es abstract, ungrounded, and flat--a site for play and display rather than an invested situation in which action "counts" rather than computes. Such a superficial space can no longer hold the spectator/user's interest, but has to stimulate it constantly in the same way a video game does. Its flatness--a function of its lack of temporal thickness and bodily investment--has to attract spectator interest at the surface. Thus, electronic space constructs objective and superficial equivalents to depth, texture, and invested bodily movement. Saturation of color and hyperbolic attention to detail replace depth and texture at the surface of the image, while constant action and "busyness" replace the gravity that grounds and orients the movement of the lived-body with a purely spectacular, kinetically exciting, often dizzying sense of bodily freedom (and freedom from the body). In an important sense, electronic space dis-embodies. What I am suggesting is that, ungrounded and uninvested as it is, electronic presence has neither a point of view nor a visual situation, such as we experience, respectively, with the photograph and the cinema. Rather, electronic presence randomly disperses its being across a network, its kinetic gestures describing and lighting on the surface of the screen rather than inscribing it with bodily dimension (a function of centered and intentional projection). Images on television screens and computer terminals seem neither projected nor deep. Phenomenologically, they seem, rather, somehow just there as they confront us. The two-dimensional, binary superficiality of electronic space at once disorients and liberates the activity of consciousness from the gravitational pull and orientation of its hitherto embodied and grounded existence. All surface, electronic space cannot be inhabited. It denies or prosthetically transforms the spectator's physical human body so that subjectivity and affect free-float or free-fall or & fre...