Curator's Note
In September 2026, a lawyer for Sony Interactive Entertainment, PlayStation’s parent company, argued that “In the digital age, it is not plausible to allege that reasonable consumers believed they were obtaining 'ownership' of a digital game.”[i] Instead, consumers purchase a revocable license that is governed by the platform[ii] holder. This assertion that the player does not obtain “ownership” of a game underscores an ongoing effort to protect platform boundaries at the expense of user agency. As platforms become increasingly powerful, they redefine what it means to play, and in particular, they orient play around a logic of governance and restriction.[iii] Accordingly, player choice in the market, expression in gameplay, and creation in modifications are slowly reduced to only the most permissible permutations dictated by the platforms on which the games are hosted. Users have long purchased “licenses” to access games, but now, in the era of algorithmic influence, digitization, and datafication, Sony’s assertion that users do not own their games reminds us that platforms have always sought control of our play. And if play requires “negotiable consequences” as Jesper Juul argues, it is necessary to consider negotiations between the player and the platform.[iv] So, I turn to the use of modifications to show how specific platforms’ engagements with mods demonstrate competing platform logics of emergence and governance. I also ask how players have embraced modding as an act of playful negotiation with platforms, reclaiming agency in an increasingly financialized field. Mods usefully draw our attention to textual authority. Who has authority over a platform or one of its components (like a game or mechanism)?
The relationship between console platforms and modifications to software and hardware is historically fraught. Cases like Lewis Galoob Toys, Inc. v Nintendo of America, Inc.,[v] Sony Computer Entertainment v Gamemasters,[vi] and USA v. Matthew Crippen,[vii] demonstrate the extreme lengths console manufacturers have gone to protect their platform ecosystems from intervention; though, the legal precedent for these crackdowns is ambiguous. The Digital Millennium Copyright Act prohibits the circumvention of any “technological measure that effectively controls access to a work protected under this title” and protects against digital copyright infringement.[viii] Nintendo has issued legal threats against companies who have circumvented their software to modify games,[ix] and Sony successfully argued that the code used to authorize optical discs on the PlayStation 2 was copyright protected under the DMCA. However, in cases involving emulation, Sony’s arguments have been rejected with the court finding that reverse engineering and comparative advertising is protected under fair use. Despite the long running legal support allowing users to tinker with their legally obtained hardware[x] and software[xi] provided they do not violate prior agreements or the DMCA, large corporations have issued DMCA takedown notices to discourage production and force shutdowns of emulators,[xii] fan games,[xiii] and mod projects.[xiv]
These platform holders claim authority over every aspect of the software and hardware on their platforms. To be a part of the platform is to be the platform, making it all subject to their governance. Yet, this strict authorial position draws attention to the subjectivity of users and threatens the imaginary of virtual worlds as open and empowering. Moreover, it suggests that play in platform worlds is also subject to their authority, eroding any illusion of player negotiation. On these platforms, I cannot meaningfully influence the boundaries of play, nor do I have access to negotiating its consequences. Any efforts to negotiate, to make requests of the platform, to play with its boundaries, are met with intensified governance and a reminder that I am merely a virtual subject with a role to play. Negotiation is, for these platforms, a matter of selecting from authorized pre-curated choices like official, commercial emulation. In other words, the attitude these platforms have toward modding, suggests that negotiation with the platform is a facade, an apparent choice but in reality, just an adherence to particular avenues of play. We can play on the platform, but we cannot play with it, at least not officially.
For digital storefronts and games as platforms, we see clear benefits to both parties when modifications are introduced including boosted engagement, expanded game content, and new revenue streams for creators and developers. Steam, a digital market for PC games, features several options for developing, downloading, and accessing mods. Some games, like Skyrim (2012) and Ark: Survival Evolved (2015) also encourage players to develop and install mods by integrating menus to that end. All of these game platforms feature both free and paid mods, with revenues split between the developer of the mod, the storefront, and the game publisher. Yet, the benefits are often undercut by the commercialization of user creations and mechanisms of authorization. While Valve provides open source software for mod development on Steam, the engine is mostly restricted to non-commercial uses, and in cases where mods can be sold, these distribution set-ups are generally not favorable to the mod developer. Julian Kücklich uses the term “playbour” to argue that the relation between storefronts and mod-creators is an exploitative way to expand game content using cheap labor.[xv] Additionally, official mods are often subject to strict rules regarding who can develop and sell, how IP can be used, and what material is allowed, giving the platform holder leverage over mod creators. As mods, which once depended on unofficial channels and required mod management software, have been circumvented through official channels, the platform overseeing them have largely restrained their openness via governance.
Yet, mods gesture toward a different image of what a platform can be, one with playful openness where the platform is material for play rather than a mechanism for controlling it. If we imagine console and game platforms as sites of play, mods introduce emergence, which Jesper Juul (2002) describes as the “primordial game structure, where a game is specified as a small number of rules that combine and yield large numbers of game variations.” By contrast, mods have seemingly been rejected from or incorporated into platforms which function like “progression games, the player has to perform a predefined set of actions in order to complete the game…[which] yields strong control to the game designer” or, in our case, the platform holder. Viewing platforms as sites of play allows us to see what’s lost when platforms are driven by progression with players moving from one game to the next, strict boundaries around what can happen, and governance models of oversight. Here, play becomes less playful, it becomes financialized, pre-ordained, and non-expressive. It becomes adherence to a subject position that is already built for the player to assume. Our role is to perform play, not to create, design, or imagine.
While it’s difficult to imagine, a platform driven by emergence where players can contribute to, repurpose, and even reimagine the play space excites me. Of course, emergence also opens concerning possibilities where the platform becomes an instrument of harm. But I think we must ask what types of play platforms invite and consider who is served when control is centralized and financialized. Mods, emulators, fan games, and more show that there are new pleasures to be found when players claim authority over their play and embrace the emergent possibilities of platforms, even when that emergence falls outside of “officially authorized” uses. More widely, the legal tensions between platforms and modders demonstrate an unexplored common interest between platform scholars and game fan scholars, which warrants further research.
[i] Stephen Totillo. “Facing Lawsuit, Sony Argues it’s Already Obvious that Digital Games Aren’t Owned by Consumers.” Game File. August 28th, 2026. https://www.gamefile.news/p/facing-lawsuit-sony-argues-its-already
[ii] I read platforms here as assemblages of software and hardware that interfaces to users in a material way. Platforms are messy, fluid structures with widely varying imaginaries. Consoles, games, marketplaces, and other hardware/software configurations can be platforms.
[iii] Gorwa, Robert. 2019. “What Is Platform Governance?” Information, Communication & Society 22 (6): 854–71.
[iv] Juul, Jesper. 2002. "The Open and the Closed: Game of emergence and games of progression". In Computer Games and Digital Cultures Conference Proceedings, edited by Frans Mäyrä, 323-329. Tampere University Press, 2002. http://www.jesperjuul.net/text/openandtheclosed.html
[v] Lewis Galoob Toys, Inc. v Nintendo of America, Inc., 1991 N.D. California, 780 F. Supp. 1283. Justia. (1991).
[vi] Sony Computer Entertainment America v Gamemasters. 1999. N.D. California, 87 F. Supp. 2d 976. Justia. (1999).
[vii] U.S.A. v. Matthew Crippen, 2010, G.D. California, CR 09-703 PSG (2010)
[viii] Digital Millennium Copyright of 1998, 17 U.S.C. § 1201. (2000).
[ix] Megan Farokhanmesh. “Decades of Gary’s Mod Uploads are Disappearing.” Wired. April 26th, 2024. https://www.wired.com/story/garrys-mod-nintendo-takedowns/
[x] Galoob, 780 F. Supp. 1283. Justia.
[xi] Sony Computer Entertainment v Connectix Corp., 1999 N.D. California, 48 F. Supp. 2d 1212. Justia. (1999).
[xii] Sean Hollister. “Nintendo Switch emulator Yuzu will utterly fold and pay $2.4M to settle its lawsuit.” The Verge. March 4th, 2024.
https://www.theverge.com/2024/3/4/24090357/nintendo-yuzu-emulator-lawsuit-settlement.
[xiii] Adam Hales. “Allumeria Steam demo reinstated after Microsoft's DMCA over Minecraft-related “infringement” is rescinded [UPDATE].” Windows Central. February 11th, 2026. https://www.windowscentral.com/microsoft/allumeria-steam-demo-pulled-aft...
[xiv]Willa Rowe. “Last of Us 2 Multiplayer Mod Officially Cancelled by Sony.” Polygon. September 14th, 2026. https://www.polygon.com/last-of-us-2-multiplayer-mod-sony-cancel/
[xv] Kücklich, Julian. "Precarious playbour: Modders and the digital games industry." Fibreculture journal FCJ-025 (2005).
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