In an ideal world, I'd agree it would be better that that energy would go into free software. But in our current world, if there's a proprietary game someone is hooked on to the point they get excited about modding when they otherwise wouldn't and that modding leads to a career or even just skill development and perhaps connections with other modders, then overall it seems like it's still a productive use of time, if not entirely an equitable one from a monetary perspective.
There definitely social benefits that can outweigh the more concrete software == value and time trade-off benefits, but I find communities that are "worth" it _much_ harder to find these days.
The premise sounds good but some of the best things in gaming were conceived as mods. Team fortress was a Quake mod. Now, I personally don't blike moba games but Dota also started as a mod. Not to mention Quake OSP/CPMA/Defrag, UTComp, HLDM, Black Mesa and countless others.
Mods = love
Also, each software has its guidelines to build mods. I feel like if a game had modding guidelines suggesting to open source, modders would be more than happy to do so; if not, open-sourcing a single-person project can be considered more work (eg. setup git).
Anyways, while there are some similarities shared between Open Source and video game modding scenes, they are substantially different. Instead of evidence to back up this claim, I implore you to imagine what it would be like if some wrote an article titled "Is It Even Worth Working on Videogame Mods Anymore?".
So true. I'd expand on that with a more specific example: game modders. When i look at all the energy spent on game mods which bring significant (gratis) value to commercial games, i can't help but wonder what the FOSS gamedev ecosystem would look like if all those dedicated people put their energy on free-software ecosystem.
Minecraft for example made a fortune on promises of later open-sourcing the game and deriving value from all the volunteers building mods.