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===Legal status of mods===
{{see also|Copyright and video games}}
Copyright law, as it relates to video games and mod packs, is an evolving and largely unsettled legal issue. The legal uncertainty revolves around which party is legally the 'copyright owner' of the mods within the pack—the company that produced the game, the end-user that created the compilation, or the creators of the individual mods.<ref>{{cite web|url=http://blog.jipel.law.nyu.edu/2016/02/the-ip-implications-of-video-game-mods/|title=The IP Implications of Video Game Mods - JIPEL Blog|website=blog.jipel.law.nyu.edu|accessdate=2 October 2017}}</ref>
Some regard the fan use of copyrighted material in mods to be part of a "[[moral economy]]", and develop norms about the reuse of this material,<ref>{{cite journal|last1=Postigo|first1=H.|title=Video Game Appropriation through Modifications: Attitudes Concerning Intellectual Property among Modders and Fans|journal=[[Convergence (journal)|Convergence: The International Journal of Research into New Media Technologies]]|date=1 February 2008|volume=14|issue=1|pages=59–74|doi=10.1177/1354856507084419}}</ref> often settling on a system of shared ownership, where mods and code are freely shared with the common good in mind.<ref name="auto1"/>
Modding can be compared with the [[open-source-software movement]].<ref name="auto4"/><ref>[http://www.gamasutra.com/blogs/JedrzejCzarnota/20130807/197775/Brief_overview_of_the_differences_and_similarities_between_open_source_software_development_and_cocreation_in_digital_games.php Brief overview of the differences and similarities between open source software development and co-creation in digital games] - Jedrzej Czarnota, [[Gamasutra]], 7 August 2013</ref>
In 2006, part of the reason that ''[[Second Life]]'' generated interest was how user-generated content (mods)
===Controversy surrounding paid mods===
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