This post originally appeared on a blog for a digital culture class. See it here.
One of the major aspects of remix culture that Dr. Burton touched on but didn't have much time to get into is modding. Essentially, modding is digging into the code of an existing game to alter it in some way. Mods range from basic "unofficial patches" that just fix a few bugs that annoy players to complete overhauls that change nearly every aspect of the game such that it's unrecognizable from the original.
Interestingly, modders haven't faced much trouble with copyright issues, and many of the best mods have been adopted by the games' original developers and released as official content. The main reason for this is good mods sell games, and bad mods get ignored. If a mod is good enough, people will buy the original game just to play the mod, so it's in the developers'/publishers' interests to just let the modders do their thing. On the modders' end, it's good for them because it's an easy way to show their coding skills and get it out to a lot of people quickly without having to build a game from scratch.
Just like music remixes, however, mods have produced an entire subculture, and many of the world's most successful games actually began as mods. I'll show you three quick examples: Counter Strike, League of Legends/DOTA 2, and DayZ.