2018
DOI: 10.1177/1555412018756488
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The Discourse of Digital Dispossession: Paid Modifications and Community Crisis on Steam

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 commodification of leisure and play. I put this crisis of play and work in dialogue with Harvey's (2004) concept of "accumulation by dispossession", firmly placing it within a longer history of d… Show more

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Cited by 28 publications
(36 citation statements)
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“…Figure 2 is a screenshot from YouTuber, Clare Siobhan, who expresses disgust at the idea of not using custom content for her Sims. Given the communal support for mods in Skyrim, in April 2015, Bethesda and Valve implemented a paid system in which each developer and the modders themselves split the profits (Joseph 2018). This was largely rejected by consumers of mods and modders alike and after experiencing backlash online, the program was discontinued and refunds for purchases were provided after only four days (Joseph 2018).…”
Section: Moddingmentioning
confidence: 99%
See 4 more Smart Citations
“…Figure 2 is a screenshot from YouTuber, Clare Siobhan, who expresses disgust at the idea of not using custom content for her Sims. Given the communal support for mods in Skyrim, in April 2015, Bethesda and Valve implemented a paid system in which each developer and the modders themselves split the profits (Joseph 2018). This was largely rejected by consumers of mods and modders alike and after experiencing backlash online, the program was discontinued and refunds for purchases were provided after only four days (Joseph 2018).…”
Section: Moddingmentioning
confidence: 99%
“…Given the communal support for mods in Skyrim, in April 2015, Bethesda and Valve implemented a paid system in which each developer and the modders themselves split the profits (Joseph 2018). This was largely rejected by consumers of mods and modders alike and after experiencing backlash online, the program was discontinued and refunds for purchases were provided after only four days (Joseph 2018). Mods often incur creative risks that are not likely to be pursued by a video game developer (Postigo 2007) and I argue that commodifying mods entraps modders and does not allow these creative risks to be taken.…”
Section: Moddingmentioning
confidence: 99%
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