mod researchers
Some day in the first half of April 2002 I
↵stumbled over gamemodding and slowly realized that there was more than something in it, legitimizing an anthropological look. Before that I was aware of player-created game-content, as I had played
↑"Descent" (1995) and lots of custom maps for it, but at that time I did in no way associate the thing with anthropology. This completely changed with my first encounter with the Max-Payne community, and since then I every day get more convinced that gamemodding is a relevant and central contemporary issue to be fathomed academically. Back in 2002 I wasn't able to find any academical publication dealing with gamemodding, but of course some peers already were fascinated by the topic as well, and had started to belabour it. Alas, I was completely unaware of it. Meanwhile some of them have come out of the shadow and it's time for a roundup. Here are the academics who struggle with gamemodding
[in alphabetical order]:
↑Henry E. Lowood is curator for the
↑History of Science & Technology Collections witin the Stanford University Libraries. Gamemodding is not in the centre of his research focus, but machinima is. In fact he is the founder of, and driving force behind the
↑machinima archive. Machinima and gamemodding are inseparably intertwined—this becomes absolutely clear in his great article
"High-performance play: The making of machinima" (
↵Lowood 2006) and the class
↑"The consumer as creator in contemporary media" he taught. See the publications section of his
↑his CV for much more of interest.
↑Andrew Mactavish is assistant professor for multimedia at
↑McMaster University and director of the latter's
↑Humanities Media and Computing Centre. Already in April 2002 he delivered a presentation called
"Mods, gods, and creative computer gameplay" (
↑abstract) at
↑Playing with the future. This was followed by
"Producing players, playing producers, and the cultural politics of digital gaming" (
↑abstract) at
↑Digra 2003, and
"Playing with cultural exchange: Digital games and player-created content" (
↑abstract [scroll down a bit]) at
↑ALLC/ACH 2004. As he told me yesterday, he currently is preparing an article based on the mentioned conference presentations.
↑Sue Morris examines online multiplayer computer game culture. Together with P. David Marshall she edited
↑M/C journal's issue
"Game" (
M/C journal
↑3(5)) in the year 2000, but far more importantly she founded Australia's first all-female
↑Quake II clan! At Digra 2003 she talked about
"WADs, Bots and Mods: Multiplayer FPS games as co-creative media" (
↑abstract, published as
↵Morris 2003), this was followed by
"Co-creative media: Online multiplayer computer game culture" (
↵Morris 2004).
↑Cindy Poremba currently researches documentary and digital games through
↑Concordia University's Doctoral Humanities program. In 2003 she completed her MASc with a thesis called
"Player as author: Digital games and agency" (
↵Poremba 2003)—gamemodding that is ;-) Also interesting in this respect are her articles
↑"Patches of peace: Tiny signs of agency in digital games" and
↑"Remaking each other's dreams: Player authors in games".
↑Hector R. Postigo is an assistant professor at the department of communication at the
↑University of Utah. In 2003 his
"From Pong to Planet Quake: Post-industrial transitions from leisure to work" (
↵Postigo 2003) wherein he characterized gamemodding as post-industrial unwaged labour. In 2006, at the
↑"Association of Internet Researchers Conference" he talked
"Of mods and modders: Chasing down the value of fan based digital game modifications", which will be published in
"Digital Games Industries: Work, Knowledge and Consumption" edited by J. Rutter.
↑Olli Sotamaa seems to be in the last stages of his PhD thesis, discussing player productivity among game cultures and player-centred design. At a PhD course in 2003 he talked about
"Computer game modding, intermediality and participatory culture" (
↵Sotamaa 2003). At Digra 2005
""Have fun working with our product!": Critical perspectives on computer game mod competitions" (
↵Sotamaa 2005) followed. More of that provenance can be found at his
CV.
Fri, 01 Dec 2006 | 17:48 | category:
/literature
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open access anthropology blog
↑About the
↑open access anthropology blog:
This is the blog for Open Access Anthropology, an organization of volunteers interested in creating open access alternatives to anthropological publications. This blog will be the news outlet for the organization where we will announce news like current events progress within the discipline. We come from many different backgrounds within the discpline in order to promote freely accessible publications.
Fri, 01 Dec 2006 | 14:13 | category:
/anthropology
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kirkpatrick 2004 excerpts
Technological politics and the networked PC
However, the best illustration of the kind of positive cultural politics envisaged here concerns the culture of game modification. Games players write and exchange 'mods'—modifications to games programs that include new twists of storyline and environment—and have succeeded, through this activity, in obliging games producers to leave their source code open for this purpose, something hackers have not yet persuaded the manufacturers of Windows to do. This has been achieved through the market, with astute games manufacturers recognising that there was demand for games with accessible source code, but also through successful negotiation and lobbying. Where hackers confront power dramatically and parade their subversions of the interface order only to be suppressed by power, gamers compromise, negotiate and effect a gradual re-opening of the technical levels of the machine. (↵
Kirkpatrick 2004: 16)
The growing culture of 'mods' and the constant discussion among games players of how to make games better suggests that computer game players are not merely passive recipients of these environments, but actively participate in shaping them. As Andrew MacTavish (2003) shows, game modification involves players directly in the process of re-shaping environments produced by games manufacturers. In a series of disputes with computer game publishers, modders have forced the publishers to soften their proprietary licenses to accommodate mods. In this way, game players have imposed their vision of how games should be improved and had their ideas taken up (and sold on) by games companies. This story attests to the idea that the computer game is, in significant respects at least, radically inconsistent with the hollowed out interior of the subject of mass culture. The modifications in question frequently display a kynical character—the most famous one, 'Counter Strike' gives the player the opportunity to assume the role of revolutionary guerrilla ('terrorist') in a game that originally simulated counter-terrorist operations, for example. To be sure, computer game companies are acting out of, fairly cynical, self-interest since the 'flexible' licenses (EULAs) allow them, rather than the modders, to exploit the modified game versions for further profit. The important point, however, is that, ironically, gaming culture turns out to be the cultural launching off point and to some extent the site of a constituency of social actors who refuse to be assigned a merely passive role in the networked society. Modders are committed to learning in the standard sense (about games and through the process of interpreting game narratives) and they participate in the equivalent of civic associations within the new mediated social space. And they participate in a process of technological, or reflexive enlightenment too, which equips them for fuller participation in the new public sphere (if that is what it is). (↵
Kirkpatrick 2004: 19)
Fri, 01 Dec 2006 | 12:34 | category:
/literature/excerpts
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barwell 2005 excerpts
Original, authentic, copy: Conceptual issues in digital texts
For textual studies, digital texts present special problems and magnify others. Three examples will suffice. The first is a result of their ease of reproduction, alteration, corruption, and transmission, much greater than in the case of texts produced on paper—the challenge is in determining the relationships between apparently identical copies of the one digital text. Provenance of the file, reliable metadata, and some technical aids are important here. The second
challenge comes as a result of computer processing requiring a kind of precision or at least removal of ambiguity in the work being represented in characters and markup. In some respects this is analogous to the change from manuscript to print, where, in the course of preparing a printed form of, say, a medieval work which was designed for manuscript circulation, an editor must determine whether variations in the forms of individual letters or marks over them are meaningful. Markup technologies and agreed ways of representing artistic works are helpful here. The third challenge comes with the increased development of certain forms of textual production, genres, and practices: nonsequential texts, unbounded texts like hyperlinked web pages, multipleauthored texts, genres like computer gaming,
the practice of game modification by players, and so on. The study of many of these forms is still developing and textual specialists still have much to do. (↵
Barwell 2005: 418, my emphasis)
Fri, 01 Dec 2006 | 12:32 | category:
/literature/excerpts
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subcategory excerpts
Finally I introduced the subcategory
↵excerpts to the category
↵literature within this blog. That's something I intended from the start on, but never did till now. Over time I realized that, maybe because of vanity, this blog more and more became a platform for publication, somehow I had started to write something like a private online magazine, and did no more see it as a work-in-progress information dumpster, no more as something containing raw material. The excerpts in this category may be boring for the occasional reader, but for me it's the opportunity to have access to my material from everywhere. And then, maybe it's useful for others, too. I believe in sharing. Yes, I do.
Fri, 01 Dec 2006 | 12:29 | category:
/updates/content
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