The moral economy of user-created content in the digital game industry
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11230%2F21%3A10445246" target="_blank" >RIV/00216208:11230/21:10445246 - isvavai.cz</a>
Výsledek na webu
<a href="https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=6_8qG58I7p" target="_blank" >https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=6_8qG58I7p</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1386/jgvw_00043_1" target="_blank" >10.1386/jgvw_00043_1</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
The moral economy of user-created content in the digital game industry
Popis výsledku v původním jazyce
Modders, as people adding modifications or suggesting those to original creations, have been a source of free labour in the digital game industry. Their contributions have been at the root of many controversies. As such, corporations have adopted either hostile or friendly attitudes towards the practice of modding, which is reflected in how corporations try to facilitate or limit modders' agency to create user-created content. This article explores the perspective of players as creators, commonly referred to as modders, on corporate strategies to commodify their free labour. The empirical work consists of semi-structured interviews with modders associated with the website fora Nexusmods.com and ModDB.com. By adopting Sayer's concept of moral economy, this study draws two conclusions: first, that modders exist within a participatory ecosystem comprised of the modder, the community and corporate actors, where all actors participate in a political-ideological negotiation on how modders ought to create digital game modifications; second, when analysing agency affordances, a moral economy of multiple actors with different norms, values and social codes constitutes a provision system of social dependency that is at risk of collapsing whenever there is outsider interference, as well as corporate attempts to incorporate modders into paid-mod systems.
Název v anglickém jazyce
The moral economy of user-created content in the digital game industry
Popis výsledku anglicky
Modders, as people adding modifications or suggesting those to original creations, have been a source of free labour in the digital game industry. Their contributions have been at the root of many controversies. As such, corporations have adopted either hostile or friendly attitudes towards the practice of modding, which is reflected in how corporations try to facilitate or limit modders' agency to create user-created content. This article explores the perspective of players as creators, commonly referred to as modders, on corporate strategies to commodify their free labour. The empirical work consists of semi-structured interviews with modders associated with the website fora Nexusmods.com and ModDB.com. By adopting Sayer's concept of moral economy, this study draws two conclusions: first, that modders exist within a participatory ecosystem comprised of the modder, the community and corporate actors, where all actors participate in a political-ideological negotiation on how modders ought to create digital game modifications; second, when analysing agency affordances, a moral economy of multiple actors with different norms, values and social codes constitutes a provision system of social dependency that is at risk of collapsing whenever there is outsider interference, as well as corporate attempts to incorporate modders into paid-mod systems.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
50802 - Media and socio-cultural communication
Návaznosti výsledku
Projekt
—
Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2021
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Journal of Gaming & Virtual Worlds
ISSN
1757-191X
e-ISSN
1757-1928
Svazek periodika
13
Číslo periodika v rámci svazku
3
Stát vydavatele periodika
GB - Spojené království Velké Británie a Severního Irska
Počet stran výsledku
21
Strana od-do
285-305
Kód UT WoS článku
000811799200003
EID výsledku v databázi Scopus
2-s2.0-85132182675