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digitisation

Reinventing the third place for the digital dimension

Long, long ago, when games still needed dice and phones required cords, the average teenager was a very different breed of human. Awkward experiments in social behaviour were conducted face to face, and migration patterns usually revolved around food courts and bowling alleys. And for those of us who grew up in a metropolitan area, the mall was the ‘ground zero’ for the community¬†– a place of common gathering and interaction, where pimple-pocked youth could strut and flash their proverbial peacock feathers, and arcade games provided endless entertainment.

Possible

Probable

Just imagine

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