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Of Mods and Modders
9 references·10 citing·41 second hop
Of Mods and Modders (2007)Of Mods and Modders2 Star Trek Rerun, Reread, Rewritten: Fan Writing as Textual Poaching (2022)2 Star Trek Rerun, Reread, Re…Play between worlds: exploring online game culture (2007)Play between worlds: explorin…Play Between Worlds (2006)Play Between WorldsVirtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier (2002)Virtual Worlds: A First-Hand …Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier (2001)Virtual Worlds: A First-Hand …Community Building on the Web: Secret Strategies for Successful Online Communities (2000)Community Building on the Web…Collective intelligence: mankind's emerging world in cyberspace (1998)Collective intelligence: mank…Star Trekrerun, reread, rewritten: Fan writing as textual poaching (1988)Star Trekrerun, reread, rewri…Information, Communication and Society (1980)Information, Communication an…Video Game Preservation and Its Challenges (2025)Video Game Preservation and I…When cocreation turns into codestruction (2021)When cocreation turns into co…Commercial video games as a resource for mental health: A systematic literature review (2021)Commercial video games as a r…Consumer-to-Consumer Digital-Product-Exchange in the Sharing Economy System With Risk Considerations: Will Digital-Product-Developers Suffer? (2019)Consumer-to-Consumer Digital-…The impacts of live streaming and Twitch.tv on the video game industry (2018)The impacts of live streaming…Video Game Making and Modding (2015)Video Game Making and ModdingHope Labor: The Role of Employment Prospects in Online Social Production (2013)Hope Labor: The Role of Emplo…When the Game Is Not Enough: Motivations and Practices Among Computer Game Modding Culture (2010)When the Game Is Not Enough: …A 36-24-36 Cerebrum: Productivity, Gender, and Video Game Advertising (2010)A 36-24-36 Cerebrum: Producti…The Labour of User Co-Creators (2008)The Labour of User Co-CreatorsLoving with a Vengeance: Mass-Produced Fantasies for Women (1983)Alice Doesn't: Feminism, Semiotics, Cinema (1985)Reading the Romance: Women, Patriarchy, and Popular Literature. 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The challenges and opportunities of Social Media (2009)From Celebrity to Influencer: Tracing the Diffusion of Celebrity Value across the Data Stream (2015)Under the Cloak of Whiteness: A Circuit of Culture Analysis of Opportunity Hoarding and Colour-blind Racism Inside US Advertising Internship Programs (2015)Manufacturing Dreams and Investing in Future Generations: Women Athletes’ Inspirational Labor in the Marketing and Promotion of Their Sport (2022)Reassembling the Social (2005)Reassembling the social: An introduction to actor‐network‐theory (2008)Surveillance and Alienation in the Online Economy (2010)Debt and Discipline (2012)The Relevance of “Women’s Work” (2013)The Wealth of Networks (2017)Network Culture: Politics for the Information Age (2005)Streaming on twitch (2014)Why do people watch others play video games? An empirical study on the motivations of Twitch users (2016)“And Today’s Top Donator is”: How Live Streamers on Twitch.tv Monetize and Gamify Their Broadcasts (2019)Dare to Dream, Dare to Livestream: How E-Commerce Livestreaming Empowers Chinese Rural Women (2022)The multiplex of value creation and capture logics in the video game industry: An integrative review of 20 years of studies and a future research agenda (2023)Free Labor (2000)Does the Internet Increase, Decrease, or Supplement Social Capital? (2001)Online Social Networking and Addiction—A Review of the Psychological Literature (2011)Social Capital in Virtual Learning Communities and Distributed Communities of Practice (2003)The Influence of On-Line Brand Community Characteristics on Community Commitment and Brand Loyalty (2008)Representations of 'trolls' in mass media communication: a review of media-texts and moral panics relating to 'internet trolling' (2013)Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)The virtual census: representations of gender, race and age in video games (2009)Taken Out of Context: American Teen Sociality in Networked Publics (2017)On Virtual Economies (2002)A Conspiracy of Fishes, or, How We Learned to Stop Worrying About #GamerGate and Embrace Hegemonic Masculinity (2015)
this work references cited by second hop

References

  • 1998Collective intelligence: mankind's emerging world in cyberspace1,526 cited
  • 2007Play between worlds: exploring online game culture909 cited
  • 2006Play Between Worlds745 cited
  • 2000Community Building on the Web: Secret Strategies for Successful Online Communities557 cited
  • 2002Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier395 cited
  • 2001Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier306 cited
  • 1988Star Trekrerun, reread, rewritten: Fan writing as textual poaching300 cited
  • 20222 Star Trek Rerun, Reread, Rewritten: Fan Writing as Textual Poaching166 cited
  • 1980Information, Communication and Society134 cited

Cited by

  • 2018The impacts of live streaming and Twitch.tv on the video game industry208 cited
  • 2013Hope Labor: The Role of Employment Prospects in Online Social Production203 cited
  • 2008The Labour of User Co-Creators201 cited
  • 2010When the Game Is Not Enough: Motivations and Practices Among Computer Game Modding Culture191 cited
  • 2021Commercial video games as a resource for mental health: A systematic literature review43 cited
  • 2010A 36-24-36 Cerebrum: Productivity, Gender, and Video Game Advertising

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

40 cited
  • 2015Video Game Making and Modding40 cited
  • 2019Consumer-to-Consumer Digital-Product-Exchange in the Sharing Economy System With Risk Considerations: Will Digital-Product-Developers Suffer?24 cited
  • 2021When cocreation turns into codestruction20 cited
  • 2025Video Game Preservation and Its Challenges2 cited