{"title":"Emergent precariousness: Video game modding in the context of a decolonial philosophy of technology","authors":"José Messias","doi":"10.1145/3402942.3402972","DOIUrl":null,"url":null,"abstract":"This paper reflects on the political aspect of game modding in Brazil through a case study of local private servers of World of Warcraft (Blizzard, 2004-) and the Brazukas mod of Pro Evolution Soccer (PES, Konami, 2001-). These regional PC modding initiatives started as a form of conditioned access to the games and the global community/market around them and became active forms of participation and intervention that shaped gaming in general in the country. Following their traces on social media, interviewing some of the key stakeholders and playing the mods, I argue that precariousness is a central aspect of both the final product and their assemblage. This paper documents these processes as a decolonial approach to technology that addresses the socioeconomical context of scarcity, but ultimately leads to a larger epistemological critique.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"39 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 15th International Conference on the Foundations of Digital Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3402942.3402972","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
This paper reflects on the political aspect of game modding in Brazil through a case study of local private servers of World of Warcraft (Blizzard, 2004-) and the Brazukas mod of Pro Evolution Soccer (PES, Konami, 2001-). These regional PC modding initiatives started as a form of conditioned access to the games and the global community/market around them and became active forms of participation and intervention that shaped gaming in general in the country. Following their traces on social media, interviewing some of the key stakeholders and playing the mods, I argue that precariousness is a central aspect of both the final product and their assemblage. This paper documents these processes as a decolonial approach to technology that addresses the socioeconomical context of scarcity, but ultimately leads to a larger epistemological critique.