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Skyrim Se Step Guide
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MODS DE PAGAMENT I REPERCUSSIÓ EN LA COMUNITAT Jordi Alba Franco Empreses: Estudi De Casos Grau En Disseny I Producció De Vide
MODS DE PAGAMENT I REPERCUSSIÓ EN LA COMUNITAT Jordi Alba Franco Empreses: Estudi de Casos Grau en Disseny i Producció de Videojocs Curs 2020-2021 1 ÍNDEX ABSTRACTE 3 INTRODUCCIÓ 4 BETHESDA, SKYRIM I ELS MODDERS COM A DEVELOPERS 4 CONCLUSIONS 7 WEBGRAFIA 8 BIBLIOGRAFIA 9 2 ABSTRACTE Els mods constitueixen gran part de la comunitat de jocs com Skyrim o Minecraft, on els jugadors poden alterar el comportament del joc, canviar l'aspecte d'una ciutat o millorar gràficament totes les textures del joc. Des del moment que van aparèixer els primers mods, les comunitats al voltant d'elles els han considerat com a contingut dels fans pels fans, i per tant, són gratuïts per voluntat dels creadors. Al llarg del temps, diverses empreses han volgut capitalitzar aquestes comunitats amb diferents estratègies. Algunes han succeït i d'altres han causat controvèrsies que han danyat la reputació de l'empresa. De moment, sembla que els mods es consideren contingut de fans que es fan per voluntat i passió més que pels diners. 3 INTRODUCCIÓ L'empresa que més polèmica ha donat al llarg dels anys i té les comunitats més grans de modders és Bethesda. Bethesda va liderar les proves de mods de pagament l'any 2015 juntament amb Steam, fent servir l'aclamat The Elder Scrolls V: Skyrim. Actualment, Bethesda disposa de 7 entregues que permeten a la comunitat afegir mods. Skyrim, Fallout 4, Skyrim Special Edition, Fallout New Vegas, Oblivion, Fallout 3 i Morrowind ordenats de major quantitat de descàrregues a menor segons el hub de modders Nexus Mods. -
DISTRIBUTING PRODUCTIVE PLAY: a MATERIALIST ANALYSIS of STEAM Daniel Joseph Doctor of Philosophy Ryerson University, 2017
DISTRIBUTING PRODUCTIVE PLAY: A MATERIALIST ANALYSIS OF STEAM by Daniel Joseph Master of Arts, Ryerson University and York University, Toronto, Ontario 2011 Bachelor of Arts, Wilfrid Laurier University, Waterloo, Ontario, 2009 A dissertation presented to Ryerson University and York University in partial fulfillment for the degree of Doctor of Philosophy in the program of Communication and Culture Toronto, Ontario, Canada, 2017 © Daniel Joseph, 2017 AUTHOR'S DECLARATION FOR ELECTRONIC SUBMISSION OF A DISSERTATION I hereby declare that I am the sole author of this dissertation. This is a true copy of the dissertation, including any required final revisions, as accepted by my examiners. I authorize Ryerson University to lend this dissertation to other institutions or individuals for the purpose of scholarly research. I further authorize Ryerson University to reproduce this dissertation by photocopying or by other means, in total or in part, at the request of other institutions or individuals for the purpose of scholarly research. I understand that my dissertation may be made electronically available to the public. ii Abstract DISTRIBUTING PRODUCTIVE PLAY: A MATERIALIST ANALYSIS OF STEAM Daniel Joseph Doctor of Philosophy Ryerson University, 2017 Valve Corporation’s digital game distribution platform, Steam, is the largest distributor of games on personal computers, analyzed here as a site where control over the production, design and use of digital games is established. Steam creates and exercises processes and techniques such as monopolization and enclosure over creative products, online labour, and exchange among game designers. Stuart Hall’s encoding/decoding framework places communication at the centre of the political economy, here of digital commodities distributed and produced by online platforms like Steam. -
Skyrim Judgment Armor Mod
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Studying the Distribution Platforms for Game Mods
STUDYING THE DISTRIBUTION PLATFORMS FOR GAME MODS TO CREATE ACTIVE MODDING COMMUNITIES. by DANIEL LEE A thesis submitted to the School of Computing in conformity with the requirements for the degree of Master of Science Queen’s University Kingston, Ontario, Canada September 2019 Copyright © Daniel Lee, 2019 Abstract AMER loyalty is important for the sales of a game. However, the gaming in- dustry and the needs of gamers are rapidly increasing, making it difficult G for game developers to address these needs. Game mods are modifications of an original game, which can help game developers save cost and time. Hence, it is crucial for game developers to build and maintain an active modding community. In this thesis, we study mods to provide insights to game and mod developers on building an active modding community. An active modding community consists of two dimensions: (1) continuous growth of mods from mod developers, and (2) contin- uous adoption of mods from gamers. We investigated these two dimensions respec- tively: To help game developers understand how to help mod developers continuously deliver high quality mods, we investigate the release schedule and post-release sup- port of highly endorsed mods from the top 20 games on the Nexus Mods distribution platform. We observe that supporting the same modding tool within a game franchise i is associated with faster release of mods. We also observe that bug reports (i.e., post- release support) of mods is poor in quality, making it difficult to address many of them. However, solved bug reports are often resolved within one day. -
Exploring Player Roles and Role Affordance in Video Games1 In
1 “Select the Type of Experience You Would Like to Have”: Exploring Player Roles and Role Affordance in Video Games1 In the conclusion to Play Between Worlds, T.L. Taylor tells game designers and critics, “[r]ather than simply being frustrated about players who do not play a game ‘right’ or who ‘mess up’ otherwise perfect systems . we need to take seriously the range of interventions that occur and why” they occur when players engage with video games (158-59). In other words, it would be a mistake to focus our attention on game systems and possibility spaces while ignoring or disparaging player agency. Even just within the genre of role-playing games (RPGs, referring in this essay only to the video game variety, though the genre sprang from and still thrives in other media), the wide variety of available experiences has spawned communities of players who fiercely advocate for their favorite games and playstyles.2 To date, analysis of these diverse game experiences has primarily focused on genres, player types, or possibility spaces, approaches that have all demonstrated their value to game criticism and design. In this essay, however, I argue that these approaches should be supplemented with an analysis of the roles players assume in relation to games (and to their communities and storyworlds). Analysis of player roles—and of the dynamics of role affordance involving designers as well as players—helps bridge the gap between existing analyses of player types and possibility spaces. Player types analysis has tended to focus on player identities -
The Discourse of Digital Dispossession
Article Games and Culture 2018, Vol. 13(7) 690-707 ª The Author(s) 2018 The Discourse of Article reuse guidelines: sagepub.com/journals-permissions DOI: 10.1177/1555412018756488 Digital Dispossession: journals.sagepub.com/home/gac Paid Modifications and Community Crisis on Steam Daniel James Joseph1 Abstract This article is a chronicle and analysis of a community crisis in digital space that took place on Valve Corporation’s digital distribution platform, Steam. When Valve and Bethesda (publisher and developer of Skyrim) decided to allow mods to be sold by mod makers themselves, there ensued a community revolt against the commodifi- cation of leisure and play. I put this crisis of play and work in dialogue with Harvey’s concept of “accumulation by dispossession,” firmly placing it within a longer history of disruptive capital accumulation strategies. I then conduct a discourse analysis of community members on reddit, as they make sense of and come to terms with this process of dispossession. Arising in the discourse was not class consciousness per se, but instead a pervasive feeling of helplessness and frustration as games, play, and leisure began to feel like work. Keywords digitallabor,play,Steam,platformstudies, digital distribution, game studies, discourse analysis 1 University of Toronto, Mississauga, Canada Corresponding Author: Daniel James Joseph, University of Toronto, 3359 Mississauga Rd., Mississauga, Canada L5L 1C6. Email: [email protected] Joseph 691 On April 23, 2015, the digital game developer and production company, Valve Corporation, announced through their digital distribution platform Steam the intro- duction of buying and selling of “mods, maps, and all kinds of items that you’ve created.” They continued, saying that “with a new, streamlined process for listing and selling your creations, the Steam Workshop now supports buying mods directly from the Workshop, to be immediately usable in game” (Valve Corporation, 2015). -
How to Download and Change Mods Nexus Mods How to Download and Use Nexus Mods
how to download and change mods nexus mods How to Download and Use Nexus Mods. Nexus Mods is a very popular resource for PC gamers looking to download and install mods to make changes to or enhance their experience in a game. The Elder Scrolls and Fallout series are popular modding candidates, and some mods can even help to improve some of the more lackluster elements. Needless to say, the process for using mods will differ from game to game. But for popular games like Elder Scrolls, Fallout, and Dragon Age, we recommend using the Nexus Mod Manager. Once you have the program installed and up and running, you can start to download mods for your respective games. Make sure to have your games installed first before doing so. You can either download the mod files manually by heading over to the Nexus Mods website, or you can download with the appropriate URL. The first method involves going over to the Nexus website, clicking on the Files section, and then choosing the specific mods and files you wish to download. You’ll need to choose a set folder for these mods to download onto your PC as well so that the Nexus Mod Manager can locate them easily. Once your mods are installed, click on them and select the option to activate them. Your mod will then be installed through the manager, and you should be able to access it the next time you boot the game. Not all games require the Nexus Mod Manager to work. For instance, the popular DSFix mod for Dark Souls can be downloaded manually from the Nexus Mods website and installed by dragging the relevant file into your Steam game folder. -
Mod Money, Mod Problems: a Critique of Copyright Restrictions on Video Game Modifications and an Ve Aluation of Associated Monetization Regimes
William & Mary Business Law Review Volume 11 (2019-2020) Issue 3 Article 6 April 2020 Mod Money, Mod Problems: A Critique of Copyright Restrictions on Video Game Modifications and an vE aluation of Associated Monetization Regimes Carl "Ott" Lindstrom Follow this and additional works at: https://scholarship.law.wm.edu/wmblr Part of the Intellectual Property Law Commons Repository Citation Carl "Ott" Lindstrom, Mod Money, Mod Problems: A Critique of Copyright Restrictions on Video Game Modifications and an vE aluation of Associated Monetization Regimes, 11 Wm. & Mary Bus. L. Rev. 811 (2020), https://scholarship.law.wm.edu/wmblr/vol11/iss3/6 Copyright c 2020 by the authors. This article is brought to you by the William & Mary Law School Scholarship Repository. https://scholarship.law.wm.edu/wmblr MOD MONEY, MOD PROBLEMS: A CRITIQUE OF COPYRIGHT RESTRICTIONS ON VIDEO GAME MODIFICATIONS AND AN EVALUATION OF ASSOCIATED MONETIZATION REGIMES CARL “OTT” LINDSTROM* ABSTRACT Video game modifications (mods) have had a tremendously positive impact on the game industry, both in terms of commercial success and evolution of the medium. But the present court doctrine, enabled by Micro Star v. Formgen and abetted by restrictive End User License Agreements, greatly underserves the mod community and undermines the principal tenet of copyright law: the funda- mental right to reap the benefits of what one has created. This Note examines and critiques the current doctrine and its ethical pitfalls. It also explores the pros and cons of current methods of mod mon- etization, including remakes, developer partnerships, and donation systems. Finally, it advocates for a more equitable and ethically sound paradigm of mod rights through a proposed open licensing standard modeled after the tabletop gaming industry. -
Skyrim Nexus How to Download with Mod Manager How to Reassociate NXM Files with Nexus Mod Manager
skyrim nexus how to download with mod manager How to reassociate NXM files with Nexus Mod Manager. The Nexus Mod Manger file extension (NXM), are files that are associated with the popular Nexusmods hub. On the website, you can download and install mods for different games like Skyrim, Fallout 4 , and others. You can download a program called Nexus Mod Manager from the Nexus website. Then, when you go to install a mod from the website, you can click the green “Download with Manger” button, which will normally open the Nexus Mod Manager program. You many have accidentally (or intentionally) associated Nexus Mod Manager files with another program, such as Mod Organizer. This article will help you reassociate your NXM files with Nexus Mod Manager. By doing this you will be able to click on NXM URLs, or the green “Download with Manager” button on the Nexus Mods website to open the Nexus Mod Manager program. Here is what you need to do to re-associate your NXM files with Nexus Mod Manager: 1. Open the Nexus Mod Manager Program with administrative permissions (right click “run as administrator”) 2. Click on “ Settings ” at the top in Nexus Mod Manager. 3. In the General tab, check box “ Associate with NXM URLs ” 4. If “Associate with NXM URLs” is already checked, uncheck it and recheck it 5. Click OK. ***Please note that you have to open Nexus Mod Manager with administrative permissions , otherwise the “associate with NXM URLs” box will be grayed out, and you won’t be able to check it. -
Monetization & Skyrim, Appropriation & Play
Monetization & Skyrim, Appropriation & Play by Jeffrey Mundee Bachelor Arts, University of New Brunswick, 2012 A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Interdisciplinary Master In the Graduate Academic Unit of Interdisciplinary Studies Supervisor: Lauren Cruikshank, PhD, Culture & Media Studies Examining Board: Ellen Rose, PhD, Education Scott Bateman, PhD, Computer Science Chair: Mary McKenna, PhD, Interdisciplinary This thesis is accepted by the Dean of Graduate Studies THE UNIVERSITY OF NEW BRUNSWICK April, 2020 © Jeffrey Mundee, 2020 ABSTRACT Mods, or user modifications created by fans in games such as Skyrim, are particularly salient illustrations of the hybridity of authorship being discussed in contemporary media studies (Merrin; Jenkins, Fans; Bruns, Blogs). In 2015, Bethesda Softworks and Valve Corporation collaborated on a new monetization model for Skyrim mods. However, it was subsequently shut down four days later due to backlash it prompted from the target community of content creators for Skyrim (McWhertor). This thesis explores expressions of modders around the controversial monetization of Skyrim mods on the Steam Workshop. Using content and discourse analysis I critically examine the “Ask Me Anything” (AMA) thread created by the CEO of Valve Gabe Newell on Reddit.com, April 25, 2015. Using three theories around the lens of modding as play I examined the discourse in this text and found expression of the importance of the assemblage of play (Taylor) in an assemblage of modding, elements of differentiation between professional and leisure production values as playbour (Kücklich), and ways of understanding how to support value generation and monetize participatory production in better ways through produsage (Bruns, ”Produsage”). -
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.