TY - CONF T1 - Game not Over: End-User Programming and Game System Modding as Models for Extending Community Engagement T2 - Connecting the Knowledge Commons: From Projects to Sustainable Infrastructure Y1 - 2018 A1 - Wells , Matthew KW - Games KW - modding KW - mods KW - Programming KW - [ SHS.INFO ] Humanities and Social Sciences/Library and information sciences AB - In certain digital gaming subcultures, specific games are extended and enhanced by players who create “mods”, or modifications, that add new artwork, new scenarios, and even new rules. “Modders” meet in online communities that foster engagement through the discussion and self-publication of mods, and these can keep interest in a given game going years after it is released. Most importantly, modding allows players to challenge and subvert dominant discourses, and to foster cultures of inclusivity. These DIY efforts could be adapted by academic publishers, particularly those focused on design research, to encourage sustained engagement with scholarly materials. This article discusses the history of modding, provides examples, and sketches one online modding community in detail. It then makes the argument that modding is a form of end-user engagement of the sort advocated by scholars such as Gerald Fischer, and compares modding to other online academic publishing efforts, such as webtexts. JA - Connecting the Knowledge Commons: From Projects to Sustainable Infrastructure T3 - ELPUB CY - Toronto, Canada UR - https://elpub.episciences.org/4609 J1 - ELPUB2018 ID - AZ-CF-188546 M3 - 10.4000/proceedings.elpub.2018.21 ER -