Bibliography
Barret, Victoria. It's A Mod, Mod Underworld . 12 12, 2005. http://www.forbes.com/forbes/2005/1212/064.html.
Chiang, Oliver. The Master of Online Mayhem . 09 12, 2011.
http://www.forbes.com/forbes/2011/0228/technology-gabe-newell-videogames-valve-online-mayhem.html.
CVG Staff. Creative Minds: Gabe Newell . 09 28, 2007.
Keighley, Geoff. The Final Hours of Half-Life 2. 11 12, 2004.
http://www.gamespot.com/articles/the-final-hours-of-half-life-2/1100-6112889/.
Moaer, Frank. Content Creation and Social Media: A Look into Valve. Chicago : Penguin , 2010.
Newell, Gabe, interview by Gavin Free. PAX East: Gamestop Interview (05 17, 2006).
Newell, Gabe, interview by Adam Covic. The Man Behind the Meme (07 19, 2008).
2. Early Work
- Initially worked for Microsoft
- Self described “producer” of the first three
Windows iterations
- Left Microsoft to form Valve
- Became agitated with Microsoft’s stance on
software ownership
3. Valve
- Based most of their software on creations from
fans of popular video games
- Based his software on openness and
transparency
- integrated mod support
- considered modded content the property of
creator
- believed that ISPs, publishers, Digital Vendors,
and internet companies were censoring digital
property and setting back innovation
4. Steam
- was created to allow developers to a
distribution method that would not impede on
their creativity
- no need for publishers
- allowed the price of the the creative to be
determined by the creator
6. Is Digital Software a Service or a Product?
- Digital distributors typically force developers to relinquish control of their software by stating that
they are providing a subscription service to customers and not selling the product as a vendor
- Vendors are able to create a monopoly that only allows software they deem beneficial to them
to be sold
- Innovation and creativity is cut out for more bankable products ]
7. Service Structure
- Gabe believes that this service
structure destroys innovation of
software
- without proper software support
the computing technology of the
future is lost
8. Product Structure
This is the structure utilized by
Gabe and Valve
- Designed to keep copywrite
power with the creator
-
9. Gabe’s Perspective
why not allow people to buy the
actual product and do what they want
with it?
- Create a creative environment that
will stimulate growth and innovation to
better mankind
-
10. Steam’s Ownership Agreement
- Took his ethics into this products by
creating an ownership agreement with
customers that would allow them to hold
individual ownership with each product
bought
- Some limitations
11. Physical Hardware and Innovative
Software
- “computers are dumb they do only what
we tell them to do”
- Physical computing hardware relies
heavily on software and if companies limit
consumers they will be unable to move
humanity forwards a brighter technological
future
16. Combating Internet Piracy
- “you must understand that we
have to compete with free”
- offer consumers not only a fair
price but an avenue of creation
that will better themselves and
their fellow man
17. Open Architecture Operating Systems
- Provide people with the ability
to manipulate and change the
product they are buying
-Promotes customer loyalty with
developers
- Allows for software to be used
in different ways
18. MODDING
- The
Open Architecture and transparency
models that Gabe has championed has
lead to the creation of programs such as
“Autocad, Adobe Flash, Source Engine,
Blizzard Engine, Pinnacle Editing, Visual
Basic Squared”
19. Company Transparency
- His vision is to change the
software industry into an open
“digital ecosystem”
- only then would software be
able to truly work in conjunction
with computer hardware
advancement
20. Why is Software Transparency Important to Net
Neutrality and the Future
Gabe’s vision is that software should
be transparent to the user and base
code accessible to every consumer
- Withhold source code for software
limits innovation and the pursuit of
future technology
-