The thesis proposes a survey on some effects of the digital revolution in the field of communication and highlights some anthropological and ethical changes associated with it. The title comes from a story of the same name by science fiction writer James Graham Ballard.  Emerelda, one of the protagonists of the story, lives in withdrawal in her villa due to her mental disorders.  With the pretext of making a film, gigantic scenographic screens are disposed around her home they are arranged in a manner to create virtual places, in order to bring about a therapeutic effect in her. I considered this detail as an anticipatory image of our contemporary reality.  
Similarly to Ballard's characters, we ultimately experience the effects of the change in the statute of the screen which has gone from a mere representative function to an instrument of 'presentation' and duplication of reality. In other words,  the screen has become an instrument producing a parallel reality and a parallel present.  The rules of this doubled reality constitute a totalizing "game" and "play". Retracing the history of the screen and analyzing its changed functions over time, allows us to deepen on how much the media and technological devices have transformed the essence of our experiential dimension. 

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