When the Game is Not Enough: Motivations and Practices Among Computer Game Modding Culture

In this episode I unpack Sotamaa's (2010) publication titled “When the game is not enough: Motivations and practices among computer game modding culture,” which is a case study that explores the attitudes, motivations, and practices of 29 people who create mods for the game Operation Flashpoint.

  • Welcome back to another episode of the

    CSK8 podcast my name is Jared O'Leary

    in this episode we're going to continue

    our third part of the discussion on

    modding practices and culture so the

    first one which was about a month ago

    that released was kind of talking about

    an example of modding used in a

    formalized educational experience then

    two weeks ago I released an episode to

    kind of talk about modding practices and

    the mod culture at large and today we're

    gonna actually talk about some of the

    motivations behind people who engage in

    modding today's article is written by a

    Lisa temov which again apologies if I

    ever mess up any names kind of went with

    the Japanese pronunciation for last name

    but I don't think the first name aligns

    with Japanese anyways so the paper

    that's a lease ultima wrote is titled

    when the game is not enough :

    motivations and practices among computer

    game modding culture and as always a

    very friendly reminder that if you go to

    the show notes at Jared O'Leary comm or

    simply clicking on the link in the

    podcast description you can click on the

    author's name and it'll take you to

    their google scholar profile and you can

    click on the paper title and it'll take

    you to that publication okay so let's

    begin by reading the abstract quote the

    actual meanings computer game modders

    attached to their actions in practices

    remain heavily under researched this

    article takes a look at the attitudes

    and everyday practices of the people who

    make game modifications with special

    focus on the forms and consequences of

    collaboration between hobbyists the case

    discussed in this article is the shooter

    game operation flashpoint and the

    modding scene around it the article

    proposes that there is no such thing as

    an average computer game modern it is

    suggested that the distinctions can be

    drawn based on the objective of projects

    such as missions add-ons mods modern

    motivations such as playing hacking

    researching self-expression and

    cooperation and notions on the ownership

    and potential commercialization of their

    work given the forecast concerning the

    growing significance of player made

    content the study can offer some

    down-to-earth findings from the

    long-established tradition of game

    modding in quote now the reason why I'm

    bringing up this particular study is

    because yes it is looking at people who

    are making

    for a game that is probably not school

    appropriate and is probably engaged with

    by people who are not in grades K

    through 8 however by understanding the

    motivations for people who engage in

    this it might have some implications for

    K 12 and CS k 8 educators who are

    interested in applying modding in your

    classes if I were to summarize this

    particular study in one sentence I would

    describe it as a case study that

    explores the attitudes motivations and

    practices of 29 people who create mods

    for the game operation flashpoint now

    two weeks ago I talked about different

    categories of mods and some of those

    included software mods while others

    included hardware mods however in this

    particular episode it's going to

    specifically talk about modding

    videogames as I mentioned in the one

    sentence summary this is a case study

    and it's a case study of 23 modders on a

    forum and six modders from a Finnish mod

    team and their ages range from 15

    through 40 with an average of 23 years

    old and around half the participants in

    this particular study were students the

    way the author actually gathered the

    data from this was through the forum

    responses and posts as well as emails

    and face-to-face interviews the author

    describes some scholarship that says

    that there kind of three motivations for

    modding PC games one of them is that

    it's an artistic endeavor or a source of

    a creative outlet or expression another

    is that it helps people identify with

    the games and kind of increase their

    enjoyment when engaging with the game

    and then the third example is that

    modding is seen as a way to get a job in

    the game industry which I kind of talked

    about in the last unpacking scholarship

    episode two weeks ago the author

    describes how many monitors engage in

    small modifications initially when

    they're starting out and then eventually

    grow into larger projects that often

    require entire teams with different

    expertise across the team or asking for

    community support when they don't have

    expertise to complete a particular

    section of a mod now when engaging in

    mod teams there's often a project leader

    or leaders who find different experts

    across the modding community and bring

    them together for a particular project

    however these roles often shift because

    people have varying

    levels of expertise in different areas

    and contribute in multiple ways

    in addition that often find supplemental

    experts outside of a particular project

    by asking for community members to

    collaborate on a team when they need

    very specific assistance with something

    that the core team iners cannot provide

    on their own now what this indicates as

    a potential implication is that if

    you're going to engage in modding

    practices with kids it might be very

    appropriate to bring together a large

    group of kids to work on a project

    however this can become a problem if

    you're working on a platform that

    doesn't allow different devices to

    simultaneously work on the same thing so

    for example if you're working on a

    scratch project at least at the moment

    you can only work on it on one device if

    you have two kids signing the same

    account on two different devices whoever

    saves last is basically going to rewrite

    over everything that was saved before it

    on the other computer so what you would

    need is either people working on

    different portions of your project in

    something like scratch on different

    accounts and in different project

    profiles and then combining them all

    together into something or you need some

    kind of a platform that would allow

    everybody to create something together

    all within the same interface and this

    can become more difficult with the

    increase in size and your groups if

    you're just doing two people or maybe

    even three people you might have like a

    driver or a navigator and some other

    form of role that kids can engage in but

    if you've got like five or even ten

    people all working on a project and only

    one person's controlling the mouse it's

    gonna be very difficult to keep

    everybody else engaged throughout the

    process but what's nice is if you can

    find a way to have everybody take on a

    different role and focus on a different

    area of a mod then you're going to

    encourage kids to kind of develop their

    own expertise that they can then use not

    only in this project but in other

    projects that they work on in table one

    of this study there are five key

    motivators for the modders who engaged

    in this particular study so the five

    motivators are playing hacking

    researching artistic expression and

    cooperation now under the playing

    category some of the motivators were

    just simply playing the game or engaging

    with the game

    by adding your own ideas to it in a

    playful way under the hacking category

    is more of breaking down the game itself

    to try and figure out its inner

    components and how it works under the

    researching category it could be

    something like under the other research

    I've read on mod culture where people

    will engage in historical research in

    order to provide historically accurate

    information for a particular setting or

    mission in a mod that they're creating

    for the artistic expression it could be

    like I talked about last time where it's

    a total conversion mod where you make it

    look completely different from the game

    was originally intended this allows

    people to kind of add their own artistic

    expression to whatever game they are

    modding and then under the cooperation

    motivator some people were cited as

    saying that they really enjoyed working

    with other team members and kind of

    learning and sharing a common goal with

    them so these five motivators for

    modding could apply into a k-12

    classroom so for example under playing

    maybe kids are motivated by playing

    games that they are creating or by being

    playful with some of the ideas that they

    incorporate into a game maybe kids are

    motivated by hacking in terms of like

    better understanding the mechanics of

    well how do player controls work maybe

    kids are interested or motivated by

    doing some research behind a game and

    making it so that it's historically or

    culturally accurate or maybe kids are

    motivated by the artistic expression in

    that they want to go in and create some

    unique characters and change the artwork

    and things or maybe kids are just

    motivated by the different forms of

    cooperation that go on in the game

    itself so if you were to kind of engage

    in a mounting practice with kids you

    could assign each of these different

    roles with kids like okay you're gonna

    be the play tester you're gonna be the

    person who's doing the hacking or doing

    the inner mechanics of the game itself

    you might be the researcher and you

    might be the artist and then you could

    have them all kind of switch between

    these different roles or just have them

    stick with something throughout now one

    thing that I will mention if you are

    going to do something like this you're

    gonna want to make sure that everybody

    at least understands how to do the other

    components in particular if you're doing

    a computer science class you'll want

    them to understand the coding side of

    things so if you're ever doing any kind

    of pair

    ramming your driver and navigator if

    somebody is more comfortable doing the

    artistic expression side of things and

    less comfortable doing the coding side

    of things you want to make sure they at

    least understand what is going on with

    the coding and they're not just creating

    art which obviously is very valuable and

    ended up self but if you're trying to

    align to standards they need to at least

    understand the computer science

    standards now an important thing to note

    is one of the participants actually

    mentioned that time spent in the game

    shifted towards testing the mods rather

    than playing it in a normal sense so for

    the playing side of things you know I'm

    just sitting there and playing a video

    game all all day just for the sake of

    playing you're actually doing it to try

    and make sure that your changes

    don't break the game in ways that you

    don't intend it to at least so as much

    as I encourage kids to work on games and

    to test their games I also wanted to

    make sure that they weren't just sitting

    there all class just playing their games

    but we're actually going back and forth

    between the code and play testing and by

    the way a great way that you can

    incorporate play testing is like at the

    end of class you could have kids switch

    computers and test out each other's

    games or where they're at in development

    and kind of provide some feedback be

    like hey I really liked what you did on

    level one but what I'm wondering is if

    I'm level two you could do X Y & Z and

    then the next day they can come back and

    work on that on the researching side of

    things the author points out that some

    matters actually consult experts in the

    field so for example this was a

    first-person shooter so it was probably

    a game that is not appropriate for your

    school but in in the modding of this the

    researchers would go and consult

    military experts and look through

    libraries and go to museums to kind of

    make sure that their mods were accurate

    representations of what they were trying

    to include in the game so although

    modding is playing with video games you

    can actually incorporate a lot of

    research related to all sorts of other

    subject areas within the game itself to

    make sure that it's accurate in some way

    now on the cooperation and community

    side of things one of the things that I

    love about mod culture is a lot of the

    modders actually create tutorials or

    descriptions that kind of describe how

    to do things in mining so for example

    when I was learning how to mod the game

    minecraft I had never worked with Java

    before

    never worked with eclipse which was the

    IDE that I was using and I had never

    modded a game before so I actually

    watched a kid go through tutorials that

    he had created on YouTube that walk

    through how to do it and I was learning

    from him along the way so this presents

    an interesting way that you could

    actually augment the classes that you

    facilitate rather than your self

    creating resources on how to do

    something you could actually ask kids to

    create resources that teach others how

    to do similar things if they are gonna

    create a similar mod now this might be

    very difficult to do for the first year

    because you're gonna have to either

    create or find those resources however

    after several years of having kids kind

    of create tutorials and little examples

    and resources on how to do things you're

    gonna make it much easier for them to

    learn from others who have taken the

    class before them so two weeks ago when

    I talked about encouraging kids to

    engage with mod culture outside of

    schools what I are just describing is

    something that you could do to a create

    an asynchronous community of modders in

    your classes who are kind of learning

    from people who have been in the class

    before them and two weeks ago I talked

    about the notion of play burr which is

    the idea of the play as labor so people

    who engage in modding practices are

    doing so in ways that corporations

    benefit from however the models in this

    study indicated that they were actually

    proud of the fact that they weren't

    making money off of their endeavors but

    what's interesting is they also note

    that because they weren't making money

    off of this it was actually preventing

    them from doing larger and more

    ambitious projects that they wanted to

    do but they didn't have the time or

    money to do so so if you're interested

    in engaging and modding in your class I

    hope these last couple unpacking

    scholarship episodes have been useful

    for you and in particular you could use

    this as an example for kids who are

    unsure why they need to learn computer

    science if they don't plan on getting a

    career in computer science you could use

    this as an example and say well look if

    you enjoy applying video games and you

    could actually kind of create your own

    or modify them to do new and interesting

    things that you want the game to do that

    they can't originally do now reading

    through this one of the questions that I

    have as just kind of a lingering

    question is in what ways might be

    motivators for in

    aging in modding practices outside of

    school be similar or different from

    motivators within a formalized

    educational context so in other words so

    we have these ideas that modders

    outside of school are motivated by

    playing hacking researching artistic

    expression and cooperation but do those

    motivators change in educational context

    if they're engaging in modding and if so

    why so for example maybe a motivator is

    just getting a good grade well why is it

    that in an educational context that's a

    motivator but it's not outside of a

    classroom setting

    another lingering question that I have

    is how might these motivators change

    among different age groups platforms or

    languages or even types of mods so among

    the age groups from might ask well what

    is it that a five-year-old really likes

    about modding and how does that compare

    to a 17-year old who's engaging the

    money under the platforms and languages

    we could ask well what do you people

    like about modding something in sonic PI

    which allows you to create live or

    composed music and how does that kind of

    differ from somebody who's engaging with

    scratch which allows you to make like

    stories and media arts and games and in

    terms of types of mods I wonder what the

    motivating factors are for people who

    are modding games and in particular are

    modding just the code or modding just

    the art and the sound of the game or who

    are engaging in a total conversion mob

    so each of these different types of mods

    might have different motivators for it

    and I think we need to have more

    research on that and in particular not

    just research on informal settings but

    research in the k-12 realm as well I

    hope by listening to the last couple

    unpacking scholarship episodes you've at

    least considered possibly engaging in

    mod practices in your classes and just

    as a friendly reminder in the episode

    two weeks ago that was released talked

    about how this is not just software

    modifications you can also engage in

    Hardware modifications so you can engage

    in standards outside of the algorithms

    and programming standards if you're

    interested in doing so as always you can

    find these show notes at Ghirardelli

    recom and you can click on the author's

    name to read more of their scholarship

    and click on the title to get access to

    the publication itself if you really

    enjoyed this episode I hope you consider

    sharing it with somebody else and

    joining again next week

    I interview somebody else and two weeks

    from now I'm actually gonna start

    exploring another topic where we're

    going to talk about questioning

    techniques that can be used in computer

    science and that's gonna segue into a

    discussion on some maker practices that

    mm could be used in computer science

    education thank you again so much for

    listening I will talk to you again later


Abstract

“The actual meanings computer game modders attach to their actions and practices remain heavily underresearched. This article takes a look at the attitudes and everyday practices of the people who make game modifications, with special focus on the forms and consequences of collaboration between hobbyists. The case discussed in the article is the shooter-game Operation Flashpoint (OFP) and the modding scene around it. The article proposes that there is no such thing as an average computer game modder. It is suggested that the distinctions can be drawn based on the objective of projects (missions, add-ons, mods), modder motivations (playing, hacking, researching, self-expression, cooperation), and notions on the ownership and potential commercialization of their work. Given the forecasts concerning the growing significance of player-made content, this study can offer some down-to-earth findings from the long established tradition of game modding.”

  • Description text goes here

Author Keywords

Computer game modifications, modding, game fans, player production


My One Sentence Summary

A case study that explores the attitudes, motivations, and practices of 29 people who create mods for the game Operation Flashpoint.


Some Of My Lingering Questions/Thoughts

  • In what ways might the motivators for engaging in modding practices outside of school be similar or different from motivators within a formalized educational context?

  • How might these motivators change among different age groups, platforms or languages, or types of mods?


Resources/Links Relevant to This Episode



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