Space and place are two very different concepts: one, the base experience of embodiment, objective, impersonal, undifferentiated; the other, a way of being “there” that includes memories, experiences, emotions, and behaviours associated with a specific context. While space simply “is”, place is an unstable, transient construct. The author points out that spatial reasoning shapes the way we perceive and understand the world: we not only get around with a map and compass, but we “get out” of difficult predicaments. We also navigate the Web, or “go to Google”. What about places then? If our house is certainly a place, what about Facebook? With an average 25 hrs/week spent online in the EU, does our sense of place stretch out from homes and offices to include our mobile phones, tablets and digital alter-egos in a continuum that permeates every moment of our lives? Should it? And if so, how is this different from the Internet we have known so far? Following this line of thought the author looks into filmic and videogame language, literature, comics, pop references and Japanese anime. He uses a number of examples to explain the transition from digital to postdigital. He argues that the old approach of a literal representation of reality will be replaced with a continuum of abstract grammars which will play a key role in place-making and navigation in complex information environments.