Players explore a virtual town where they can participate in various activities, shop for clothes, visit a resort or party the night away.
Similar to titles like IMVU, the main focus of the game is to socialize rather than complete quests or run instances.
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.
It can also be used to gain experience for solo writers who want to write more realistic sex scenes, by exchanging ideas like sex position.
One approach to cybering is a simulation of "real" sex, when participants try to make the experience as close to real life as possible, with participants taking turns writing descriptive, sexually explicit passages.
The exact definition of cybersex—specifically, whether real-life masturbation must be taking place for the online sex act to count as cybersex—is up for debate.
It is also fairly frequent in online role-playing games, such as MUDs and MMORPGs, though approval of this activity varies greatly from game to game.