Modding and Rezzing in Games and Virtual Environments for Education

Modding and Rezzing in Games and Virtual Environments for Education

Regina Kaplan-Rakowski (Southern Illinois University, USA) and Christian Sebastian (Southern Illinois University, USA)
DOI: 10.4018/978-1-61520-713-8.ch012
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Abstract

Creating new resources in computer games and virtual worlds by modification – also known as modding and rezzing, respectively – is a popular pastime activity of the new generation of learners. Educators need to understand the potentials of these activities for education, and to possibly integrate some of them into school curricula. This chapter provides an overview of the modification process to create new resources within a virtual environment (both games and virtual worlds). It examines the differences in the modification process between game worlds and virtual worlds, and offers practical considerations for using the activities in teaching and instruction.
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Game Modification

The origin of game modification could be traced back to 1998, when the U.S. Marines first modified a commercial off-the-shelf (COTS) video game into a training game (from Doom to MarineDoom) (McLeroy, 2008). Over the years, game modification had grown to be another reason for buying/owning video games. Over the next few years, many video game modules have been constructed and distributed by gamers through various online channels. However, not all game modules were sanctioned by the game publishers; some might even be illegal (one example being the infamous Coffee Mod of Grand Theft Auto IV).

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