The Ethics of Commodification:
Game Modding and the New Digital Economy
With the emergence of the active Web 2.0 user and their relationship with affective labour, more media consumers have transformed into producers. Despite the liberation that this has offered some, cyberspace has allowed institutions to wield corporate and political power over Internet users by providing the tools for them to effectively commodify themselves (Hermosillo). Through collective intelligence, which Henry Jenkins qualifies as the mobilization of the skills of the masses, companies have been accused of appropriating online user-generated content for commercial purposes. As a result, theorists such as Tiziana Terranova have insisted that the new digital economy that is run by “free labor” consumes culture by embracing productive activities while simultaneously exploiting them. Continue Reading