We studied an online game, World of Warcraft, a large multiplayer game produced by Blizzard Entertainment. The purpose of this paper is to investigate a conflict between a modding community and a gaming company which reveals contested issues of ownership and governance. Mods can shape software products by weaving in contributions from users themselves based on their own experience of a product. Modders form communities to help each other. Modding, the development of end user software extensions to commercial products, is popular among video gamers.
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