Derek Johnson
"New Battlegrounds: Modding Cultural Studies"
In Television Culture (1988), Fiske argues that socio‐economic power guarantees no monopoly on the
power to create meaning. Marginalized consumers reject social roles expected of them and seize power
for themselves by disavowing the dominant meanings preferred by institutionally entitled producers.
This paper argues, however, that video game culture diverges from previous forms of popular culture by
reworking relationships between the pleasures of consumption, production, and power on the margins.
As Terranova (2001), Banks (2003) and Postigo (2007) explain, digital producers depend upon active
audiences as a source of free labor. The power of players to re‐inflect texts generates terabytes of new
maps, levels, and other user‐generated content to sustain games’ commodity value. Power over the
text is no longer appropriated by consumers, as Fiske writes, but deigned to them by producers profiting
from it. Moreover, the semiotic nature of that power to reinterpret takes a back seat to an iterative
power to reproduce. Game culture thereby co‐opts traditional models of audience power,
fundamentally challenging the politics of pleasure and the notion of culture as struggle over meaning.
Yet if game culture confounds cultural studies precepts shaped by Fiske, a careful analysis of players’
creative practices reveals that those models have persistent value if reoriented to alternative fields of
cultural struggle. To examine the crucial intersection of player productivity, power, and institutional co‐
optation, this paper explores the cultural politics of game modifications (or “mods”) and their
reorientation of traditional struggles over meaning around struggles over productive agency. Though
modding takes many forms—including skins made to give games new visual meanings, levels and maps
made to give new context to gameplay, and even complex total conversions that entirely rebuild game
to better suit players’ interests—each of these preferred consumer practices become a new site of
cultural tension. By examining the digital architectures of modded games including Starcraft, Little Big
Planet, and X‐Men Legends, analyzing interviews that reveal institutional strategies, and exploring
websites that reveal modders’ creative practices, this paper argues that game culture shifts popular
struggle to the realm of productive agency. Despite the designed openness of such games to
reiteration, popular productivity remains carefully policed and limited by game designers in ways that
modders repeatedly reject. In this sense, Fiske’s models remain constructive ways to conceptualize
game culture in that dominant institutions’ very attempts to fix open textuality generate tensions that
produce popular opposition. Though semiotic struggles are significantly sidelined by institutional
embrace of active audiences, traditional cultural studies continue to enhance theories of game culture
when trained on the new ways audiences and producers vie to open and close texts.