Computer Game Mods, Modders, Modding, and the Mod Scene

Computer Game Mods, Modders, Modding, and the Mod Scene
Jared O'Leary

In this episode I unpack Scacchi’s (2010) publication titled “Computer game mods, modders, modding, and the mod scene,” which examines modding practices within the mod scene, and discusses the social and corporate pressures that influence this culture.


Abstract

“Computer games have increasingly been the focus of user–led innovations in the form of game mods. This paper examines how different kinds of socio–technical affordances serve to organize the actions of the people who develop and share their game mods. The affordances examined include customization and tailoring mechanisms, software and content copyright licenses, game software infrastructure and development tools, career contingencies and organizational practices of mod teams, and social worlds intersecting the mod scene. Numerous examples will be used to ground this review and highlight how such affordances can organize, facilitate or constrain what can be done. Overall, this study helps provide a deeper understanding of how a web of associated affordances collectively serve to govern what mods get made, how modding practices emerge and flourish, and how modders and the game industry serve each others’ interests, though not always in equivocal terms.”


My One Sentence Summary

This study examines modding practices within the mod scene, and discusses the social and corporate pressures that influence this culture.


Some Of My Lingering Questions/Thoughts

  • How and when might CS educators encourage not only engagement with software and hardware modding practices, but the mod scene outside of a school?


Resources/Links Relevant to This Episode



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