Game Modding, Prosumerism and Neoliberal Labor Practices
International Journal of Communication 7 (2013), 984–1002 1932–8036/20130005 Game Modding, Prosumerism and Neoliberal Labor Practices RENYI HONG University of Southern California The article describes the convergence of neoliberal subjectivities and the digital labor of game modding. The entrepreneurialism associated with neoliberal subjectivities represents an extension in the critique of digital labor, a mode that allows corporations to extract more value from participatory activities. Using textual materials and interviews, this article highlights the attempts by game industries to discursively situate the activity of game modification, producing norms that energize the productivity of modders and render their labor more amenable to the circuits of accumulation. It understands these emergent subjectivities in relation to the modders’ desire for professionalization, creative self-expression, and acts of resistance. In fall 2011, Bethesda, a video game company, published Skyrim, the fifth installment in the Elder Scrolls game series. Although Skyrim was much anticipated for its formal game content, also eager for the game’s release were members of the “modding” community, a collective of users who had demonstrated interest in the activity of modifying existing game content and sharing their alterations online. Months before the game’s release, members of the community, also termed “game modders,” had mobilized themselves to discuss the “mods,” or game modifications, that would best enhance Skyrim’s gaming experience (Miozzi, 2011). In the first week after launch, more than 800 different mods were recorded within the mod distribution website Skyrim Nexus. Over subsequent months, numerous game publications would praise the creativity and expertise of Skyrim modders, acknowledging their ingenuity in improving the game.
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