8: Computer Game Mods, Modders, Modding, and the Mod Scene | #CSK8 Podcast with Jared O'Leary

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In this episode I unpack Scacchiโ€™s (2010) publication titled โ€œComputer game mods, modders, modding, and the mod scene,โ€ which examines modding practices within the mod scene, and discusses the social and corporate pressures that influence this culture.

Article
Scacchi, W. (2010). Computer game mods, modders, modding, and the mod scene. First Monday, 15(5).

Abstract
โ€œComputer games have increasingly been the focus of userโ€“led innovations in the form of game mods. This paper examines how different kinds of socioโ€“technical affordances serve to organize the actions of the people who develop and share their game mods. The affordances examined include customization and tailoring mechanisms, software and content copyright licenses, game software infrastructure and development tools, career contingencies and organizational practices of mod teams, and social worlds intersecting the mod scene. Numerous examples will be used to ground this review and highlight how such affordances can organize, facilitate or constrain what can be done. Overall, this study helps provide a deeper understanding of how a web of associated affordances collectively serve to govern what mods get made, how modding practices emerge and flourish, and how modders and the game industry serve each othersโ€™ interests, though not always in equivocal terms.โ€

My One Sentence Summary
This study examines modding practices within the mod scene, and discusses the social and corporate pressures that influence this culture.

Some Of My Lingering Questions/Thoughts
How and when might CS educators encourage not only engagement with software and hardware modding practices, but the mod scene outside of a school?

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Each episode of the #CSK8 Podcast explores research, experiences, or perspectives on computer science education through interviews with computer science educators, scholars, and administrators, as well as episodes that summarize and unpack implications of research for classroom teachers who are interested in learning more about practical applications of research in their classroom.

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00:00 Introduction
01:31 Abstract
02:42 Paper introduction
04:12 Mods, modders, modding, and the mod scene
04:48 Customizing, tailoring, and remixing game embodiments
11:43 Career contingencies and organizational practices of modders alone and together
14:25 Social worlds intersecting the mod scene
16:35 Conclusion
17:06 How and when might CS educators encourage not only engagement with software and hardware modding practices, but the mod scene outside of a school?
18:18 Outro




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