Motivation and Employment as Incentive

There are generally three main categories of motivation in the modding scene; firstly there is artistic and creative outlet. Creating custom content can also allow the hobbyist to identify with and thus increase their enjoyment of the game. Finally, some use the practice as gateway into the industry and employment (Sotamaa: 2011).

While there are multiples levels of engagement and several different roles from scripting, config coding, to music and web design a user can perform when modding – the motivation lies largely within the enjoyment of the practice as a hobby. Rarely a producer will be financially rewarded for the work except in cases of open modding competitions. Many modders will assert that they are proud of these endeavors and the non-financial motivation that drives them. While ownership is not desired because of financial gain modders will often tag their work, sometimes restrict the affordances of it to discourage and prevent stealing or direct duplication from other modders. This custom is one of many within the community based on mutual respect for work and collaboration of skill. This is an attitude already being echoed throughout projects like Pool in which ‘Reworking someone else’s work is not regarded as theft but more as paying homage to a good job, as long as the author of the original is credited for his or her part’ (Scacchi: 2009)

Some gamers interested in programming practice modding as part of the ‘hacker legacy’ and will destruct the software to gain information and play with the coding of the game.

There are two ‘‘categories’’ of modders in the community: 1. Those who do it for fun/to better the game/to add content/to enjoy themselves. 2. Those who do it for personal gain/‘‘popularity’’/status. (OFP10, Scacchi; 2009)

The latter is the one generally associated with modders hoping to gain employment. While modding will not result in ‘getting paid’ the practice is invaluable for gaining resources and skills applicable to the professional realm. Development knowledge, community reputation and recognition of status and other social capital for the gifts of labor, creativity, expertise, and collaboration’ can be earned through modding (Scacchi: 2009).

Modding is in fact becoming a highly viable route to employment within the industry with many companies favouring candidates with proven developing experience. Like most media ventures commercial game development is a high-risk endeavor, which may not recoup financial investment. So most companies will not gamble with inexperienced producers but go with independent modders who’ve proven their skill, disposition and dedication to making games. Not only does modding teach skill beyond an academic context but it also harbours teamwork and the large-scale collaboration needed to produce a video game (Scacchi: 2009. Epic Games has long encouraged use of its game editing tools (once UnrealEd, now UDK) as a way of acquiring game developing skills. The company’s advocacy is supported further by its sponsorship of mod-making competitions such as ‘Make Something Unreal’ that had both cash prizes and an offering of a full commercial license so the mod could be released and sold.

This appears to be a trend within participatory culture as whole with media professionals beginning to pay more and more attention to amateur producers who may possess skills that could be translated into a commercial environment.

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