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254 pages, Kindle Edition
First published September 10, 2024
We already spend a lot of time consuming secondhand experiences presented as entertainment in the form of movies, television, and videogames. We have accelerated this consumption while also turning more of our direct experiences-with sex, art, food, game-playing and hobbies -into something immediately consumable by others. We can immerse ourselves in online games of great creativity and appeal and experience genuine feelings of accomplish-ment, even earning the respect of anonymous others with whom we play. We do this because we believe it enhances our experience of pleasure.