textual looting:  modding as a popular cultural practice  julian r. kücklich university of ulster
overview what is modding? a brief history of modding modding and popular culture modding and new media
overview what is modding? a brief history of modding modding and popular culture modding and new media
what is modding? modification of digital games on the representational or gameplay level ranges from subtle changes (torch in  doom 3 ) to total conversions ( counterstrike ) modding can also be used for political purposes ( escape from woomera )
doom 3  duct tape mod
counterstrike half-life
counterstrike counterstrike
escape from woomera
overview what is modding? a brief history of modding modding and popular culture modding and new media
a brief history of modding castle smurfenstein  (1983) doom  (1993) – 10,000 wads created from 1994 to present half-life  (1998) – hundreds of mods listed on moddb.com games such as  the sims  (2000),  gta3  (2001),  halo  (2001), and  morrowind  (2002) also have sizable modding communities
castle smurfenstein
doom  mods 1994 - 2003 aliens tc batman doom goldeneye tc sin city 2002: a doom odyssey doom raider ...
half-life  mods moddb.com dragonball: break the limit
the sims 2  mods modthesims2.com
overview what is modding? a brief history of modding modding and popular culture modding and new media
modding and popular culture modding tools are often used to inscribe popular cultural texts into digital games this can be seen as similar to henry jenkins‘ concept of textual poaching – however, it de-stabilizes game texts to a much greater degree (‘textual looting’)
modding thus emerges as a practice that fluidifies game  texts and blurs the boundaries between games and other popular cultural texts this allows us to regard games and mods as ‘intertextual commodities’ (marshall 2002) modding and popular culture continued
overview what is modding? a brief history of modding modding and popular culture modding and new media
modding and new media modding thus draws attention to games‘ new media aspects fluid rather than fixed texts multiplicity of authorship distribution more important than production convergence of different media forms innovation from the margins
questions? ? ? ?

Textual Looters

  • 1.
    textual looting: modding as a popular cultural practice julian r. kücklich university of ulster
  • 2.
    overview what ismodding? a brief history of modding modding and popular culture modding and new media
  • 3.
    overview what ismodding? a brief history of modding modding and popular culture modding and new media
  • 4.
    what is modding?modification of digital games on the representational or gameplay level ranges from subtle changes (torch in doom 3 ) to total conversions ( counterstrike ) modding can also be used for political purposes ( escape from woomera )
  • 5.
    doom 3 duct tape mod
  • 6.
  • 7.
  • 8.
  • 9.
    overview what ismodding? a brief history of modding modding and popular culture modding and new media
  • 10.
    a brief historyof modding castle smurfenstein (1983) doom (1993) – 10,000 wads created from 1994 to present half-life (1998) – hundreds of mods listed on moddb.com games such as the sims (2000), gta3 (2001), halo (2001), and morrowind (2002) also have sizable modding communities
  • 11.
  • 12.
    doom mods1994 - 2003 aliens tc batman doom goldeneye tc sin city 2002: a doom odyssey doom raider ...
  • 13.
    half-life modsmoddb.com dragonball: break the limit
  • 14.
    the sims 2 mods modthesims2.com
  • 15.
    overview what ismodding? a brief history of modding modding and popular culture modding and new media
  • 16.
    modding and popularculture modding tools are often used to inscribe popular cultural texts into digital games this can be seen as similar to henry jenkins‘ concept of textual poaching – however, it de-stabilizes game texts to a much greater degree (‘textual looting’)
  • 17.
    modding thus emergesas a practice that fluidifies game texts and blurs the boundaries between games and other popular cultural texts this allows us to regard games and mods as ‘intertextual commodities’ (marshall 2002) modding and popular culture continued
  • 18.
    overview what ismodding? a brief history of modding modding and popular culture modding and new media
  • 19.
    modding and newmedia modding thus draws attention to games‘ new media aspects fluid rather than fixed texts multiplicity of authorship distribution more important than production convergence of different media forms innovation from the margins
  • 20.