Article deals with Manovich's account of space. The author herald its prospective ability to become universal form of information representation in new media.
Our aim is to review such claims from perspective of contemporary online practices. We try to show that although the space as a category lies in the center of some fields of new media, typically in computer games, there has been very little conceptual or qualitative development in contrast to its commercial and quantitative dissemination.
In our considerations, we are trying to highlight the role of user experience, which has changed significantly in the last 15 years and reflected in the commercial sector (e.g. marketing) on the border between reality and virtuality (especially towards augmented reality).