MODIFICATION
modding

Mediapoietic thinking
Our cognitive interest lies in the rise of separate display formats in man-machine perturbations on the level of group interactions, which are not predictable just by the programming. The applications’ volumes form the central topics, following Felix Guattari’s notion of the machinic, but recombined, according to arising contemporary modding cultures (modding is a term that stands for modifications of software/code classes in game engines as well as individual modifications of hardware). The definition of an engine as an algorithmic machine is the discursive starting point. Software texts as game engines are reflected and the work focuses on the differentiations and theories of the machinic towards the actual status of the machine as an engine in coding-cultures. Machines and engines are here not considered as tools but as media, as modification material for the arts.

Game modifications
Such a redefinition of game engines promises from our point of view the possibility of browser free networks. In the actual case the usually hermetic engine is opened up by integrating the layers of the network as material for its aesthetic surface. A new hermetic system is shaped then in the technological sense that such an engine uses its own proprietary network protocol. In the nybble-toolZ these protocols are merged with open code standards.

The technological narrative
The main inspiration derives from the structure of the computer game application, but its initial narrative is based on the technological potential. A network protocol based on game engines is telling a story of optional networking as an immersive environment. It can be used on a console and it can be combined with so called real worlds when it is implemented on combinatory interfaces.

Cultural application of code
These kinds of narratives are embedded in an existing technology on one hand and game culture on the other hand. Although the mentioned applications are sticking to the syntax and images of the language of shooter games, they are telling a kind of neutral story. The technological reality is made of the real live circumstances of individuals creating these software modifications, the network gamers. They are not quitting the aesthetics or the terminology of game culture but are providing a different idea of interface culture. This is the second big narrative shaping up in the field of game inspired technologies: the techno-cultures itself are telling the stories and therefore underlining the significance of computer games as a cultural phenomenon. So the basis for a networked mediapoiesis is both, the techno code and the cultural application of code.

Moding cultures
These particular types of networked narratives produce its very own computer literacy. The player community gains interest, when the gamer clans are originating their own machine movies, their individual machinimas (as described above.). This means the game users become pro-active, they start to modify, to recombine. But here the dispositive raised by this term is that of a community, a culture, or a so-called scene. It is defined by the act of dealing with programmes, programme languages, applications and codes. During the recent years a complete modding scene developed. It encompasses its own magazines, web pages, discussion groups and a range of minor media, a term that follows Felix Guattari's conception of art and new media towards heterogeneous machines, which are obligatory to link people together. New in this structure of subcultures is the fact that the applications itself are such minor media communication environments. In general modding then exemplifies the ongoing and ever intensifying clash over who will control popular culture. Margaret Jahrmann, 2003 *)

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