数字游戏产业中用户创造内容的道德经济

IF 0.7 Q3 COMMUNICATION Journal of Gaming and Virtual Worlds Pub Date : 2021-10-01 DOI:10.1386/jgvw_00043_1
Daniel Nielsen, Alessandro Nanì
{"title":"数字游戏产业中用户创造内容的道德经济","authors":"Daniel Nielsen, Alessandro Nanì","doi":"10.1386/jgvw_00043_1","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.7000,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The moral economy of user-created content in the digital game industry\",\"authors\":\"Daniel Nielsen, Alessandro Nanì\",\"doi\":\"10.1386/jgvw_00043_1\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\",\"PeriodicalId\":43635,\"journal\":{\"name\":\"Journal of Gaming and Virtual Worlds\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.7000,\"publicationDate\":\"2021-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Gaming and Virtual Worlds\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1386/jgvw_00043_1\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"COMMUNICATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Gaming and Virtual Worlds","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1386/jgvw_00043_1","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 0

摘要

modder(游戏邦注:即对原创作品进行修改或提出建议的人)是数字游戏行业的免费劳动力来源。他们的贡献是许多争议的根源。因此,公司对mod的做法采取了敌对或友好的态度,这反映在公司如何试图促进或限制mod的代理来创造用户创造的内容。本文将探讨玩家作为创造者(通常被称为modder)的视角,以及将其免费劳动商品化的企业策略。实证工作包括与网站fora Nexusmods.com和ModDB.com相关的modder的半结构化访谈。通过采用Sayer的道德经济概念,该研究得出了两个结论:首先,mod者存在于一个由mod者、社区和企业参与者组成的参与性生态系统中,在这个生态系统中,所有参与者都参与到关于mod者应该如何创造数字游戏修改的政治意识形态谈判中;其次,在分析代理能力时,具有不同规范、价值观和社会准则的多个参与者组成的道德经济构成了一个社会依赖的供应系统,每当有外部干预时,这个系统就有崩溃的风险,公司也试图将mod整合到付费mod系统中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
The moral economy of user-created content in the digital game industry
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.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CiteScore
1.10
自引率
25.00%
发文量
8
期刊最新文献
Board Games as Media, Paul Booth (2021) Continual creation: Idealism, metaphor and the representation of spatio-temporality Playing farmer: At the intersections of neo-liberal capitalism and ecocriticism in Stardew Valley Digital games and the category of auteur: The case of Muriel Tramis Cyberpunk Culture and Psychology: Seeing through the Mirrorshades, Anna Mcfarlane (2022)
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1