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User:ReeVrze/Video game modding

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[1]https://en.wikipedia.org/wiki/Video_game_modding


https://scholar.google.com/scholar?as_ylo=2019&q=video+game+modding+motivations&hl=en&as_sdt=0,33


Motivations of modders

The Internet provides an inexpensive medium to promote and distribute user created content like mods, an aspect commonly known as Web 2.0. Video game modding was described as remixing of games and can be therefore seen as part of the remix culture as described by Lawrence Lessig,[2] or as a successor to the playful hacker culture that produced the first video games.[3]

Mods can be both useful to players and a means of self-expression.[4] Three motivations have been identified by Olli Sotamaa for fans to create mods: to patch the game, to express themselves, and to get a foot in the door of the video game industry.[4] It has been noted that these motivations encompass intrinsic and extrinsic motivations.[5] Poor suggests becoming a professional is not a major motivation of modders, noting that they tend to have a strong sense of community, and that older modders, who may already have established careers, are less motivated by the possibility of becoming professional than younger modders.[6] Even though professionalism is not a major suite for modders, The reason people create these modifications is because they like to give themselves challenges, as well with the aspect of team building.[1] Newcomers may learn from tutorials or from the community of the game they want to try and modify.

References[edit]

  1. ^ a b Curtis, Joanna; Oxburgh, Gavin; Briggs, Pam (2022-03). "Heroes and Hooligans: The Heterogeneity of Video Game Modders". Games and Culture. 17 (2): 219–243. doi:10.1177/15554120211026255. ISSN 1555-4120. {{cite journal}}: Check date values in: |date= (help)
  2. ^ Scacchi, Walt (3 May 2010). "Computer game mods, modders, modding, and the mod scene". First Monday. 15 (5). doi:10.5210/fm.v15i5.2965.
  3. ^ Coleman, Sarah; Dyer-Witheford, Nick (2007). "Playing on the digital commons: collectivities, capital and contestation in videogame culture". Media, Culture & Society. 29 (6): 934–953. doi:10.1177/0163443707081700. S2CID 154832086.
  4. ^ a b Sotamaa, Olli (July 2010). "When the Game Is Not Enough: Motivations and Practices Among Computer Game Modding Culture". Games and Culture. 5 (3): 239–255. doi:10.1177/1555412009359765. S2CID 59364177.
  5. ^ Thiel, Sarah-Kristin; Lyle, Peter (3 June 2019). "Malleable Games - A Literature Review on Communities of Game Modders" (PDF). Proceedings of the 9th International Conference on Communities & Technologies - Transforming Communities. pp. 198–209. doi:10.1145/3328320.3328393. ISBN 9781450371629. S2CID 150367691.
  6. ^ Poor, Nathaniel (24 September 2013). "Computer game modders' motivations and sense of community: A mixed-methods approach". New Media & Society. 16 (8): 1249–1267. doi:10.1177/1461444813504266. S2CID 39280896.