Modding in massively multiplayer games : a case study of Elite: Dangerous
Syrjä, Juha (2018)
Syrjä, Juha
2018
Informaatiotutkimuksen ja interaktiivisen median tutkinto-ohjelma - Degree Programme in Information Studies and Interactive Media
Viestintätieteiden tiedekunta - Faculty of Communication Sciences
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Hyväksymispäivämäärä
2018-05-25
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:uta-201806011926
https://urn.fi/URN:NBN:fi:uta-201806011926
Tiivistelmä
The aim of this thesis was to study played-created third-party tools in the massively multiplayer online game Elite: Dangerous through the lens of modding and argue that Elite tools constitute a type of game mod. Modding historically refers to players modifying game software, but modding in Elite is not sanctioned by the game developer. Elite players have instead created standalone tools (both web applications and downloadable programs) that harvest and utilise the game's informational content, or game data, to enhance Elite gameplay. The existing academic typology of game mods do not account for standalone tools, largely due to a lack of precise definition on what modding is and what player-creations can be considered as game mods.
Both Elite tools and their creators are studied. First, an empirical research on Elite tools was conducted that produced a typology of third-party tools and analysed their relation to the game. Second, a survey on Elite tool developers carried out to find out how they relate their creations as well as inquiring about their modding habits and views on the concept.
Although third-party tools can be considered as game mods as per academic definitions, the main finding of the thesis was that there is a disconnect in how players and academia define mods and modding. For players, game mods are those creations that explicitly alter game software, while academic definitions are more wide-ranging and include the notion of changing how a game is played.
Both Elite tools and their creators are studied. First, an empirical research on Elite tools was conducted that produced a typology of third-party tools and analysed their relation to the game. Second, a survey on Elite tool developers carried out to find out how they relate their creations as well as inquiring about their modding habits and views on the concept.
Although third-party tools can be considered as game mods as per academic definitions, the main finding of the thesis was that there is a disconnect in how players and academia define mods and modding. For players, game mods are those creations that explicitly alter game software, while academic definitions are more wide-ranging and include the notion of changing how a game is played.