development. While some similarities with
traditional methods of software development are
unavoidable, certain uniqueness in mod
development and modding as a phenomenon of
technology use can be seen. Considering the process
of modding as co-creation of content presents an
opportunity to also view it as a complex meta-
structuring of technology use. IS literature has
viewed structuring of technology use in the context
of utility-focused systems that are commonly one-
way (user uses the system) and sometimes two-way
(end-user uses the system and makes changes to the
system to suit her preferences) (Orlikowski et al.,
1994). But in the context of modding the complexity
increases by a magnitude much higher given the
interactions between a few thousand users and a few
modders within one game-one mod context. Our aim
in this paper, is to capture this complexity by
adapting and extending an existing framework of
structuring of technology use.
The paper is structured in the following manner.
We begin with a brief background on mods. Since
our paper uses meta-structuring of technology use as
the theoretical lens to understand modding and
phases of mod development, we then present a brief
review of meta-structuring in the context of
technology use. Section 3 presents an overview of
the methodology used to understand phases of mod
development. Using textual analysis of
conversations between modders and gamers on third
party modding platforms, and drawing from a
theoretical lens of meta-structuring of technology
use mediation, we then present phases in mod
development. We use conversations from a modding
forum of one particular mod as a case in point to
highlight the occurrence of the phases. The paper
concludes with implications of these findings for
modders, game development firms and for further
research in the area of modding.
2 BACKGROUND
2.1 Mods and Game Publishers
Mods are extremely valuable for game publishers or
gaming firms. Mods are essentially content
generated by modders free of cost that would have
otherwise been difficult for the game publishers to
create, design and develop on their own. It has been
estimated that the financial value of 39 mods
developed for top six first person shooter games of
2004 alone was between $10 million to $30 million
(Postigo, 2007). In addition, mods increase the value
of the game for the gamer. This results in increased
sales of the game and longer shelf life (Postigo,
2007). Mods also tend to create a dedicated
community of modders and fans which strengthens
the brand identity of the game and results in longer-
tailed sales curves (Harvard Law Review, 2012).
Two popular games to have specifically
benefitted from the phenomenon of modding are
Half-Life and Arma II. Half Life developed by
Valve, was a regular first person shooter game
which allowed users to add modifications such as
custom maps. These mods helped Half Life to
achieve extreme popularity. Indeed, one of Half
Life’s mods, Counter-Strike became so popular, that
it was repackaged by Valve as a separate game. Half
Life sold a total of 9.3 million units, and was the
most sold game ever till 2008 (Remo, 2008). In
addition, the sales of Half Life in its second and
third years were actually higher than its sales in its
first year, clearly indicating lengthening of its shelf
life (Arakji and Lang, 2007).
Another success story for user created mods has
been the DayZ mod for the game Arma II. The game
was released in 2009 by Bohemia Interactive (BI) as
a military simulator. The mod was developed by
Dean “Rocket” Hall, who then received critical
acclaim for his work and also joined BI as a lead
developer to work on the standalone version of
DayZ (Harman, 2012). The mod DayZ instilled life
into a game to which the response had hitherto been
lukewarm.
Many game publishers appreciate the impact of
mods on their revenues. This is evident when game
publishers - such as id Software,
BethedsaSoftworks, Epic Games, etc. explicitly
encourage modding activities (Postigo, 2007). About
38,000 mods are hosted on nexusmods.com for one
of Bethedsa’s game - Skyrim. These huge numbers
clearly indicate that given the right support from
game publishers, the modding community can churn
significant amount of content which will be
beneficial for both gamers as well as game
publishers. It is obvious, therefore, that the
companies, which can successfully foster dedicated
modder communities around their games, will stand
to gain a lot in an industry where increasing costs of
development coupled with unpredictable gamer
response have made game development an
extremely risky venture. In order for game
publishers to promote modding and modders,
understanding the uniqueness of modding and
modder communities is essential.
This paper attempts to answer the following
questions:
UnderstandingGameModdingthroughPhasesofModDevelopment
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