In Paul Virilio’s paper on the speed of information, he attempts to make sense of the transition from an analog world to a digital one. Although I think that many of the points he makes are valid, I would argue that digital reality is not at odds with what he considers to be the “real” world.
Firstly, I must define what digital reality and tangible reality are. The digital world is just that: it requires the existence of computers and technology to keep it running. The internet itself is merely the result of connections between computers. The digital world does not, however, ignore temporal boundaries. The digital world does not tell users what the future is (at least beyond a few days of weather predictions), but it does catalog some of what the past has taught us. In this way, the internet is like a book. The digital world is accessible to any person around the world with a working computer and an internet connection. It does not permeate everything everywhere, but where it does exist, it shortens the time and space between users.
Over the past year, downloadable games like Angry Birds and Plants vs. Zombies have become household names. Children are being introduced to mobile gaming platforms at a very young age through their parents’ smartphones and tablets, and free games become a gateway to hardcore gaming in the form of MMOs. How does this translate for the gamers who still prefer platforms and gaming on their televisions? Older platforms like Sony’s Playstation 3 and Microsoft’s XBox 360 have been adapted to access the internet, and gamers can pay for and download certain titles right from their living room. 
