Precarious Playbour: Modders and
the Digital Games Industry
Julian Kücklich
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 surpassed the motion
picture industry in terms of box office revenue. Moreover, gaming
is growing, and may actually exceed the value of the music industry
by the end of 2004' (Shuster, 2003).
This success has led to an industry-wide concentration process,
in the course of which smaller developers and publishers have either
been taken over by large corporations such as Electronic Arts and
Ubisoft, or pushed out of the market altogether. But even for the
big players, profit margins are so slim that they rely increasingly
on licenses and sequels to ensure profitability (see Kline et al.,
2003). However, this risk-averseness is counter-balanced by the
growing number of players who are not content just to consume games,
but prefer to create their own games using the tools provided by
the games' manufacturers, or, in the absence of these, creating
their own tools and utilities.
Computer game modification, or "modding", is an important part
of gaming culture as well as an increasingly important source of
value for the games industry. The example of Counter-Strike,
originally a modification of the first-person shooter Half-Life, and subsequently sold as a stand-alone product for Xbox and
PC, shows that "mods" can not only increase the shelf-life of the
games industry's products, but also inject a shot of much-needed
innovation into an industry seemingly unable to afford taking commercial
risks.
Modders, however, are rarely remunerated for taking the risks the
industry itself shuns. While successful modders, such as Counter-Strike's creator, Minh Le, enjoy a celebrity status that
enables them to find employment in the games industry, many modders
are either uninterested or unable to translate the social capital
gained through modding into gainful employment. The precarious status
of modding as a form of unpaid labour is veiled by the perception
of modding as a leisure activity, or simply as an extension of play.
This draws attention to the fact that in the entertainment industries,
the relationship between work and play is changing, leading, as
it were, to a hybrid form of "playbour".
The following paper analyses the relationship between the modding
community and the games industry from a political economy perspective,
without disregarding the pleasures and rewards individual modders
may derive from their work. Within this context, the questions of
whether modders can be regarded in terms of a "dispersed multitude",
and how the power that comes with this status can be realised more
fully, deserve special attention. At the same time, this paper seeks
to gain insight into the changing relationship between work and
play in the creative industries, and the ideological ramifications
of this change.
The History of Modding
Since the early 1990s, the relationship between the digital games
industry and the consumers of digital games has changed significantly.
To a large extent, this is due to the emergence of computer game
modification, or "modding", as a widespread cultural practice. While
Castle Smurfenstein (1983), a modification of the classic
Castle Wolfenstein, is commonly seen as the first mod, modding
did not come into its own until after id Software's publication
of the Doom source code in 1997, and the subsequent development
of level editors such as WorldCraft by the players themselves.
In a Popular Science article on modding David Kushner (n.d.)
notes that '[t]he Doom Editor Utility was a watershed in the evolution
of the participatory culture of mod making. Anyone with the interest
could create a level of a complex game, the equivalent of writing
a new chapter into a book, and then, via the Internet, publishing
that creation'.
The unplanned and unexpected proliferation of Doom mods
turned out to be a stroke of luck for id Software, since the mods
required the original software to run on players' computers. As
James Wagner Au (2002) points out: 'Not only did this tradition
of communal self-policing create a bond between id and their best
fans, it benefited the company commercially - to enjoy all the free
fan-created content now coming available, you first had to pay your
toll to id and Apogee'. As a consequence, subsequent id products
such as Quake and Quake II were shipped with powerful
level-editors that allowed players to make their own mods.
The most successful Quake II mod, however, was not a fan-created
modification, but a commercial product: '[T]wo former Microsoft
programmers were investing their time and money in a new venture.
They called it Valve Software, and without any prior industry experience,
Mike Harrington and Gabe Newell were hoping to transform the state
of games with a title that would become "Half-Life" (1998). After
a visit to the id offices in Mesquite, Texas, they chose to build
the game on top of the original "Quake" 3-D rendering "engine"'
(Au, 2002).
And of course it was Half-Life itself that gave rise to
the most successful mod in computer game history: Counter-Strike
(1999). Created collaboratively by Minh "Gooseman" Le
and some of his fellow students, Counter-Strike quickly
became the most popular online game - a title it still holds at
the time of this writing, almost five years after its release. Le
eventually found employment at Valve and sold Counter-Strike
to his employer for an undisclosed sum. Counter-Strike
is now a well-established Valve brand, with over a million copies
sold, and a single-player version (Counter-Strike: Condition
Zero) an instant success.
In the light of this success, it is hardly surprising that Valve
remains dedicated to strengthening the ties between the modding
community and the games industry. In 2002, Valve launched Steam, a distribution network that 'will create a smoother transition
between the amateur world and the professional world' (Au, 2002).
This smooth transition, however, comes at a price. Valve's Gabe
Newell explains the business model behind Steam as follows: 'We
are going to be offering mod teams a $995 engine license plus royalty
to allow them to distribute their mods over Steam....Once a
mod team has developed an audience they could think about either
being aggregated into some other offering or going all the way to
publishing their game over Steam' (quoted in Au, 2002).
The Economy of Modding
The fact that game developers frequently license other companies'
game engines - as in the case of Valve licensing the Quake
engine for Half-Life - draws attention to the close similarities
between the modding community and the games industry. In effect,
a game like Half-Life is no less derivative than some of
the more ambitious products of the modding community. However, while
Valve was able to capitalise on its creation due to their payment
of a licensing fee to id Software, modders are barred from this
option by the very restrictive end user license agreements (EULAs)
they have to agree to when installing the games. The EULA for the
Half-Life SDK ("software development kit"), for example,
states that:
Valve hereby grants Licensee a nonexclusive, royalty-free, terminable,
worldwide, non-transferable license to:
(a) use, reproduce and modify the SDK in source code form, solely
to develop a Mod; and
(b) reproduce, distribute and license the Mod in object code
form, solely to licensed end users of Half-Life, without charge.
In effect, this means that the game developer retains the intellectual
property rights of all mods created using the SDK shipped with the
game. On the surface, this looks like a fair deal - modders are
granted the right to play with the source-code of the game, but
cannot sell the products thus created. But a closer look reveals
that this is by no means a straightforward agreement - after all,
Valve benefits immensely from its large modding community. But what
exactly are these benefits? I will illustrate this using the example
of Counter-Strike.
First of all, the game's developer and publisher did not have to
create and establish the Counter-Strike brand: this was
done for them by the creators and players of the game. In a highly
competitive market such as the games industry, in which marketing
costs often comprise one of the largest slices of a game's budget,
this is an invaluable asset. Once a brand is established, it becomes
quite easy to sell a game - as evidenced by the industry's growing
reliance on film and other licenses. The importance of successful
branding in the digital games industry is highlighted by Kline et
al., who assert that 'Nintendo, Sega, and other games companies
became pioneers of branding on the electronic frontier, enveloping
game play in a branded ambience of custom, myth, status and craft-lore'
(Kline et al., 2003: 57).
A prime example of the effect of successful branding is the game
Enter the Matrix, which was released simultaneously with
the second instalment of the Wachowski brothers' Matrix
trilogy, Matrix Reloaded. The predetermined shipping date
led to a premature release of the game, which left it riddled with
bugs and glitches. Despite these shortcomings, several million copies
of Enter the Matrix were sold - purely on the strength of
the Matrix brand. Similarly, established videogame brands
such as Doom, Tiger Woods Golf and Colin McRae
Rally do not require extensive marketing, but sell on the strength
of previous products.
Secondly, mods add to the shelf-life of the original product. 2004
saw the release of Half-Life: Generation - a reissue of
the original title bundled with the two add-ons Opposing Force
and Blue Shift as well as the two most successful Half-Life
mods: Counter-Strike and Team Fortress Classic
(the latter was originally a Quake mod, which was re-implemented
in the Half-Life SDK). While it is not unusual for successful
games to be re-released at a bargain price a year or two after the
original publication, Half-Life: Generation was exceptional
insofar as it sold as a "full-price" product, despite being more
than five years old. Compared to a game's average shelf-life of
around six months, this is a truly outstanding performance. In Kushner
(n.d), Gabe Newell of Valve is quoted as saying: 'A mod extends
the shelf life of the product over time'.
Thirdly, mods increase customer loyalty. Valve's support for the
modding community has gained the company an online cult following
that monitors the company's every move with rapt attention. The
hundreds of websites dedicated to Half-Life and Counter-Strike
are witness to this strong loyalty. While this is certainly
to a large extent due to the company's own products - according
to the Valve website, the game has won 'more than 50 Game of the
Year awards' - the many mods available for Half-Life add
immensely to this appeal. The fact that Half-Life 2 mods
were available even before the game's release is strong evidence
that the "modability" of Valve's games lends the company credibility
and kudos in the gaming community. As Hector Postigo points out:
'[M]ods can play a role in extending the sales of the original game
or developing a devoted fan base' (Postigo, 2003: 596). In effect,
this can be seen as an effective branding strategy that aims to
'"close the loop" between corporation and customer [by] reinscribing
the consumer into the production process' (Kline et al., 2003: 57).
Furthermore, modding is an important source of innovation in the
digital games industry. Without the creativity of modders, developers
would be hard-pressed to come up with new ideas, and it would prove
hard to implement these ideas in the high-risk gaming market were
it not for the huge "test-market" the modding community provides.
It could even be argued that Valve's decision to cast Half-Life
2's physics engine in a central role is at least partly due
to modders' experiments with the rudimentary physics of the prequel,
such as changing gravity and friction. In the case of Counter-Strike,
team-based combat proved to be such a strong gameplay idea that
the market was soon flooded with dozens of similar products.
In effect, the creativity of modders significantly reduces game
developers' R&D and marketing costs. Postigo puts it succinctly
when he says that 'this process manages to harness a skilled labour
force for little or no initial cost and represents an emerging form
of labour exploitation on the Internet' (Postigo, 2003: 597). The
importance of this "free" source of innovation can be hardly overestimated.
As Kline et al. note, the digital games industry is part of the
'perpetual innovation economy' (Kline et al., 2003: 66), which is
characterised by 'the need for constant creativity in finding new
ways to build audiences' and a 'constant reworking of genres and
styles' (Kundnani, 1998-99, quoted in Kline et al., 2003: 66).
Finally, the modding community is used as a recruiting pool for
the games industry. As Wagner James Au (2002) points out: '[Valve
employees] Keranen, Carlson, and many more would be hired by game
companies largely on the strength of their mods'. The modding community
produces highly trained programmers, 3D-artists and animators without
the industry having to spend money on training facilities and teachers.
The employment of Counter-Strike's creator, Minh
Le, is a point in case. Modders do not even have to be provided
with the requisite software, as many modders will be content to
use cracked software obtained through file-sharing networks. The
fact that high-level modding requires costly software tools such
as 3Dmax and Maya, and the legal consequences of
using pirated software are rarely acknowledged by the games industry.
The games industry's use of modding culture as a recruiting pool
also results in a feedback loop that effectively prevents the industry
from embracing new market segments outside the core audience of
young males. In regard to Counter-Strike, Kline et al. point
out that
[f]rom one perspective, this pattern of consumer-led game modifications
is an inspiring story of participatory and democratic design,
with developers facilitating a series of player-led initiatives
in a mutually beneficial manner. But it is not coincidental that
the participants come from a young male technoculture fascinated
by scenarios of violence - for it is exactly there [...] that
the game industry has cultivated its most devoted and technically
adept consumers. (Kline et al., 2003: 253)
While it is impossible to estimate the monetary value of these
benefits from modding, the sale of 1.5 million copies of Counter-Strike
by the end of 2003 (Computer Gaming World, 2003) indicates
that modding is an important economic factor in the digital games
industry: 'From a labour theory standpoint, it seems that modders
add a considerable amount of value to commercial games' (Postigo,
2003: 602). Some even claim that '[p]layer-created additions to
computer games aren't a hobby anymore - they're the lifeblood of
the industry' (Au, 2002). Nevertheless, modding is still primarily
seen as a leisure activity that modders engage in for fun rather
than profit.
Modding as "Playbour"
The problem with that is that the modders' leisure is being commodified
by the games industry. While the commercialisation of leisure is
hardly a new phenomenon - for example, Fulcher notes that '[l]eisure
was [...] the creation of capitalism [...], through the commercialization
of leisure' (Fulcher, 2004: 8) - it seems a radical departure from
the established business models of the leisure industries that the
games industry not only sells entertainment products, but also capitalises
on the products of the leisure derived from them.
In order to gain a firmer grip on this slippery issue, it seems
necessary to differentiate forms of "productive leisure" from unproductive
leisure. While there have always been forms of productive leisure
- crafts such as knitting and woodworking as well as hunting, gardening
and fishing come to mind - the products of these activities may
have never made a significant appearance in the marketplace in capitalist
societies. Arguably, this has only changed with the advent of affordable
digital technology that enabled their consumers to mass-produce
high-quality digital artefacts at low cost and without loss of quality.
In this respect, modding is quite similar to another form of collaborative
digital production - open-source software development. Both forms
of cultural production are usually collaborative project that result
in a non-commercial product - although the example of Linux has
shown that clever packaging and marketing can ensure the commercial
viability of open-source software, even in a highly competitive
marketplace, such as the PC operating system market. However, large-scale
open-source productions such as Linux and its various distributions
are more similar to independent game development than modding.
A closer kinship exists between mods and homebrew macros and plugins
for commercial software. But while the former usually remain the
property of the makers of the original game, the latter are frequently
published under a General Public License (GPL). A December 2004
post to the [gameprogrammer] mailing list, for example, advertises
a shell extension for Windows XP that allows users to view thumbnails
of game-specific image formats such as DDS, TGA and PCX. The author
asserts that '[i]t's open source, GPL' (Johansson, 2004) and points
to a download website on sourceforge.net. Sourceforge itself lists
hundreds, if not thousands, of "open-source" plugins for commercial
software such as Microsoft Windows, Microsoft Office, Internet Explorer,
etc.
The most important distinction, however, between open-source software
development and modding are to do with the cultural status of these
activities rather than the intellectual property regimes they fall
under. Partly due to the commercial success of open-source software
such as Linux and StarOffice, the development of "free" software
has come to be seen as a valid, if slightly eccentric, form of work.
Modding, on the other hand, still has to struggle to free itself
from the negative connotations of play: idleness, non-productiveness
and escapism. And while the digital game industry increasingly acknowledges
the contribution of modders, they have no incentive to contest this
view: the perception of modding as play is the basis of the exploitative
relationship between modders and the games industry.
While the industry faults "piracy" and file-sharing for their dwindling
revenues, the digital games industry actually benefits from the
fact that mods can be produced on personal computers and distributed
at negligible cost over the Internet. More importantly, however,
it benefits from a perception that everything to do with digital
games is a form of play, and therefore a voluntary, non-profit-oriented
activity. There are strong indicators, however, that this concept
of play is no longer appropriate. Due to the fact that work has
been rendered more "flexible" in regard to its temporal, spatial
and institutional contexts, more and more people can now be said
to "play for a living".
The shift from disciplinary societies to societies of control noted
by Gilles Deleuze (1992) has led to a "deregulation" of work in
which the primary source of coercion is no longer the institution
an individual works for, but the individual herself. It is this
regime of self-discipline that allows us to describe new forms of
labour in the information society in terms of play, or, more specifically,
in terms of freedom and rules. The solitary player is the archetype
of the individual who upholds the rules simply for the sake of the
pleasure she derives from submitting to them, since, paradoxically,
her freedom results from her submission to the rules of the game.
Modding as Precarious Labour
Arguably, the precariousness of modders "playbour" lies in the
fact that it is '[s]imultaneously voluntarily given and unwaged,
enjoyed and exploited' (Terranova, 2000: 32), because this renders
it unclassifiable in traditional terms of work and leisure. Modding
and other, similar forms of "free labour" do not fit the categories
of wage labour, freelance or voluntary work, and neither do they
fit the categories of leisure, play or art. While free labour, or
"playbour", shares traits with all of these occupational types,
it can only be understood on its own terms.
Modding and productive forms of waged labour are comparable in
regard to the fact that the creators of the produced goods do not
"own" their products. By the terms of the original game's EULA,
mods usually remain the property of the game's manufacturer, and
while some modders have received payments by game developers, they
are usually barred from receiving royalties, as explicitly stated
in the Half-Life SDK's EULA quoted above. This draws attention
to the fact that mods enjoy a rather dubious status in terms of
intellectual property rights, as they are usually created under
terms that prevent their creators from claiming these rights. Nevertheless,
some regard modding as 'an attempt to transcend alienation' (Postigo,
2003: 601). Drawing on the work of Thomas (1997), Postigo argues
that '[o]wnership of the productive process, even when this process
is not physical, is what makes the workers in Thomas's study non-alienated
from their work, and I believe it is the same process that compels
modders to work hard for and identify with their labour' (Postigo,
2003: 601).
At the same time, modding can be seen as similar to freelance work,
as modders bear the full financial and legal risk that results from
their activity. The Half-Life SDK's EULA states in no unclear
terms that the
Licensee shall defend, indemnify, and hold harmless Valve [...]
against any and all claims, damages, losses, or liabilities whatsoever
arising out of Licensee's creation, distribution, or promotion
of the Mod' and that '[n]either this Agreement nor the disclosure
or receipt of Information shall constitute or imply any promise
to or intention to make any purchase of products or services by
either party or its affiliated companies or any commitment by
either party or its affiliated companies with respect to the present
or future marketing of any product or service [...].
Modding shares some traits with voluntary work as well, as it is
neither motivated directly by financial motives or coercion. Furthermore,
as Postigo points out that one of the most important motivations
for modding is the 'sense of community they derive from the experience'
(Postigo, 2003: 599) a motive that also plays a part in many forms
of voluntary work. However, voluntary work is usually confined to
non-profit organisations, while modding is closely aligned with
the highly profit-oriented digital games industry. One of the reasons
why this industry has been able to recruit such a large number of
voluntary workers might be the fact that the industry has been careful
to project an image of itself that highlights its dedication to
high-quality games and deemphasises its dedication to profit.
Simultaneously, the games industry 'tries hard to maintain the
impression that computer gaming constitutes "a people's technology
which encourages and enables participation by all who wish to participate"'
(Huhtamo, 1999, quoting Skirrow, 1986). But, Huhtamo continues,
'it is becoming more and more evident that such a position constitutes
a fabrication and, above all, an ideology'. This ideology contributes
to the precarious status of modders, as it disguises the power structures
within which the modding community operates. This is also evident
in Will Wright's assertion that game production will become 'a very
collaborative process between the game developers and the players'
(quoted in Au, 2002). This statement is hardly surprising, considering
the fact that Wright's The Sims has profited immensely from
player-created content.
In total, these factors - modding's uncertain status in respect
to traditional notions of work and leisure, the deprivation of modders
of their intellectual property rights, the game industry's outsourcing
of risk to the modding community and the ideological masking of
modding as a collaborative process - make modding appear as a very
precarious form of labour indeed. However, the games industry's
increasing dependence on the modding community gives rise to the
question of whether modders are at least partly responsible for
the precarious status of their work. The modding community is divided
in respect to whether collaborating with the games industry constitutes
a form of "selling out", and, as a result, they lack the necessary
political organisation to improve their status.
The Modding Community as a Dispersed Multitude
In respect to modding and other forms of free labour on the Internet,
Postigo has pointed out that 'perhaps information communication
technologies have allowed hobby and leisure to become commodities
that are massively produced and consumed, a process by which
cultural forms are created by the masses for the masses' (Postigo,
2003: 605). While the mass production of leisure is hardly a new
phenomenon, the logic of digital media has indeed led to a change
in its economic structure. The capital investment necessary to mass-produce
leisure has decreased to the point where small groups of individuals
have access to the necessary technologies and practices. In effect,
this means that the number of media producers has grown significantly
in relation to the number of consumers, leading, as it were, to
a new pattern of "prosumption".
However, the metaphorical figure of the "prosumer" is misleading
insofar as it suggests that every user of digital media is simultaneously
a consumer and a producer, and by implying an empowerment of the
user that is, in reality, counteracted by the shift from production
to distribution that characterises the new media economy. As Douglas
Thomas has pointed out, 'reproduction, as a function of movement,
has become synonymous with distribution. As a result, piracy and
ownership in the digital age, from software to emergent forms of
new media, are more about the right to distribute than the right
to reproduce' (Thomas, 2002: 85). While the Internet functions as
a vast distribution network for mods and other products of free
labour, it also effects a dispersal of these products that can only
be neutralised through the investment of financial or social capital.
While the games industry is rich in financial capital, which is
mostly used for the marketing of new products, the modding community
itself commands huge social capital due to the tightly woven networks
it has developed. As evidenced by successful mods such as Counter-Strike
and Day of Defeat, mods can reach a vast audience simply
by virtue of innovative gameplay mechanics and the support of the
modding community. However, it seems as if modders are scarcely
aware of the position of power this puts them into. As a dispersed
multitude, they are vulnerable to exploitation by the games industry,
and the different motivations and ideological positions within the
modding community further add to their inability to realise their
potential as political actors.
The different positions within the modding community are summed
up succinctly, albeit simplistically, by the following two quotes
from Kushner (w/out year): 'The whole point of making a mod is to
be free and not have some company telling you what to do', says
Chris Rogiss, a programmer who worked on the popular Quake
mod, Urban Terror . On the contrary, says Tom Mustaine, a
mod maker whose work led to a full-time job at Ritual Entertainment,
a game company: 'The secret desire of every mod creator is to get
recognition from the companies who are making the games'.
These two standpoints seem almost impossible to reconcile, but
in the long run the stance modders take vis-à-vis the games
industry will determine whether modding can survive as a counter-culture
or whether it will fall prey to the neo-liberal ideology of the
games industry. Already, professionalisation and commercialisation
are beginning to take their toll on modding: '"The trend seems to
be toward higher and higher production value, larger teams and longer
development times", says Valve's Keranen. 'In other words, mods
are becoming very similar to commercial games in all but the way
they are [not] funded"' (Au, 2002).
After all, "higher production value" seems nothing but a thinly
veiled euphemism for "commercial viability", and once modding becomes
market-oriented, their motivation to innovate is likely to go out
the window. Wagner James Au (2002) sums up these concerns succinctly
when he asks game designer Rich Carlson: 'What happens when modders
begin paying to download and make what they once built and traded
with each other just for the community spirit and the pure love
of creating?' And Carlson's answer is far from reassuring: 'It's
kind of frightening', he says, 'but the popularity of mods could
spell the eventual doom of freeware levels and modifications' (quoted
in Au, 2002). Au suggests that a mutually beneficial 'partnership
of inspiration and investment' might be possible in the future,
but in the light of the games industry's aggressive courting of
the modding community, this seems highly doubtful.
The Future of Modding
If the modding multitude were able to play their dispersal to their
advantage - for example, by collaborating with other free labourers
on the Internet, the result would be a genuine democratisation of
the production of digital games. But this would require awareness
on the modders' part that their work is indeed a form of precarious
labour, and that a politically organised position vis-à-vis
the games industry is indispensable for the survival of modding
as a creative digital counter-culture. The obstacles the modding
community faces - recognition of their status as creators of value
for the industry and gamers alike, claiming their intellectual property
rights and overcoming the ideological representation of modding
as a mere hobby - seem like a tall order.
Nevertheless, there are signs of hope. In 2003, Second Life
developer Linden Labs changed its terms of service 'to recognize
the ownership of in-world content by the subscribers who make it'.
At the State of Play conference in New York, Linden Lab
founder and CEO Philip Rosedale declared that 'our new policy recognizes
the fact that persistent world users are making significant contributions
to building these worlds and should be able to both own the content
they create and share in the value that is created'. In response,
IP rights activist Lawrence Lessig stated that 'Linden Lab has taken
an important step toward recognizing the rights of content generators
in Second Life. [...] As history has continually proven, when people
share in the value they create, greater value is derived for all'
(Linden Lab, 2003).
This development could spell a brighter future for modders as well.
As the modding community 'move[s] toward the center of the game
industry', (Kushner, n.d.), it is becoming harder for the industry
to uphold the claim that modding is merely a marginal activity that
has no economic implications. Once the gaming community at large
wakes up to the fact that much of the innovation in the world of
digital games stems from modding, the industry will be forced to
acknowledge this, and grant modders more extensive rights to their
creations. Ultimately, this is a matter of self-interest if the
digital games industry does not want to be caught in a vicious circle
of ever more derivative products.
As precarious labourers, then, modders are caught between a rock
and a hard place. Recognition of their work will not come easy,
and will require a firm stance against the profit-hunger of the
digital games industry. But modders are also in a unique position
to challenge the way we think about the relationship between work
and leisure in the post-industrial age, and to explore new modes
of non-alienated labour. Modding could emerge from its dilemma as
a cultural practice that extends beyond the confines of digital
games. After all, modding is a practice that transcends the rules
we have come to take for granted, and this attitude should prove
invaluable in dealing with the challenges society will face in the
future.
Author's Biography
Julian Kücklich is a currently a part-time game researcher
and PhD candidate in the Centre for Media Research, University of
Ulster. His research interests include all areas of gaming culture,
especially computer game modding, cheats and products of fan culture.
He is the author of an MA thesis on computer games and literary
theory, and has published several articles on this subject. He regularly
contributes to Medienobservationen <http://www.medienobservationen.lmu.de>
and Game Research <http://www.game-research.com>
as well as Philologie im Netz <http://www.phin.de>
and Dichtung-Digital <http://www.dichtung-digital.de>.
References
Au, Wagner James. 'Triumph of the mod', Salon.com, 16 April (2002), http://www.salon.com/tech/feature/2002/04/16/modding/print.html.
Computer Gaming World. 'The Creators of Counter-Strike', Interview
with Jess Cliffe, October, 2003, http://cgw.1up.com/do/feature?cId=3110900&did=4.
Deleuze, Gilles. 'Postscript on the Societies of Control', October
59 (1992): 3-7.
Fulcher, James. Capitalism: A Very Short Introduction (Oxford:
Oxford University Press, 2004).
Huhtamo, Erkki. 'Game Patch: The Son of Scratch?', Switch
12 (1999), http://switch.sjsu.edu/nextswitch/switch_engine/front/front.php?artc=119.
Johansson, John-Philip. '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
(Montreal: McGill-Queen's University Press, 2003).
Kundnani, Arun. 'Where Do You Want to Go Today? The Rise of Information
Capital', Race and Class 40.2/3 (1998-1999): 49-71.
Kushner, David: 'The Mod Squad', Popular Science Online (n.d.),
http://www.popsci.com/popsci/computers/article/0,12543,281377-1,00.html.
Linden Lab. 'Second Life Residents to Own Digital Creations', Press
Release, 14 November (2003), http://lindenlab.com/press_story_12.php.
Postigo, Hector. 'From Pong to Planet Quake: Post Industrial Transitions
from Leisure to Work', Information, Communication & Society
6.4 (2003): 593-607.
Shuster, Loren. 'Global Gaming Industry Now A Whopping $35 Billion
Market', Compiler, July (2003), http://www.synopsys.com/news/pubs/compiler/art1lead_nokia-jul03.html.
Skirrow, Gillian. 'Hellivision. Gender and Fantasy in Video Games',
in Colin McCabe (ed.) High Theory/Low Culture (Manchester:
Manchester University Press, 1986), 115-142.
Terranova, Tiziana. 'Free Labor: Producing Culture for the Digital
Economy', Social Text 18.2 (2000): 33-57.
Thomas, Douglas. 'Innovation, Piracy and the Ethos of New Media',
in Dan Harries (ed.) The New Media Book (London: BFI, 2002).
Thomas, Adam. The Dynamics of Games, 4th edition (Informa
Media, 2004).
Thomas, R. What Machines Can't Do: Politics and Technology in
the Industrial Enterprise (Berkeley: University of California
Press, 1997).
TOP |