An Overview of Skyrim Mod Users

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An Overview of Skyrim Mod Users Eero Hirvonen IMPROVING THE GAME WITH USER GENERATED CONTENT: AN OVERVIEW OF SKYRIM MOD USERS JYVÄSKYLÄN YLIOPISTO INFORMAATIOTEKNOLOGIAN TIEDEKUNTA 2017 ABSTRACT Hirvonen, Eero Improving the game with user generated content: an overview of Skyrim mod users Jyväskylä: University of Jyväskylä, 2017, 106 p. Information Systems, Master’s Thesis Supervisors: Luoma, Eetu and Varsaluoma, Jukka User generated content is an important, growing phenomenon in the video game culture. This thesis focuses on fan-made software modifications, called mods, which are used to change or increase the content in games. The objectives were to identify the motivations of mod users, and to determine the factors that affect overall mod use. The subject has been studied academically, but research done in the context of mod users was very limited. An in-depth inspection of the user made modifications available for the popular role-playing game, Skyrim was conducted. An exploratory and descriptive survey was conducted on members of a large Skyrim mod community. The survey inquired various mod use related habits, opinions, and experiences with structured and open- ended questions. Quantitative data was analyzed with descriptive statistics, and qualitative data was thematically analyzed. The results indicated that modifications are primarily used to improve games and to make them more enjoyable to play. This is achieved through improving various aspects of games, such as gameplay mechanics, graphics, and usability. Game developers' technological choices, support and leniency towards modifying their games affect the amount of mods that can be used. Modification use is reduced by the high interest, time, effort and technological skill requirements to succeed in the activity. The formation of online communities and the growing popularity of gaming related social platforms may positively influence the extent of mod use. Game modifications spread mostly through unofficial paths, and their existence relies on fan-based communities. Mod users prefer the activity to stay as open as possible, and generally view the possible monetization of mods negatively. Game companies should keep an open mind towards allowing modification of their products, because the benefits can be considerable. Keywords: mods, modding, user generated content, computer games, game modification TIIVISTELMÄ Hirvonen, Eero Improving the game with user generated content: an overview of Skyrim mod users Jyväskylä: Jyväskylän yliopisto, 2017, 106 s. Tietojärjestelmätiede, pro gradu-tutkielma Ohjaajat: Luoma, Eetu ja Varsaluoma, Jukka Käyttäjien luoma sisältö on merkittävä ja kasvava osa videopelikulttuuria. Tämä tutkielma tarkastelee fanien luomia ohjelmistomuokkauksia, modeja, joilla muutetaan tai lisätään sisältöä peleissä. Tutkielman tavoitteena on selvittää modien käyttäjien motivaatiota sekä tekijöitä, jotka vaikuttavat modien käyttämisen yleisyyteen. Vaikka modeja on tutkittu akateemisesti, on tutkimus modien käyttäjien näkökulmasta jäänyt hyvin vähäiseksi. Tässä tutkimuksessa tarkasteltiin suositun roolipelin, Skyrimin saatavilla olevia modeja. Empiirinen osuus toteutettiin kuvailevana kyselytutkimuksena, joka kohdistettiin erääseen suureen Skyrim-modiyhteisöön. Kyselyssä selvitettiin modien käyttöön liittyviä tapoja, mielipiteitä ja kokemuksia strukturoiduin ja avoimin kysymyksin. Kvantitatiivinen data analysoitiin tilastollisesti kuvaavilla menetelmillä, ja kvalitatiiviseen dataan käytettiin temaattista analyysiä. Tulosten mukaan modeja käytetään ensisijaisesti siksi, että peleistä saataisiin parempia ja niiden pelaamisesta nautittavampaa. Tämä saavutetaan parantamalla pelien eri osa- alueita, kuten pelimekaaniikkoja, grafiikoita ja käytettävyyttä. Pelikehittäjien teknologiset valinnat, tuki ja sallivuus peliensä muokkaamiseen vaikuttavat käytettävissä olevien modien määrään. Onnistunut modien käyttäminen vaatii käyttäjältä paljon kiinnostusta, aikaa, vaivannäköä ja teknologisia taitoja, mikä vähentää modien käyttämisen yleisyyttä. Uusien internetyhteisöjen muodostuminen sekä peliaiheisten sosiaalisten alustojen suosion kasvu voivat vaikuttaa positiivisesti modien käytön yleisyyteen. Modit leviävät pääasiassa epävirallisten kanavien kautta, ja niiden olemassaolo perustuu fanipohjaisiin yhteisöihin. Modien käyttäjät haluavat toiminnan pysyvän mahdollisimman avoimena ja he suhtautuvat modien mahdolliseen kaupallistamiseen enimmäkseen negatiivisesti. Peliyhtiöiden tulisi suhtautua modeihin avoimesti, sillä niistä saatavat kaupalliset hyödyt voivat olla merkittäviä. Asiasanat: modit, modaaminen, käyttäjien luoma sisältö, pelit, pelin muokkaaminen FIGURES FIGURE 1 Amount of actively used mods ............................................................... 62 FIGURE 2 Mod types used ......................................................................................... 63 FIGURE 3 Reasons to use mods ................................................................................ 66 FIGURE 4 Intensive mod use case with enablers and result ................................. 85 TABLES TABLE 1 Systematic literature review results ......................................................... 12 TABLE 2 Sample demographics ................................................................................ 60 TABLE 3 Mod use and gameplay numericals ......................................................... 61 TABLE 4 Skyrim mod use opinions .......................................................................... 64 TABLE 5 General mod use opinions ......................................................................... 65 TABLE 6 Community participation measures (% of positive answers) .............. 67 TABLE 7 Reasons for playing games ........................................................................ 68 TABLE 8 Response rates for open questions (valid answers) ............................... 68 TABLE 9 Perceived problems of mods and modding ............................................ 69 TABLE 10 Willingness to pay for mods - negative answer ................................... 73 TABLE 11 Willingness to pay for mods - positive answer .................................... 75 TABLE 12 Modding communities as decentralized diffusion systems (Adapted from Rogers, 2003, 396.) .............................................................................................. 83 TABLE OF CONTENTS ABSTRACT ...................................................................................................................... 2 TIIVISTELMÄ ................................................................................................................. 3 FIGURES .......................................................................................................................... 4 TABLES ............................................................................................................................ 4 TABLE OF CONTENTS ................................................................................................. 5 1 INTRODUCTION ................................................................................................. 7 2 MODS AND MODDING ................................................................................... 11 2.1 Systematic literature review process....................................................... 11 2.2 Mods and modding in education ............................................................ 13 2.3 Modder labor and its value ...................................................................... 15 2.4 Modder motivations .................................................................................. 16 2.5 Mod development...................................................................................... 18 2.6 Modding communities and modders' sense of community ................ 19 2.7 Benefits of mods to game companies ...................................................... 20 2.8 Game companies and game modifiability ............................................. 21 2.9 Different mods in different games .......................................................... 22 2.10 Mod users .................................................................................................... 23 2.11 Mods and the law ...................................................................................... 24 2.12 Conclusion of the literature review on mods ........................................ 26 2.13 Recent developments regarding mods ................................................... 26 2.14 User generated content in other media .................................................. 28 3 WHAT MAKES GAMES FUN AND CAN MODS IMPROVE THEM? ...... 30 3.1 Why do we play? ....................................................................................... 30 3.2 Game mechanics and meaningful play .................................................. 32 3.3 Enjoyment ................................................................................................... 33 3.4 Player typologies........................................................................................ 36 3.5 Conclusion .................................................................................................. 37 4 CONCLUSIONS FROM THE LITERATURE REVIEW ................................. 39 4.1 Notes about previous research on mods ................................................ 39 4.2 Motivations to use mods ........................................................................... 40 4.3 Factors that
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