There has been much discussion on the disembodiment of identity and the associated deception it may lead to in an online “virtual world” (Donath, 1996; Slater, 2002). Whilst it cannot be disputed that disembodiment and deception in regard to identity can have negative impacts online (Future of Identity in the Information Society, 2008), studies have shown that being part of virtual communities such as early Multi-User Dungeons (MUDs) or more recent online Role-Playing Games (RPGs) can play a significant role in the embodiment and re-embodiment of identity (Nabeth, 2004; Pearce, 2009).