Defining a Software Process Model for Modding Practice

  • Andrés Felipe Ceballos Universidad del Cauca
  • Wilson Libardo Pantoja Yépez Universidad del Cauca
  • Julio Ariel Hurtado Universidad del Cauca
Keywords: Modding, software process, software engineering, model

Abstract

Modding is a software practice, mainly spread in the videogame community, in which interdisciplinary groups of modders are involved with the aim of creating, improving and distributing extensions, called mods, for previously released software. This is done with the purpose of extending the characteristics of base products; thus, bringing new applications, compatibility, and extensibility, among other improvements. However, various problems, similar to those present in the software development process, have been involved in this practice: Communication barriers, lack of planning, unexpected results, and work repetition, among others. Thus, seeking to integrate aspects of process engineering to support these groups and reduce the problems present in this type of project, the software process “Kross Modding Process” is proposed, which provides guidance to modders through information collected in previous studies on this area.

  • References

    [1] W. Scacchi, “Modding as an Open Source Approach to Extending Computer Game Systems”, Int. J. Open Source Softw. Process., vol. 3, n.o 3, pp. 36-47, 2011. DOI: 10.4018/jossp.2011070103.

    [2] J. Kücklich, “Precarious Playbour : Modders and the Digital Games Industry The History of Modding The Economy of Modding”, The Fibreculture Journal, n.° 5, pp. 1-9, 2005.

    [3] M. Trenta, “La gestión de las comunidades de modding entre explotación y participación” en Actas – V Congreso Internacional Latino de Comunicación, pp. 1-15, 2013.

    [4] H. Lieberman, F. Paternò y V. Wulf, “End User Development: An Emerging Paradigm”, End User Dev., vol. 9, pp. 9-16, 2006. DOI: 10.1007/1-4020-5386-X.

    [5] S. Guthals, S. Foster, y L. Handley, Minecraft modding for kids for dummies, Hoboken: John Wiley & Sons, 2015.

    [6] A. Ceballos, L. Pantoja y J. A. Hurtado, “Entendiendo el Modding como un Proceso de Ingeniería”, en Ciencias Computacionales, Cartagena, pp. 175-186, 2018.

    [7] H. Postigo, “Of Mods and Modders: Chasing Down the Value of Fan-Based Digital Game Modifications”, Games Cult., vol. 2, n.o 4, pp. 300-313, 2007. DOI: 10.1177/1555412007307955.

    [8] W. Scacchi, “Modding as a basis for developing game systems”, en Proceeding of the 1st international workshop on Games and software engineering - GAS ’11, p. 5, 2011. DOI:10.1145/1984674.1984677.

    [9] A. Unger, “Modding as Part of Game Culture”, en Computer Games and New Media Cultures, Dordrecht: Springer Netherlands, 2012, pp. 509-523. DOI: 10.1007/978-94-007-2777-9_32.

    [10] G. Poderi y D. J. Hakken, “Modding a free and open source software video game: “Play testing is hard work”, Transformative Works and Cultures, vol. 15, 2013. DOI: 10.3983/twc.2014.0493.

    [11] D. Johnson, “StarCraft fan craft: Game mods, ownership, and totally incomplete conversions”, Velv. Light Trap, vol. 64, n.o 1, pp. 50-63, 2009. DOI: 10.1353/vlt.0.0041.

    [12] O. Sotamaa, “Computer game modding, intermediality and participatory culture”, New Media, pp. 1-26, 2003.

    [13] K. A. Moody, “Modders: Changing the game through user-generated content and online communities.”, Diss. Abstr. Int. Sect. A Humanit. Soc. Sci., vol. 75, n.° 11-A(E), 2015. DOI: 10.17077/etd.5ak8cz3w.

    [14] E. Guilfoyle, Half-Life 2 mods for dummies, Hoboken: John Wiley & Sons, 2007.

    [15] A. Gupta y A. Gupta, Minecraft modding with Forge, Estados Unidos: O’Reilly Media, 2015.

    [16] E. Guilfoyle, Quake 4 mods for dummies, Hoboken: John Wiley & Sons, 2006.

    [17] J. Van Gumster y C. Ammann, Farming simulator modding for dummies, Hoboken: John Wiley & Sons, 2014.

    [18] O. Sotamaa, “When the Game Is Not Enough: Motivations and Practices Among Computer Game Modding Culture”, Games Cult., vol. 5, n.° 3, pp. 239-255, 2010, https://doi.org/10.1177/1555412009359765.

    [19] J. L. G. Sánchez, N. P. Zea y F. L. Gutiérrez, “Playability: How to identify the player experience in a video game”, 2009, https://doi.org/10.1007/978-3-642-03655-2_39.

    [20] R. Hong, “Game Modding, Prosumerism and Neoliberal Labor Practices”, Int. J. Commun., vol. 7, pp. 984-1002, 2013.

    [21] F. Ruiz y J. Verdugo, “Guía de Uso de SPEM 2 con EPF Composer”, Composer, vol. 3, p. 93, 2008. DOI: 10.13140/2.1.1455.9049.

    [22] P. Ruiz, A. Quispe, M. C. Bastarrica y J. A. H. Alegría, “Formalizing the Software Process in Small Companies” 2012.

    [23] P. Letelier, “Proceso de Desarrollo de Software”, Univ. Politécnica Val., pp. 1-14, 2003.

    [24] T. Sihvonen, Players Unleashed! Modding the Sims and the Culture of Gaming, Amsterdam: Amsterdam University Press, 2011. DOI: 10.5117/9789089642011.

  • Author Biographies

    Andrés Felipe Ceballos, Universidad del Cauca

    Ingeniero de sistemas. Universidad del Cauca.

    Wilson Libardo Pantoja Yépez, Universidad del Cauca

    Ingeniero de sistemas y magíster en computación. Profesor titular, Universidad del Cauca.

    Julio Ariel Hurtado, Universidad del Cauca

    Ingeniero en electrónica y telecomunicaciones, y doctor en ciencias de la Computación (Universidad de Chile).
    Profesor titular, Universidad del Cauca.

Published
2019-11-26
How to Cite
Ceballos, A. F., Pantoja Yépez, W. L., & Hurtado, J. A. (2019). Defining a Software Process Model for Modding Practice. Revista Ingenierías Universidad De Medellín, 19(37), 137-157. https://doi.org/10.22395/rium.v19n37a7

Downloads

Download data is not yet available.