PT Journal AU Charvat, M Gvozdiak, V TI Computer Games Modding: Between Community Praxis and Mainstream Game Industry SO Iluminace PY 2021 BP 9 EP 25 VL 33 IS 3 DI 10.58193/ilu.1709 WP https://iluminace.cz/en/artkey/ilu-202103-0002.php DE modding; computer games; participative culture; convergence; new media SN 0862397X AB The presented paper attempts to elaborate on the topic of computer games modding as an example of specific fan-activity. 1) We draw on Jenkins' definition of convergence culture and 2) attempt to introduce a short genealogy of modding, and in the last part 3) offer an interpretative overview of game-modding from a structural and cultural (social or community) perspective. As a result, we understand modding as a productive activity that has the potential to deterritorialize structures of given material (original game) and contributes to the transformation of the video game industry. ER