But they are not just passive players: the role of users—and especially younger users—in creating and modifying computer games has been widely acknowledged. Users, rather than manufacturers, have been credited with inventing the first computer games and have had an active role in developing them since (Jeppesen and Molin 2003).
Many recent versions of games, including ‘The Sims’, have encouraged these activities by incorporating digital ‘toolkits’ within them which allow people to work with in-game scripting language to develop personal modifications and developments.
In ‘The Sims’—a strategic life-simulation game—players create virtual people (‘Sims’) and direct them through various social and emotional activities, and the toolkit allows users to modify their Sims’ appearance, including hair colour and clothing.
However, users often go beyond the official company toolkits, which have limited functionality and outcomes, to create kits based around their own personal needs and preferences.
This development, like many other user innovation activities (e.g. Rodeo kayaking, music software), often happens in a community where users are able to support each other by providing feedback and sharing innovations with each other (Pru¨gl and Schreier 2006).