Modders Know Better

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Modders Know Better Corso di Laurea magistrale in Economia e Gestione delle Arti e dei beni culturali Tesi di Laurea Magistrale MODDERS KNOW BETTER IL CONTENUTO CREATO DAGLI UTENTI NELL’INDUSTRIA VIDEOLUDICA, TRA PARTECIPAZIONE CULTURALE E MODELLI ECONOMICI Relatrice Prof.ssa VALERIA MAGGIAN Correlatore Prof. WALTER QUATTROCIOCCHI Laureando ANDREA DI LORETO Matricola 871253 Anno Accademico 2019 / 2020 Sommario INTRODUZIONE ............................................................................................................ 5 CAPITOLO 1: Il modding nell’industria dei videogiochi ................................................ 8 1.1 Analisi del settore ....................................................................................................... 8 1.1.1 Dimensioni del mercato ....................................................................................... 9 1.1.1.1 Il mercato globale ........................................................................................ 10 1.1.1.2 Il mercato su PC .......................................................................................... 13 1.1.2 L’industria dei videogiochi ................................................................................ 14 1.1.3 Il videogioco come forma culturale ................................................................... 16 1.1.3.1 Il videogioco come arte di massa ................................................................ 16 1.1.3.2 Il videogioco come forma d’arte e gli art games ........................................ 17 1.1.3.3 Il videogioco come forma di partecipazione culturale ................................ 20 1.2 Analisi della pratica del modding ............................................................................. 22 1.2.1 Definizioni ......................................................................................................... 22 1.2.1.1 User interface customization ....................................................................... 24 1.2.1.2 Game conversions ....................................................................................... 26 1.2.1.3 Altre forme di modification ......................................................................... 28 1.2.2 Supporto alle mod .............................................................................................. 30 1.2.2.1 Supporto delle aziende alle mod.................................................................. 31 1.2.2.2 Altri fattori a supporto delle mod ................................................................ 33 1.2.3 Piattaforme di distribuzione ............................................................................... 35 1.2.4 Retribuzione dei modder .................................................................................... 37 1.2.4.1 Il caso dello Steam Workshop ..................................................................... 38 1.3 Derivative products .................................................................................................. 39 1.3.1 I prodotti derivati dalle mod ............................................................................... 41 CAPITOLO 2: Business model e value chain dei videogiochi ...................................... 45 1 2.1 Il business model dei videogiochi ............................................................................. 45 2.1.1 Elementi chiave del business model .................................................................. 46 2.1.2 Evoluzione del business model .......................................................................... 48 2.1.2.1 Il modello P2P ............................................................................................. 50 2.1.2.2 Il modello F2P ............................................................................................. 53 2.2 La catena del valore .................................................................................................. 58 2.2.1 La catena di valore dell’industria videoludica classica ...................................... 59 2.2.2 La catena di valore dell’industria videoludica moderna .................................... 63 2.3 Il ruolo delle mod all’interno dell’industria .............................................................. 68 2.3.1 L’user generated content nel value network ...................................................... 69 2.3.2 Pratiche di co-creazione ..................................................................................... 71 2.3.2.1 La harnessing strategy ................................................................................ 73 2.3.2.2 Apertura vs. Controllo ................................................................................. 74 2.3.2.3 La retribuzione dei modder ......................................................................... 74 2.3.3 Benefici per le aziende ....................................................................................... 75 2.3.3.1 L’innovazione attraverso le mod ................................................................. 77 2.3.3.2 Le mod come veicoli di conoscenza ............................................................ 78 2.4 Un nuovo modello di business ................................................................................. 78 2.4.1 Elementi del modello platform .......................................................................... 80 2.4.2 Il modello platform nel mercato videoludico..................................................... 82 CAPITOLO 3: La figura del modder nell’industria ....................................................... 84 3.1 La community dei giocatori ...................................................................................... 84 3.1.1 Tassonomia della community ............................................................................. 85 3.1.1.1 Il ruolo dei lead user ................................................................................... 90 3.1.2 La figura del modder .......................................................................................... 91 3.1.2.1 La relazione con la community .................................................................... 93 3.1.2.2 Tassonomia dei modder .............................................................................. 95 2 3.1.3 Le motivazioni dei modder ................................................................................ 96 3.1.3.1 Il valore per i modder .................................................................................. 99 3.1.3.2 I sacrifici legati al modding ....................................................................... 100 3.2 Il modder come prosumer ...................................................................................... 102 3.2.1 L’ascesa del prosumer ..................................................................................... 102 3.2.1.1 Pratiche di produsage ................................................................................ 106 3.2.1.2 Il prosumer nell’industria videoludica ...................................................... 107 3.2.2 La pratica del playbour .................................................................................... 108 3.2.2.1 Il playbour come pratica economica e culturale ....................................... 110 3.2.2.2 Giocare lavorando o lavorare giocando? ................................................... 111 CAPITOLO 4: Aspetti legali ........................................................................................ 113 4.1 Il copyright dei videogiochi .................................................................................... 113 4.1.1 Legislazione internazionale ............................................................................. 114 4.1.1.1 Il copyright in America ............................................................................. 116 4.1.1.2 Il copyright in Europa ............................................................................... 117 4.1.1.3 Il copyright in Cina ................................................................................... 119 4.1.1.4 Il copyright in Giappone ........................................................................... 119 4.1.2 L’EULA e la proprietà sui videogiochi ........................................................... 120 4.2 La proprietà delle mod ............................................................................................ 121 4.2.1 Definizione legale delle mod ........................................................................... 122 4.2.1.1 Le mod come fair use ................................................................................ 123 4.2.1.2 La ownership delle mod ............................................................................ 125 4.2.2 La strategia aziendale ....................................................................................... 126 CONCLUSIONI ........................................................................................................... 129 BIBLIOGRAFIA .......................................................................................................... 131 SITOGRAFIA .............................................................................................................. 144 Siti consultati ............................................................................................................ 144 3 Articoli online ..........................................................................................................
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