billion in 2004. Retrieved Feb 17, 2005, from http://www.theesa.com/fastfacts_frame.html
  • Jenkins, H. (2006a). In H. Jenkins (Ed.), Fans, bloggers, and gamers: Exploring participatory culture (pp. vi, 279). New York: New York University Press.
  • Jenkins, H. (2006b). Convergence culture: Where old and new media collide. New York: New York University Press.
  • Jenkins, H. (2006c). Star Trek rerun, reread, rewritten: Fan writing as textual poaching. In H. Jenkins (Ed.), Fans, bloggers, and gamers: Exploring participatory culture (pp. vi, 279). New York: New York University Press.
  • Kim, A.J. (2000). Community building on the Web: Secret strategies for online communities. Berkeley, CA: Peachpit.
  • Levy, P. (1997). Collective intelligence: Mankind's emerging world in cyberspace. Cambridge, MA: Perseus.
  • Monroe, B., & Blake, S. (2005). Video game profits explode. Shreveport Times. Retrieved Feb 15, 2005, from http://www.shreveporttimes.com/apps/pbcs.dll/article?AID=/20050126/NEWS05/501260316/1064
  • Postigo, H. (2003a). Emerging sources of labor on the Internet. International Review of Social History: Special Supplement Uncovering Labor in the Information Revolutions, 1750-2000, 24(Supplement), 205.
  • Postigo, H. (2003b). From Pong to Planet Quake: Post-industrial transitions from leisure to work. Information Communication and Society, 6(4), 593.[CrossRef]
  • Rutter, J., & Bryce, J. (2003). Editorial comment. Information Communication and Society, 6(4).
  • Sullivan, J. (1999). Understanding computerization: Sociological concepts for a phenomenological approach. Paper presented at the meetings of the Eastern Sociological Society.
  • Taylor, T.L. (2006). Play between worlds: Exploring online game culture. Cambridge, Ma: MIT Press.

Games and Culture, Vol. 2, No. 4, 300-313 (2007)
DOI: 10.1177/1555412007307955


Add to CiteULike CiteULike   Add to Complore Complore   Add to Connotea Connotea   Add to Del.icio.us Del.icio.us   Add to Digg Digg   Add to Reddit Reddit   Add to Technorati Technorati   Add to Twitter Twitter    What's this?


This article has been cited by other articles:


Home page
International Journal of Cultural StudiesHome page
L. Yang
All for love: The Corn fandom, prosumers, and the Chinese way of creating a superstar
International Journal of Cultural Studies, September 1, 2009; 12(5): 527 - 543.
[Abstract] [PDF]


This Article
Right arrow Abstract Freely available
Right arrow Free Full Text (Free PDF) Free
Right arrow Alert me when this article is cited
Right arrow Alert me if a correction is posted
Services
Right arrow Email this article to a friend
Right arrow Similar articles in this journal
Right arrow Alert me to new issues of the journal
Right arrow Add to Saved Citations
Right arrow Download to citation manager
Right arrowRequest Permissions
Right arrow Request Reprints
Right arrow Add to My Marked Citations
Citing Articles
Right arrow Citing Articles via HighWire
Right arrow Citing Articles via Google Scholar
Right arrow Citing Articles via Scopus
Google Scholar
Right arrow Articles by Postigo, H.
Right arrow Search for Related Content
Social Bookmarking
 Add to CiteULike   Add to Complore   Add to Connotea   Add to Del.icio.us   Add to Digg   Add to Reddit   Add to Technorati   Add to Twitter  
What's this?