Modders in the Digital Game Industry - A study on modders’ perceptions on corporate commodification of free labor
2019 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE credits
Student thesis
Abstract [en]
The aim of this thesis is to investigate modders’ perspectives on corporate strategies of commodification towards their free labor and how this changes their perception of their relationship with corporate actors in the digital game industry. The thesis is based on semi-structured interviews of modders associated with the modding forum Nexusmods.com. The result of this study is an observation of modders existence within a participatory ecosystem constituting of the modder, the community and corporate actors, that act in ways towards each other directly or indirectly shaping the conditions for participation. By adopting Sayer’s concept and Carpentier’s understanding of participation I have elicited norms, values, and social code to constitute of a moral economy of respect towards craftsmanship and ownership, at the same time it is expected of creators that their intention is to share and enrich the knowledge community with their creations. And how these norms, values, and social codes determine modders perception of corporate strategies of support, integration, as well as, limitation and control.
Place, publisher, year, edition, pages
Malmö universitet/Kultur och samhälle , 2019. , p. 45
Keywords [en]
Free Labor, Modders, Commodification, Strategies, Corporate Actors, Moral Economy, Digital Games, Participation, Knowledge Community
National Category
Humanities and the Arts
Identifiers
URN: urn:nbn:se:mau:diva-22208Local ID: 29330OAI: oai:DiVA.org:mau-22208DiVA, id: diva2:1482132
Educational program
KS K3 Media and Communication Studies (master)
Supervisors
Examiners
2020-10-272020-10-272021-04-28Bibliographically approved