Our aim in this chapter is to show and discuss what is lost in digital trans-lations as the welfare state and society increasingly use digital technology in welfare production. We argue that there are several unintended conse-quences we need to be attentive to regarding digitalising society and our welfare production, distribution, and consumption. In addition, there is a need to make what is l…
Since the late 1980s a so called ‘spatial turn’ affected the arts and humanities, fore-most cultural studies. Also, computer game studies took a turn towards space, if they were not from the very beginning always about analyzing the spatiality of digital games (Günzel 2010). Nevertheless, this contribution investigates not only spatial theories, but suggests a further possible turn within …