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Computer game mods, modders, modding, and the mod scene

机译:电脑游戏模组,模组,模组和模组场景

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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 to 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.
机译:电脑游戏已越来越成为游戏模组形式的用户主导型创新的焦点。本文研究了各种社会技术能力如何用于组织开发和共享游戏模块的人们的行动。研究的费用包括定制和定制机制,软件和内容版权许可,游戏软件基础结构和开发工具,mod团队的职业突发事件和组织实践以及与mod场景相交的社交世界。将使用大量示例来进行此审查,并着重说明此类津贴如何组织,促进或限制可以完成的工作。总体而言,这项研究有助于更深入地了解关联的赠品网络如何共同管理制作模型的方式,改装实践的出现和发展以及改装者和游戏行业如何为彼此的利益服务,尽管并不总是如此。模棱两可的条款。

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