With the introduction of the internet, virtual communities have sprung up left, right and centre utilizing a variety of technologies from Internet Relay Chat (IRC) to discussion boards to virtual worlds. These virtual communities allow people with similar interests and hobbies to connect crossing geographical boundaries, which previously restricted traditional communities. But what happens when relationships formed in these communities cross other boundaries?

Since the launch of the internet, stories of online indiscretions have frequented conversations and sometimes even news headlines, such as the divorce of Laura Skye and Dave Balmy due to an online affair (Adams, 2008). Due to the anonymity of the internet, users are easily able to abandon their real life identity, and escape into a virtual world where none of their real life troubles, such as family, money and work, can bother them.  Web 2.0 applications and Communities such as Second Life provide the platform for people to connect with like minded individuals, and what seems like an innocent friendship at first can cross that boundary to become an intimate emotionally charged virtual affair.

Virtual worlds and communities, such as Second Life, provide a utopia where a user can create and live in a better version of their current life, where they are fully in control of their surroundings and environment. As stated in the Official Second Life Guide, “Second Life gives you the freedom to pursue your dreams and interests. For some residents, this means having as much virtual sex as possible…” (Rosedale, 2007, p 13). A user only needs to reveal as much about their real life persona as they wish, and likewise, can be discreet regarding their avatars experiences with their real life loved ones. This hidden world can present the perfect “… opportunity for inhibition-free sexual creativity, exploration, or foreplay …” (Gillies, 2008, p. 29) for users, regardless of their real life involvements or commitments.

This paper will present the risks involved in assuming this ‘better you’, relinquishing your real life identity and immersing yourself in the Second Life virtual world, focusing on the damage that can be dealt to real life as a consequence of online relationships. To demonstrate this argument, the world of Second Life as a community will be explored, the connection between the user and his or her avatar, establish the connection between Second Life and the ACE Model for Cybersexual Addiction and finally confirm the prevalence and impact of virtual infidelity.

SECOND LIFE: WHAT IS IT?

Virtual communities can be formed for various reasons – from cancer support groups, to car fanatics, to role playing. In the latter category is the 3D virtual world of Second Life, also categorized as a Massively Multiplayer Online Social Game (MMOSG), which has over 18 million members worldwide (Yokosuka, 2010).  Similar to Massively Multiplayer Online Role Playing Games (MMORPG) such as World of Warcraft or EVE, Second Life is a community which allows you to interact with other players via your custom made avatar, however there are no quests, levels or fights to complete.  Launched in June 2003, Second Life was created by Linden Labs, as a virtual role playing world where the role you are playing is fundamentally a glamorized version of real life.  

“A place to be
Be different
Be Yourself
Free yourself
Free your mind
Change your mind
Change your look
Love your look
Love your life”
- Linden Research, Inc.

Restricted to ages 18 and above, people can create a tailored avatar to represent themselves, while they go about their day of working, shopping, socializing and exploring in this virtual community. People regularly come into contact and interact with other residents, form friendships and relationships and may even fall in love.

In Second Life, there are online wedding ceremonies available, where you can invite guests, hire a wedding planner, and even write your own vows for that special online someone. When things take a turn for the worse, you can hire a private investigator to follow your estranged spouse, to discover things which may eventually lead to an online divorce. Second Life is intended to be exactly that – your second life where you can do everything you’ve ever wanted in your real life, without the restraints of your race, colour, culture, religion, gender, sexual orientation or even your current marital status. As Philip Rosedale, CEO and Founder of Linden Labs, states, Second Life is “… a place where you can turn the pictures in your head into a kind of pixilated reality.” (Rosedale, 2007, p. iv)

ME, MYSELF AND MY AVATAR

The ability to create a new identity can be appealing to some users as they can see Second Life as a chance to be a better version of themselves, or live a better life. As Turkle (1994) explains, players use these virtual worlds to remake the self, where you can “be what you pretend to be”. Essentially, Second Life is providing users with the tools to create an improved version of themselves, and live a life they have previously only dreamed about.

A recent study in Second Life confirmed this, showing that a majority of users created avatars that were similar to their actual real world appearance, but slightly embellished and improved; “In particular, participants responded that they tend to make their avatar’s body, hair-style, and clothing somewhat more attractive than those related attributes of their real self” (Bone et al, 2009). This is supported by Ducheneaut et al’s (2009) research that states one of the conceptual factors when creating an avatar, is the idealized self, “the idealized self factor includes two questions: (1) I make avatars that are idealized versions of myself and (2) I make avatars that have features that I wish I could have in real life.” The study conducted by Bone et al (2009) also found that the general behavior of avatars in Second Life were more extroverted, outgoing and daring than their real life counterparts.

In Second Life, you can customize your avatars height, weight, hair, facial features and clothing. With these sorts of options, most characters look as if they have just stepped out of a fashion magazine – it is not often you come across a frumpy, middle aged housewife. This can be extremely hard for loved ones in the real world, who feel they have to contend with the flawless and unrealistic representations that have stolen their partners’ attentions. Sue Hoogestraat, whose husband spends up to 14 hours at a time with his virtual wife in Second Life, admits it feels like being a widow, and that “this other life is so wonderful; it’s better than real life. Nobody gets fat, nobody gets gray. The person that’s left can’t compete with that.” (Alter, 2007)

THE ACE MODEL – EXECUTION AND MOTIVATION FOR CYBER AFFAIRS

“Imagine a husband, who would never walk into an adult bookstore, finding that he could download online pornography cheaply, quickly, and without detection. Picture a wife, who would never pick up the telephone to dial a 900 number, who discovers almost by chance that she can engage in erotic chat or phone sex with men she met online apparently free of observation.” (Buchanan et al., 2000, p61) These are the sort of obstacles that couples of today are faced with – the ease, ambiguity and inexpensiveness of extramarital sexual gratification.

The ACE Model for Cybersexual Addiction is extremely useful for understanding online infidelities, and the potential explanations. It is composed of three aspects: Anonymity, convenience and escapism.

Anonymity
The ability to discreetly explore and interact in the virtual world as a nameless connection, restraining how much or how little information you reveal regarding your true identity makes anonymity one of the biggest benefits of the internet. Anonymity can reduce inhibitions, allowing “… users to secretly engage in erotic chats without the fear of being caught by a spouse … anonymity provides the user with a greater sense of perceived control over the content, tone, and nature of the online experience” (Buchanan et al, 2000, p. 62).  This apparent control the user has provides a more comfortable feeling, leading to more upfront and candid communication, eventually coaxing more honest and personal conversation. This accelerated formation of a bond can then lead to a dangerously intimate association.

Convenience
Programs and software such as Second Life provide the channel to meet other like minded individuals on the internet, whether they are geographically close or on the other side of the world. These virtual communities can be accessed from just about anywhere at any time, from the comfort of the computer room or even the bathroom, lounge room or verandah. These familiar locations can provide a sense of security, and reduce the feeling of anxiety and risk usually associated with extramarital indiscretions. 

Escapism
One of the main motivations for any type of virtual reality, whether it is a virtual world or a MMORPG, is the sensation of escape. Participants are able to use “the online environment to avoid thinking about real life problems,” (Yee, 2007, p.774) as the “virtual worlds provide a highly interactive, three-dimensional, international, computer driven extension of the same escapism that society has historically sought through movies, plays, books, games, rock and roll concerts, television shows, and other forms of entertainment.” (Gillies, 2008, p.122). In the virtual world, users can be the rock star, sports player or hero that they always dreamed they would be, they can use a virtual world to escape their ‘failures’ of the real world. In other words, users surrender themselves to this virtual world in an attempt to live in an environment more controllable, where the ‘broken’ elements of the real world, such as relationships and marriages, are fixed or nonexistent.

The ACE Model clearly sums up the ease of execution, via anonymity and convenience that the internet has provided online philanderers with. Although motivations can vary, escapism is repeatedly addressed as a top reason for online interactions. Second Life provides a method for users to anonymously chat and interact with other like minded people conveniently from the comfort of their own home or office, at a time that suits them, and enjoy the feeling of escape from the real world.

IS VIRTUAL CHEATING REALLY CHEATING?

The Oxford Dictionary defines the act of being unfaithful as ‘engaging in sexual relations with a person other than one’s lover or spouse’ (AskOxford.com, 2010). According to this definition, having a significant other in Second Life, getting married and moving in together and even indulging in cyber relations, is not classified as cheating. However, many argue that the emotional betrayal and neglect is more devastating than any physical indiscretions. As Charlie (2009) states, “emotional intimacy is often much deeper and more meaningful that [sic] mere sex, and since an [sic] strong emotional connection can be developed online, it is quite possible for someone to engage in online infidelity without ever touching the third party.” Whitty (2005) supports this, with the argument “… although there are no physical bodies present online, this, in turn, does not mean that the action is unreal.” Although deemed as a different type of adultery, online infidelity is as hurtful and significant as an offline affair.

The much publicized divorce of ‘Laura Skye’ and ‘Dave Barmy’ in the United Kingdom in late 2008 reiterates the betrayal felt as a result of online infidelity. Amy Taylor, the woman behind the avatar Laura Skye, filed for divorce from David Pollard (Barmy) after twice catching his Second Life character with another avatar. Taylor told of her anguish to Time (2008), “I looked at the computer screen and could see his character having sex with a female character. It’s cheating as far as I’m concerned.”

CONCLUSION

With the rapid progression of the internet, the offline world and ways of thinking sometimes appear to have trouble keeping up. Every day, the internet is finding new and interesting ways of testing our morals, beliefs and ethics. While virtual communities appear to have an innocent purpose, they can provide the means for more sinister intentions. Online adultery existed long before the launch of Second Life, however the MMOSG’s ability to help its residents create a new identity and live a ‘better life as a better you’, as well as the anonymity, convenience and escape can provide the catalyst for an otherwise happy marriage to suffer the betrayal, deceit and uncertainty that comes in the wake of an online affair. Although the question of virtual unfaithfulness still remains, the betrayal felt after any type of infidelity can be shattering to the innocent party. As Charlie (2008) states, “Facilitating an affair via a keyboard doesn’t make it any less painful for the partner who has remained faithful.” Perhaps it’s time for the residents of Second Life to sit back from the computer screen, consider what gaps the virtual world is filling, and have a go at solving the problem back in ‘First Life’.

 

REFERENCES

Adams, W. (2008). UK Couple to Divorce over Affair on Second Life, TIME. Retrieved April 5, 2010, from http://www.time.com/time/world/article/0,8599,1859231,00.html

Alter, A. (2007). Is This Man Cheating on His Wife?, The Wall Street Journal. Retrieved April 25, 2010, from http://digitalhive.blogs.com/digiblog/files/is_this_man_cheating_on_his_wife.pdf

AskOxford.com. (2010).  Retrieved April 5, 2010, from http://www.askoxford.com/concise_oed/unfaithful?view=uk

Bone, M., Lyons, K., Messinger, P., Niu, R., Perelgut, S., Smirnov, K., Stroulia, E. (2009), Virtual worlds – past, present and future: New directions in social computing, Decision Support Systems, 47, 204-228. Retrieved April 25, 2010, from ScienceDirect.

Buchanan, J., Cooper, A., Griffiths-Shelley, E., O’Mara, J., Young, K. (2000),  Cybersex and Infidelity Online: Implications for Evaluation and Treatment, Sexual Addiction and Compulsivity, 7(10), 59-74.

Charlie (2009). What is Online Infidelity? Does it really exist? Cheatcatcher. Retrieved April 5, 2010, from http://www.cheatcatcher.com/online-infidelity/

Ducheneaut, N., Wen, M., Yee, N., & Wadley, G. (2009). Body and mind: a study of avatar personalization in three virtual worlds. Proceedings of CHI 2009. Retrieved April 25, 2010, from http://www.nickyee.com/pubs/Ducheneaut,%20Wen,%20Yee,%20Wadley%20-%20CHI%202009.pdf

Gillies, I. (2008). Real World Toys and Currency Turn the Legal World Upside Down: A Cross-Sectional Update on Virtual World Legalities. International Journal of Communications Law & Policy, 12, 120-139. Retrieved April 5, 2010, from http://www.ijclp.net/files/ijclp_web-doc_6-12-2008.pdf

Linden Research, Inc. What is Second Life?(Introductory video) Retrieved April 5, 2010, from http://secondlife.com/whatis/?lang=en-US

Rosedale, Philip. (2007). Forward. Second Life: The Official Guide. By Michael Rymaszewski, Wagner James Au, Mark Wallace, Catherine Winters. Dorothy Sayers and Barbara Reynolds. Indianapolis: Wiles Publishing, Inc. pp. IV-V

Rymaszewski, et al., (2007). Second Life: The Official Guide. Indianapolis: Wiles Publishing, Inc.

Turkle, S. (1994). Constructions and Reconstructions of Self in Virtual Reality: Playing in the MUDs. Mind, Culture, and Activity, 1(3), 158-167.

Whitty, M. (2005) The Realness of Cybercheating: Men’s and Women’s Representations of Unfaithful Internet Relationships. Social Science Computer Review. 23, 57-67.

Yee, N. (2007). Motivations of Play in Online Games. Journal of CyberPsychology and Behavior, 9, 772-775.

Yokosuka, T. (2010). Second Life Statistics. Retrieved April 5, 2010, from http://www.tigerbeatle.com/SlickMagazine/index.php/slick-topics/second-life-statistics.

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SECOND LIFE: HELPING YOU TO BE VIRTUALLY UNFAITHFUL SINCE 2003 is licensed under a Creative Commons Attribution-No Derivative Works 2.5 Australia License.