ABSTRACT

We are tethered to our “always-on/always-on-us” communications devices and the people and things we reach through them: people, web pages, voice-mail, artificial intelligences (non-player game characters, interactive online “bots”). Animate and inanimate, they live for us through our tethering devices, always ready-to-mind and hand. The self, now attached to its devices, occupies a liminal space between the physical real and its lives on the screen