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El modding como práctica de co-creación:
estudio del caso de Moviestorm
Congrés Comunicació i Realitat, ‘Breaking the value Chain’
Barcelona, 14 de juny 2013
Gemma San Cornelio, Antoni Roig,
Jordi Sánchez Navarro, Elisenda
Ardèvol
Universitat Oberta de Catalunya
• Contraposición usuario/industria: empoderamiento y ‘éxito’ de
los usuarios vs explotación por parte de la industria.
• Identidades híbridas (produser, prosumer, viewser…)
• Aprovechamiento de la producción social (Deuze, 2008)
• Precarización del trabajo cultural (Banks, 2006, Gill, 2008,
Hesmoldalgh, 2010)
• User-generated content. No hay oposición entre usuario e
industria. Coexistencia e interdependencia de formalidad e
informalidad (Lobato et al, 2011).
1. De la participación a la co-creación en los
nuevos medios
• Co de ‘collective’, commons, collaborative…
• Bauwens (2009): escala de co-creacion basada en
• a) niveles de participación
• b) posibilidades de rentabilizar los productos. Proceso de
negociación entre usuarios e industria en términos de control y
poder.
• Potts et al (2008) ‘creatividad situada’ (conocimiento situado)
que se encuentra en las redes sociales (no sólo en los
individuos o empresas).
• Banks and Potts (2010). Relevancia de la contribución de los
usuarios. ‘componente no trivial’
1. De la participación a la co-creación en los
nuevos medios
Motivaciones y control sobre el proceso creativo
• Motivaciones polarizadas: cultural vs económico
• Banks and Potts (2010) ‘co-evolutionary model’: integra la visión
social-cultural (“por amor al arte”) con la económica.
• Nuestro caso demuestra que las motivaciones van más allá
de este dualismo.
• Atender a las polaridades del poder y control sobre el proceso
(Bauwens 2009) y a la negociación de significados (Banks
and Deuze, 2009)
2. Prácticas de co-creación: caracterizando diferentes
modelos y aproximaciones
Diferentes modelos de participación
• colaboraciones predefinidas a medio o corto plazo: pueden afectar
todo un proceso creativo (Medialabs) o sólo a una parte
(Mediadores)
• Co-diseño, Crowdsourcing, Comunidades creativas, plataformas 2.0
Reglas y escalas de participación
- pueden ser explícitas (acuerdos entre empresa y usuarios) o
implícitas
- No están claras en los casos de plataformas web 2.0 de producción
- A más participación más significante es el resultado.
2. Prácticas de co-creación: caracterizando diferentes
modelos y aproximaciones
3. El caso de Moviestorm
- Herramienta de creación cinematográfica virtual.
- Compañía independiente, los usuarios ostentan todos los derechos
sobre sus creaciones.
- Presentada originalmente como ‘freemium’: base gratuita + packs de
expansión adicionales + mods.
- Se fomenta con una comunidad potente para el desarrollo de ‘mods’:
Modders’ workshop.
- Modders como miembros respetados en la comunidad.
- Cambio de modelo de negocio en 2009 hacia modelo de
subscripción: sin ella no se pueden ni crear ni usar mods.
- Cambio de las reglas de la
colaboración entre los modders y
la empresa: sin una subscripción
no era posible crear ni usar mods.
- Surge un debate y un diálogo entre
los modders y los responsables de
la empresa, foco de nuestro
análisis.
3. El caso de Moviestorm
Objetivos de la investigación:
Cómo la relación entre la compañía y la
comunidad articula los procesos de co-
creación.
Motivaciones y beneficios para contribuir
a la comunidad.
¿Cómo se producen identidad de la
comunidad, la normatividad y la jerarquía
a través de prácticas.
3. El caso de Moviestorm
Metodología
→ análisis hilos de discusión y seguimiento de la actividad de los foros
de MS online y otros sitios relacionados.
→ estudio de significados negociados de co-creación y participación, en
relación con la identidad y motivaciones de la comunidad. Enfoque a
partir de las teorías sobre las prácticas (Schatzki, 2001; Swidler,
2001 y Warde,2005).
3. El caso de Moviestorm
Resultados
Identidad, dedicación, y afecto de los modders.
• “Only the true dedicated modders will stay to create their content. In
the end, it’s all about raising the bar professionally, and that’s the part
I like a lot.” (Kuroken)
• “Advanced modders are in a sense working for Moviestorm for
free.” (ChatNoir)
3. El caso de Moviestorm
Resultados
Identidad, dedicación, y afecto de los modders.
• “Only the true dedicated modders will stay to create their content. In
the end, it’s all about raising the bar professionally, and that’s the part
I like a lot.” (Kuroken)
• “Advanced modders are in a sense working for Moviestorm for
free.” (ChatNoir)
3. El caso de Moviestorm
El conflicto desde la perspectiva de la comunidad:
• “It essentially limits the market to only modders, and its going to
create a subculture of hackers (just like every other machinima-
used game in existence that doesn't have a legitimate modding tool
included).” (StormScape)
• “Compromise. Even a blind person can see the feedback you've
gotten about this screams for it. We represent your market...hell, in
part we ARE your market. Pay attention to what we are saying.”
(Armanus, Pioneer)
3. El caso de Moviestorm
El conflicto desde la perspectiva de la comunidad:
• “It essentially limits the market to only modders, and its going to
create a subculture of hackers (just like every other machinima-
used game in existence that doesn't have a legitimate modding tool
included).” (StormScape)
• “Compromise. Even a blind person can see the feedback you've
gotten about this screams for it. We represent your market...hell, in
part we ARE your market. Pay attention to what we are saying.”
(Armanus, Pioneer)
3. El caso de Moviestorm
El conflicto desde la perspectiva de la empresa:
- “If you want to do more than just the basics, then we’re asking you to
pay. We are, after all, a business. […] There seems to be a strong
feeling that we’re ripping off modders by taking all the money for their
hard work. That’s the last thing on our minds […] What some of you
seem to be asking for is for us to provide a free tool which you
can sell mods for. That’s, quite simply, not in our interest.”
(MattKelland)
- “[…] we ask you contribute to the running costs.” (Chris Ollis)
- “As always, I can't help feeling upset if we've done anything to upset
our customer-base. But I think […] everyone will benefit.” (Jeffz)
3. El caso de Moviestorm
El conflicto desde la perspectiva de la empresa:
- “If you want to do more than just the basics, then we’re asking you to
pay. We are, after all, a business. […] There seems to be a strong
feeling that we’re ripping off modders by taking all the money for their
hard work. That’s the last thing on our minds […] What some of you
seem to be asking for is for us to provide a free tool which you
can sell mods for. That’s, quite simply, not in our interest.”
(MattKelland)
- “[…] we ask you contribute to the running costs.” (Chris Ollis)
- “As always, I can't help feeling upset if we've done anything to upset
our customer-base. But I think […] everyone will benefit.” (Jeffz)
3. El caso de Moviestorm
Motivaciones:
- “3rd-party content is ultimately going to be a driving force on sales for
MS, since each piece of content produced that fills gaps in what MS
is providing gives the overall product added value […] They need […]
to have a truly robust modding community to support and add value
to their product.” (Sean Heimbuch)
- “I suspect that in many NGOs in other developing countries
[subscription] wouldn’t be an option. The free version would have
limited interest once the kids had found they couldn’t reproduce
their own environments.” (Primaveranz, Pioneer)
3. El caso de Moviestorm
Motivaciones:
- “3rd-party content is ultimately going to be a driving force on sales for
MS, since each piece of content produced that fills gaps in what MS
is providing gives the overall product added value […] They need […]
to have a truly robust modding community to support and add value
to their product.” (Sean Heimbuch)
- “I suspect that in many NGOs in other developing countries
[subscription] wouldn’t be an option. The free version would have
limited interest once the kids had found they couldn’t reproduce
their own environments.” (Primaveranz, Pioneer)
3. El caso de Moviestorm
Motivaciones:
- “For me this has nothing to do with how much it costs. It is to do with
the fact that I could suddenly lose control of something that I
thought I owned.” (Iceaxe, Pioneer)
- “I myself have put considerable time into adding to this
documentation […] My goal has always been to help expand the
size of the modding community but now it seems as if it's potential
has just been snipped.” (AngryBuddhist, Pioneer)
3. El caso de Moviestorm
Motivaciones:
- “For me this has nothing to do with how much it costs. It is to do with
the fact that I could suddenly lose control of something that I
thought I owned.” (Iceaxe, Pioneer)
- “I myself have put considerable time into adding to this
documentation […] My goal has always been to help expand the
size of the modding community but now it seems as if it's potential
has just been snipped.” (AngryBuddhist, Pioneer)
3. El caso de Moviestorm
3. El caso de Moviestorm
Company:
“If you want to
make and sell
mods, then
please, by all
means, do, and
we’ll support you
[…]Let me
emphasise, there’s
nothing to stop you
setting your own
shop up, and you
can take 100%.”
(Matt Kelland)
Users:
“My concern with content is mainly within the
‘but I want control of my own content’ area.
If someone spends a lot of time creating their
own content, they are not likely to feel
comfortable with it being restricted.” (Sean
Heimbuch)
“If I make something cool […] I want
everyone who wants it to have it. If people
have to pay Ms to allow them to use
something I’ve made for free use, am I
going to continue to develop for Moviestorm,
or am I going to start looking at other
platforms where I can share my work
without it being monetized.” (Kuroken)
"Selling mods kills the very ideals of a
community for me.” (MefuneAkira, Pioneer).
3. El caso de Moviestorm
Company:
“If you want to
make and sell
mods, then
please, by all
means, do, and
we’ll support you
[…]Let me
emphasise, there’s
nothing to stop you
setting your own
shop up, and you
can take 100%.”
(Matt Kelland)
Users:
“My concern with content is mainly within the
‘but I want control of my own content’ area.
If someone spends a lot of time creating their
own content, they are not likely to feel
comfortable with it being restricted.” (Sean
Heimbuch)
“If I make something cool […] I want
everyone who wants it to have it. If people
have to pay Ms to allow them to use
something I’ve made for free use, am I
going to continue to develop for Moviestorm,
or am I going to start looking at other
platforms where I can share my work
without it being monetized.” (Kuroken)
"Selling mods kills the very ideals of a
community for me.” (MefuneAkira, Pioneer).
4. Conclusiones
• Conflicto y negociación sobre el significado de la práctica: compromiso
• Cuestiones clave sobre motivaciones e identidad se presentan ante el
cambio de reglas de la práctica.
• Multiplicidad de motivaciones no previstas por la empresa.
• Se cuestiona el dualismo entre lo "intrínseco" (diversión a través de la
creación) y lo "extrínseco" (beneficio).
4. Conclusiones
• Implicación emocional: usuarios
dedicados no quieren que MS sea
como "otras" herramientas
• Auto-conciencia de la contribución de
la práctica del modding en MS →
Modders como autoridad.
• Demanda de control sobre la
creación de contenidos y procesos
de producción: participación efectiva.
¿PREGUNTAS?
El modding como práctica de co-creación:
estudio del caso de Moviestorm
Congrés Comunicació i Realitat, ‘Breaking the value Chain’
Barcelona, 14 de juny 2013
Gemma San Cornelio
gsan_cornelio@uoc.edu
Antoni Roig aroigt@uoc.edu
Jordi Sánchez Navarro jsancheznav@uoc.edu
Elisenda Ardèvol eardevol@uoc.edu

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El modding como práctica de co-creación: estudio del caso de Moviestorm

  • 1. El modding como práctica de co-creación: estudio del caso de Moviestorm Congrés Comunicació i Realitat, ‘Breaking the value Chain’ Barcelona, 14 de juny 2013 Gemma San Cornelio, Antoni Roig, Jordi Sánchez Navarro, Elisenda Ardèvol Universitat Oberta de Catalunya
  • 2. • Contraposición usuario/industria: empoderamiento y ‘éxito’ de los usuarios vs explotación por parte de la industria. • Identidades híbridas (produser, prosumer, viewser…) • Aprovechamiento de la producción social (Deuze, 2008) • Precarización del trabajo cultural (Banks, 2006, Gill, 2008, Hesmoldalgh, 2010) • User-generated content. No hay oposición entre usuario e industria. Coexistencia e interdependencia de formalidad e informalidad (Lobato et al, 2011). 1. De la participación a la co-creación en los nuevos medios
  • 3. • Co de ‘collective’, commons, collaborative… • Bauwens (2009): escala de co-creacion basada en • a) niveles de participación • b) posibilidades de rentabilizar los productos. Proceso de negociación entre usuarios e industria en términos de control y poder. • Potts et al (2008) ‘creatividad situada’ (conocimiento situado) que se encuentra en las redes sociales (no sólo en los individuos o empresas). • Banks and Potts (2010). Relevancia de la contribución de los usuarios. ‘componente no trivial’ 1. De la participación a la co-creación en los nuevos medios
  • 4. Motivaciones y control sobre el proceso creativo • Motivaciones polarizadas: cultural vs económico • Banks and Potts (2010) ‘co-evolutionary model’: integra la visión social-cultural (“por amor al arte”) con la económica. • Nuestro caso demuestra que las motivaciones van más allá de este dualismo. • Atender a las polaridades del poder y control sobre el proceso (Bauwens 2009) y a la negociación de significados (Banks and Deuze, 2009) 2. Prácticas de co-creación: caracterizando diferentes modelos y aproximaciones
  • 5. Diferentes modelos de participación • colaboraciones predefinidas a medio o corto plazo: pueden afectar todo un proceso creativo (Medialabs) o sólo a una parte (Mediadores) • Co-diseño, Crowdsourcing, Comunidades creativas, plataformas 2.0 Reglas y escalas de participación - pueden ser explícitas (acuerdos entre empresa y usuarios) o implícitas - No están claras en los casos de plataformas web 2.0 de producción - A más participación más significante es el resultado. 2. Prácticas de co-creación: caracterizando diferentes modelos y aproximaciones
  • 6. 3. El caso de Moviestorm - Herramienta de creación cinematográfica virtual. - Compañía independiente, los usuarios ostentan todos los derechos sobre sus creaciones. - Presentada originalmente como ‘freemium’: base gratuita + packs de expansión adicionales + mods. - Se fomenta con una comunidad potente para el desarrollo de ‘mods’: Modders’ workshop. - Modders como miembros respetados en la comunidad. - Cambio de modelo de negocio en 2009 hacia modelo de subscripción: sin ella no se pueden ni crear ni usar mods.
  • 7. - Cambio de las reglas de la colaboración entre los modders y la empresa: sin una subscripción no era posible crear ni usar mods. - Surge un debate y un diálogo entre los modders y los responsables de la empresa, foco de nuestro análisis. 3. El caso de Moviestorm
  • 8. Objetivos de la investigación: Cómo la relación entre la compañía y la comunidad articula los procesos de co- creación. Motivaciones y beneficios para contribuir a la comunidad. ¿Cómo se producen identidad de la comunidad, la normatividad y la jerarquía a través de prácticas. 3. El caso de Moviestorm
  • 9. Metodología → análisis hilos de discusión y seguimiento de la actividad de los foros de MS online y otros sitios relacionados. → estudio de significados negociados de co-creación y participación, en relación con la identidad y motivaciones de la comunidad. Enfoque a partir de las teorías sobre las prácticas (Schatzki, 2001; Swidler, 2001 y Warde,2005). 3. El caso de Moviestorm
  • 10. Resultados Identidad, dedicación, y afecto de los modders. • “Only the true dedicated modders will stay to create their content. In the end, it’s all about raising the bar professionally, and that’s the part I like a lot.” (Kuroken) • “Advanced modders are in a sense working for Moviestorm for free.” (ChatNoir) 3. El caso de Moviestorm
  • 11. Resultados Identidad, dedicación, y afecto de los modders. • “Only the true dedicated modders will stay to create their content. In the end, it’s all about raising the bar professionally, and that’s the part I like a lot.” (Kuroken) • “Advanced modders are in a sense working for Moviestorm for free.” (ChatNoir) 3. El caso de Moviestorm
  • 12. El conflicto desde la perspectiva de la comunidad: • “It essentially limits the market to only modders, and its going to create a subculture of hackers (just like every other machinima- used game in existence that doesn't have a legitimate modding tool included).” (StormScape) • “Compromise. Even a blind person can see the feedback you've gotten about this screams for it. We represent your market...hell, in part we ARE your market. Pay attention to what we are saying.” (Armanus, Pioneer) 3. El caso de Moviestorm
  • 13. El conflicto desde la perspectiva de la comunidad: • “It essentially limits the market to only modders, and its going to create a subculture of hackers (just like every other machinima- used game in existence that doesn't have a legitimate modding tool included).” (StormScape) • “Compromise. Even a blind person can see the feedback you've gotten about this screams for it. We represent your market...hell, in part we ARE your market. Pay attention to what we are saying.” (Armanus, Pioneer) 3. El caso de Moviestorm
  • 14. El conflicto desde la perspectiva de la empresa: - “If you want to do more than just the basics, then we’re asking you to pay. We are, after all, a business. […] There seems to be a strong feeling that we’re ripping off modders by taking all the money for their hard work. That’s the last thing on our minds […] What some of you seem to be asking for is for us to provide a free tool which you can sell mods for. That’s, quite simply, not in our interest.” (MattKelland) - “[…] we ask you contribute to the running costs.” (Chris Ollis) - “As always, I can't help feeling upset if we've done anything to upset our customer-base. But I think […] everyone will benefit.” (Jeffz) 3. El caso de Moviestorm
  • 15. El conflicto desde la perspectiva de la empresa: - “If you want to do more than just the basics, then we’re asking you to pay. We are, after all, a business. […] There seems to be a strong feeling that we’re ripping off modders by taking all the money for their hard work. That’s the last thing on our minds […] What some of you seem to be asking for is for us to provide a free tool which you can sell mods for. That’s, quite simply, not in our interest.” (MattKelland) - “[…] we ask you contribute to the running costs.” (Chris Ollis) - “As always, I can't help feeling upset if we've done anything to upset our customer-base. But I think […] everyone will benefit.” (Jeffz) 3. El caso de Moviestorm
  • 16. Motivaciones: - “3rd-party content is ultimately going to be a driving force on sales for MS, since each piece of content produced that fills gaps in what MS is providing gives the overall product added value […] They need […] to have a truly robust modding community to support and add value to their product.” (Sean Heimbuch) - “I suspect that in many NGOs in other developing countries [subscription] wouldn’t be an option. The free version would have limited interest once the kids had found they couldn’t reproduce their own environments.” (Primaveranz, Pioneer) 3. El caso de Moviestorm
  • 17. Motivaciones: - “3rd-party content is ultimately going to be a driving force on sales for MS, since each piece of content produced that fills gaps in what MS is providing gives the overall product added value […] They need […] to have a truly robust modding community to support and add value to their product.” (Sean Heimbuch) - “I suspect that in many NGOs in other developing countries [subscription] wouldn’t be an option. The free version would have limited interest once the kids had found they couldn’t reproduce their own environments.” (Primaveranz, Pioneer) 3. El caso de Moviestorm
  • 18. Motivaciones: - “For me this has nothing to do with how much it costs. It is to do with the fact that I could suddenly lose control of something that I thought I owned.” (Iceaxe, Pioneer) - “I myself have put considerable time into adding to this documentation […] My goal has always been to help expand the size of the modding community but now it seems as if it's potential has just been snipped.” (AngryBuddhist, Pioneer) 3. El caso de Moviestorm
  • 19. Motivaciones: - “For me this has nothing to do with how much it costs. It is to do with the fact that I could suddenly lose control of something that I thought I owned.” (Iceaxe, Pioneer) - “I myself have put considerable time into adding to this documentation […] My goal has always been to help expand the size of the modding community but now it seems as if it's potential has just been snipped.” (AngryBuddhist, Pioneer) 3. El caso de Moviestorm
  • 20. 3. El caso de Moviestorm Company: “If you want to make and sell mods, then please, by all means, do, and we’ll support you […]Let me emphasise, there’s nothing to stop you setting your own shop up, and you can take 100%.” (Matt Kelland) Users: “My concern with content is mainly within the ‘but I want control of my own content’ area. If someone spends a lot of time creating their own content, they are not likely to feel comfortable with it being restricted.” (Sean Heimbuch) “If I make something cool […] I want everyone who wants it to have it. If people have to pay Ms to allow them to use something I’ve made for free use, am I going to continue to develop for Moviestorm, or am I going to start looking at other platforms where I can share my work without it being monetized.” (Kuroken) "Selling mods kills the very ideals of a community for me.” (MefuneAkira, Pioneer).
  • 21. 3. El caso de Moviestorm Company: “If you want to make and sell mods, then please, by all means, do, and we’ll support you […]Let me emphasise, there’s nothing to stop you setting your own shop up, and you can take 100%.” (Matt Kelland) Users: “My concern with content is mainly within the ‘but I want control of my own content’ area. If someone spends a lot of time creating their own content, they are not likely to feel comfortable with it being restricted.” (Sean Heimbuch) “If I make something cool […] I want everyone who wants it to have it. If people have to pay Ms to allow them to use something I’ve made for free use, am I going to continue to develop for Moviestorm, or am I going to start looking at other platforms where I can share my work without it being monetized.” (Kuroken) "Selling mods kills the very ideals of a community for me.” (MefuneAkira, Pioneer).
  • 22. 4. Conclusiones • Conflicto y negociación sobre el significado de la práctica: compromiso • Cuestiones clave sobre motivaciones e identidad se presentan ante el cambio de reglas de la práctica. • Multiplicidad de motivaciones no previstas por la empresa. • Se cuestiona el dualismo entre lo "intrínseco" (diversión a través de la creación) y lo "extrínseco" (beneficio).
  • 23. 4. Conclusiones • Implicación emocional: usuarios dedicados no quieren que MS sea como "otras" herramientas • Auto-conciencia de la contribución de la práctica del modding en MS → Modders como autoridad. • Demanda de control sobre la creación de contenidos y procesos de producción: participación efectiva.
  • 25. El modding como práctica de co-creación: estudio del caso de Moviestorm Congrés Comunicació i Realitat, ‘Breaking the value Chain’ Barcelona, 14 de juny 2013 Gemma San Cornelio gsan_cornelio@uoc.edu Antoni Roig aroigt@uoc.edu Jordi Sánchez Navarro jsancheznav@uoc.edu Elisenda Ardèvol eardevol@uoc.edu