• This study looks into the life of a virtual gaming community, CTO Sims – a small slice of a
    wider community that engages in what Bruns (2006) has termed produsage, remediating
    videogame assets and content from a PC game, The Sims (2000) into custom or user-generated
    content – a practice also called ‘modding’. Through a virtual ethnographic methodology, this
    study explores the digital library at the heart of CTO Sims, and the participatory culture (Jenkins,
    1992; 2006) which has grown up around it. This paper presents a narrative of an online
    videogaming produsage community, and through a process of immersion uncovers and probes
    into the everyday practices of commodification and produsage as they take place in the virtual
    field. The study begins to develop a theory of information culture by observing and exploring the
    CTO Sims community, its members, and their roles in knowledge and information economies.
    It is concluded that digital information cultures within online gaming communities form
    around the collaborative creation and exchange of digital cultural artefacts, in heterarchical
    networks that develop their own unique organisational and classification conventions. Moreover,
    these communities form support networks for members, acting as repositories for shared
    knowledge, skills and experiences. Freedom of communication acts as a tool for the generation of
    social and knowledge capital, and enables the growth of strong ties of affiliation between
    members. Further research is encouraged in private, offline produsage spaces, and into the
    individual motivations that drive regular users to become produsers.