1. The document discusses how political discourse occurs through building relationships with non-present others using new digital technologies and modalities. 2. Transworld and transmedia games aim to recreate experiences of engaging with non-present people and places through a sense of "presence in absence" enabled by amodal perception. 3. These spaces may facilitate the development of "glocal" political identities as players have enacting experiences that entangle their actual and possible identities across global and local worlds, past, present and future.