The multiplayer online sex game lets users roam freely to find partners and offers hundreds of sex animations.
Without continuing to draw off our historically ambivalent faith in embodied relations, techno-sex quickly becomes hollow, unsatisfying, no more erotic than collecting answers to what-are-your-measurements questions. By continuing to draw off that ambivalent faith, techno-sex and the many other practices of disembodying interaction contribute to a changing and increasingly abstracted dominant ontology of embodiment.
There is disagreement over whether cybersex is a form of infidelity.
In online worlds like Second Life and via webcam-focused chat services, however, Internet sex workers engage in cybersex in exchange for both virtual and real-life currency.
For many the primary point of cybersex is the plausible simulation of sexual activity, and this knowledge of the other is not always desired, but this is also criticized as the emptying out of embodied relations.
Imagination and suspension of disbelief are also critically important.
Cybersex can occur either within the context of existing or intimate relationships, e.g.
Cybersex is commonly performed in Internet chat rooms (such as IRC, talkers or web chats) and on instant messaging systems.
It can also be performed using webcams, voice chat systems like Skype, or online games and/or virtual worlds like Second Life.
There are a number of popular, commercial webcam sites that allow people to openly masturbate on camera while others watch them.