Video game modding (English Wikipedia)

Analysis of information sources in references of the Wikipedia article "Video game modding" in English language version.

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  • Lindbergh, Ben (April 14, 2015). "'MVP Baseball … 2015'? How the Best Baseball Video Game Ever Has Refused to Retire for 10 Years". Grantland.com. Another factor in MVP's favor: The game allows greater access to its innards than most titles. [...] 2K's failure to match MVP's approval rating despite several years of running unopposed on the PC market, made MVP the go-to game for modders even as it lost its looks relative to 2K and The Show. The community's support peaked from 2005 through the first PC edition of 2K in 2009, tailed off for a time, and then ramped up again once Take-Two abandoned the PC market in 2013 and canceled 2K entirely last year. A decade of EA development made MVP the best baseball game on the PC market in 2005, and a decade of amateur development has helped it keep that title in 2015.

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  • Poor, Nathaniel (24 September 2013). "Computer game modders' motivations and sense of community: A mixed-methods approach". New Media & Society. 16 (8): 1249–1267. doi:10.1177/1461444813504266. S2CID 39280896.
  • Postigo, Hector (October 2007). "Of Mods and Modders". Games and Culture. 2 (4): 300–313. doi:10.1177/1555412007307955. S2CID 143727901.
  • Sotamaa, Olli (July 2010). "When the Game Is Not Enough: Motivations and Practices Among Computer Game Modding Culture". Games and Culture. 5 (3): 239–255. doi:10.1177/1555412009359765. S2CID 59364177.
  • Dey, Tapajit; Massengill, Jacob Logan; Mockus, Audris (16 October 2016). "Analysis of Popularity of Game Mods". Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. pp. 133–139. doi:10.1145/2968120.2987724. ISBN 978-1-4503-4458-6. S2CID 12003615.
  • Coleman, Sarah; Dyer-Witheford, Nick (2007). "Playing on the digital commons: collectivities, capital and contestation in videogame culture". Media, Culture & Society. 29 (6): 934–953. doi:10.1177/0163443707081700. S2CID 154832086.
  • Poretski, Lev; Arazy, Ofer (25 February 2017). "Placing Value on Community Co-creations: A Study of a Video Game 'Modding' Community". Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing. ACM. pp. 480–491. doi:10.1145/2998181.2998301. ISBN 978-1-4503-4335-0. S2CID 18600910.
  • Scacchi, Walt (2011). "Modding as an Open Source Approach to Extending Computer Game Systems". Open Source Systems: Grounding Research. IFIP Advances in Information and Communication Technology. Vol. 365. pp. 62–74. doi:10.1007/978-3-642-24418-6_5. ISBN 978-3-642-24417-9. S2CID 8934352.
  • Kretzschmar, Mark; Stanfill, Mel (17 July 2018). "Mods as Lightning Rods". Social & Legal Studies: 096466391878722. doi:10.1177/0964663918787221. S2CID 149824659.
  • Thiel, Sarah-Kristin; Lyle, Peter (3 June 2019). "Malleable Games - A Literature Review on Communities of Game Modders" (PDF). Proceedings of the 9th International Conference on Communities & Technologies - Transforming Communities. pp. 198–209. doi:10.1145/3328320.3328393. ISBN 978-1-4503-7162-9. S2CID 150367691.
  • Joseph, Daniel James (27 February 2018). "The Discourse of Digital Dispossession: Paid Modifications and Community Crisis on Steam" (PDF). Games and Culture. 13 (7): 690–707. doi:10.1177/1555412018756488. S2CID 149293423.
  • Lee, C. A. (30 December 2022). "Video game modding in the U.S. intellectual property law: Controversial issues and gaps". Digital Law Journal. 3 (4): 8–31. doi:10.38044/2686-9136-2022-3-4-8-31. S2CID 255586687.
  • Postigo, H. (1 February 2008). "Video Game Appropriation through Modifications: Attitudes Concerning Intellectual Property among Modders and Fans". Convergence: The International Journal of Research into New Media Technologies. 14 (1): 59–74. doi:10.1177/1354856507084419. S2CID 154247452.

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