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Laura Paul

  • BSc Honours (Mount Allison University, 2023)
Notice of the Final Oral Examination for the Degree of Master of Science

Topic

Tailoring Gameplay: Exploring Player Perspectives of Digital Game Modification

Department of Computer Science

Date & location

  • Monday, August 25, 2025

  • 10:00 A.M.

  • Engineering Computer Science Building

  • Room 467

Reviewers

Supervisory Committee

  • Dr. Regan Mandryk, Department of Computer Science, University of Victoria (Supervisor)

  • Dr. Sowmya Somanath, Department of Computer Science, UVic (Member) 

External Examiner

  • Dr. Jentery Sayers, Department of English, University of Victoria 

Chair of Oral Examination

  • Dr. Kathy Gaul, School of Exercise Science, Physical and Health Education, UVic

     

Abstract

As long as there have been digital games, there have been players who seek to modify (i.e., alter or change) game elements. Modifications may involve using tools provided by the game developer (e.g., cheat codes, software tools, accessibility features) or can result from people exploiting loopholes or glitches, altering save files, or simply using online resources to affect play. Game modification is pervasive enough that several online game modding communities exist to support it as a practice. Despite their long history in games, research into digital game modification has been limited by the dichotomous implied values of players using modifications for cheating (generally viewed as negative) or accessibility (generally viewed as positive), making it difficult to understand gameplay modification as a phenomenon. Understanding how and why players modify games, how players are affected when they do modify, and how the ethics of modification are perceived is challenging when modifications are viewed either through one of these two main lenses. This study looks to address the limitations of prior work by examining the perspectives of players who use digital game modification both broadly and neutrally, including a range of possible modifications examined separately from implied values. Surveying 167 participants about their experiences with digital game modification, the results of a qualitative analysis indicate that that players have a variety of perspectives that can be distilled into six core themes: play, agency, connection, community norms, leet, and technology. Within this variety, the majority of players highlighted the importance of modifications to augment playful experiences and player agency, allowing them to personalize their play to their wants and needs and experience more positive emotions. Players also appeared to be widely concerned with being ethical when using modifications in play, disputing earlier perceptions of modification users as immoral or cheaters. Our findings contribute insights into the complex dynamics of modification use and inform researchers and industry about the perspectives of users of digital game modifications, and how they may support ethical modified play that caters to players while mitigating possible harm to others.