Identity and the Cyborg Body

Elizabeth Reid


This is Chapter Three of Elizabeth Reid's thesis Cultural Formations in Text-Based Virtual Realities (Cultural Studies Program, Department of English, University of Melbourne, January 1994): 75-95. Another version appears as "Text-Based Virtual Realities: Identity and the Cyborg Body" in Conceptual Issues on the Electronic Frontier, ed. Peter Ludlow (Cambridge: MIT Press, forthcoming). This version appears here with the permission of the author.


MUD systems, with all the factors of anonymity, distance and flexibility brought into play, allow people to say what they want. That freedom is not always exercised to the approval of other players, and social systems which maintain cohesion amongst members of a MUD community have arisen. But the nature of what people do on MUDs does not provide a complete explanation of such systems--the nature of the people is just as important. A player of a MUD system is not a transparent medium, providing nothing but a link between external and internal cultural patterns, between actual and virtual realities. The player is the most problematic of all virtual entities, for his or her virtual manifestation has no constant identity. MUD characters need not be of any fixed gender or appearance, but may evolve, mutate, morph, over time and at the whim of their creator. All of these phenomena place gender, sexuality, identity and corporeality beyond the plane of certainty. They become not merely problematic but unresolvable. If anonymity on MUDs allows people to do and say whatever they wish, it also allows them to be whatever they wish. It is not only the MUD environment that is a virtual variable--the virtual manifestation of each player is similarly alterable, open to change and re-interpretation. The player does not constitute a fixed reference point in the MUD universe. Players do not enter into the system and remain unchanged by it. Players do not, in essence, `enter' the virtual landscape--they are manifested within it by their own imaginative effort.

In everyday life, our efforts at self-presentation usually assume that we cannot change the basics of our appearance. Physical characteristics, although open to cosmetic or fashionable manipulation, are basically unalterable. What we look like, we have to live with, and this fixity underpins our social institutions. Social structures based on bias toward or prejudice against differing portions of humanity depend on the ease with which we can assess each other's bodies, and ascribe identities to physical form. Male, female, white, black, young, old, poor and affluent are all terms that resonate through our culture, and each depends in part on the fixity of physical form, and our ability to affix meaning to that form. These kinds of assumptions go beyond the level of non-verbal communication--they make up not the outward form of our culture but the substructure of it. Just as we notice--if such an almost subconscious perception can be called `noticing'--the gender of our interlocutors before we notice their facial expressions, the symbolism of the body underpins and shapes our culture. On MUDs, however, the body is not an immutable property. How one MUD player `looks' to another player is entirely dependant upon information that they choose to give. The boundaries delineated by cultural constructions of the body are both subverted and given free rein in virtual environments. With the body freed from the physical, it completely enters the realm of symbol. It becomes an entity of pure meaning, but is simultaneously meaningless, stripped of any fixed referent.

The MUD system does not dictate to players the form of their virtual persona. The process of character creation is at all times in the hands, or imaginations, of the player, although different systems may make the process less or more complex.[1] Players may manifest themselves in any way they please, unbounded by the physical measures that limit our self-presentation in actual life. MUD characters are much more than a few bytes of computer data--they are cyborgs, a manifestation of the self beyond the realms of the physical, existing in a space where identity is self-defined rather than pre-ordained. The consequences of this for the sub-cultures that form on MUDs are enormous. They begin with a challenge to the ties between body and self, and lead to subversions of the categories of gender and sexuality which are so dominant in the actual world.

Self-Made People

MUD players create their own virtual personas, their own characters. They create, initially, a name. Their first contact with the MUD program is to direct it to create a database entry which will serve as their window into the virtual universe, the informational node to which they will connect in order to experience the virtual reality contained in a MUD system. Players rarely choose to give their real name to their virtual persona. Most choose to manifest themselves under a name that forms the central focus of what becomes a virtual disguise. These names can be almost anything that the player chooses to make them. They can be conventional names such as Chris, Jane or Smith. In many cases, the names have clearly been borrowed from characters from books, films or television shows--Gandalf, AgentCooper and PrincessLeia. Other names, such as Love, funky, Moonlight and blip, reflect ideas, symbols and emotions, while many more, such as FurryMUCK's felinoid Veronicat and LambdaMOO's yudJ, involve plays upon language and conventional naming systems.[2] The name a player chooses is the beginning point of his or her virtual self. On top of that name, the player builds a virtual body, endowing the new-born and newly-christened database entry with characteristics that mimic actuality. Players attach textual descriptions to those entries, clothing and defining the would-be physical form of their character, giving them possessions, and attaching to them symbols of those aspects of identity to which we give great importance in actual life--characters are gendered, sexed, identified.

The subversion of the body begins in small ways on MUDs. At the least end of the virtual surgery that players may perform upon themselves lies the cosmetic. It is possible to by-pass the boundaries delineated by cultural constructs of beauty, ugliness and fashion. Players can appear to be as they would wish. Such changes that a player might make to his or her perceived identity can be small, a matter of realising in others' minds a desire to be attractive, impressive and popular:
Lirra is a short young woman with long blonde hair, an impish grin and a curvaceous figure. Her clear blue eyes sparkle as she looks back at you. She is wearing a short red skirt, a white t-shirt, black fishnet stockings, and black leather boots and jacket.

Lirra whispers, "my desc is pretty real, but I'm a bit plumper than that" to you.

Lirra whispers, "and maybe i don't always wear such sexy clothes ;)" to you.[3]
Such manifestations remain within the realm of the bodily constructs with which we are familiar in actual life. They may enable the player to side-step the normal requirements of entry into glamour, but they do not subvert the concept. Rather, such descriptions call upon our pre-conceived notions about the human appearance to sustain their power. They do not free players from the shackles of the beauty myth, but they allow them to redefine themselves in accordance with that myth.

Beyond the bounds of beauty, other players shape their virtual selves to emulate the signs of influence and affluence which we pay heed to in our actual lives. Such characters are usually beautiful, but their beauty is at most a setting, the background for social status rather than the reason for it:
Darklighter
A lean Man standing a metre 73, weighing about 70 kilos. His hair is golden brown with hints of red, the frame his angelic face. Deep set are two emerald eyes that peer back at you. His vestiage is all in black with a cloak concealing him. You see on his right hand an emerald colored ring of peculiar origin. You realize that it is that of a Green Lantern. You can tell he is the sort of man who can see the strings that bind the universe together and mend them when they break.[4]
At the core of such characters is their possession of influential and even superhuman attributes. Curtis describes this phenomenon in player description as simply being a case of wish-fulfilment--"I cannot count," he says, "the number of `mysterious but unmistakably powerful' figures I have seen wandering LambdaMOO."[5] In many cases this may be true--certainly the majority of people in everyday life are neither as extraordinary nor as powerful as many MUD characters present themselves to be. However, it must be remembered that their personal description is the only method open to players to substitute for what, in everyday life, would be a complex mixture of non-verbal social context cues such as accent, dress and race. If many descriptions show exaggerated, even fantastical, attempts to indicate social acceptability, it is at least in part a reflection of the degree to which players feel it necessary to compensate for the lack of non-textual communication channels. Without reference to the senses on which we normally rely to provide information, such socio-emotional cues must be made explicit in textual descriptions. The social information usually spread out over several different sensual channels is concentrated into one channel and therefore exaggerated.

Whatever the reasons for such cases of virtual cosmetic surgery, be they dramaturgical or egoistical, their effect upon the MUD universe is to free it from conventions of power that rely on physical manifestation. When everyone can be beautiful, there can be no hierarchy of beauty. This freedom, however, is not necessarily one that undermines the power of such conventions. Indeed, such freedom to be beautiful tends to support these conventions by making beauty not unimportant but a pre-requisite. The convention becomes conventional--MUD worlds are free from the stigma of ugliness not because appearance ceases to matter but because no one need be seen to be ugly. The cosmetic nature of virtual worlds is, however, the least of their ability to operate upon our physically-centred prejudices. In the realms of gender and sexuality, MUD systems go beyond the escapist and become creative.

Ungrounding Gender

Of the cultural factors that are most important in encounters in Western society--typified by the big three of gender, race and class--all may be `hard-coded' into MUD programs. Race and class are generally the least problematised of these three, and their representations offer a link between the cosmetic and the radical ends of cultural surgery. Race and class on MUDs are generally the concern of systems that are adventure-oriented, and the choices available are likely to be within the realms of fantasy. Choices of race are more likely to be between Dwarvish, Elvish and Klingon than between Asian, Black and Caucasian; choices of class are more likely to be between Warrior, Magician and Thief than between white or blue-collar. This essential racial and class blindness is very likely the effect of the pre-selection criteria which the actual world places on those who would have access to the Internet. MUD players are necessarily people who have access to the Internet computer network. They are most likely to live in the industrialised and largely English-speaking countries that form the greater part of the Internet. They are also most likely to be either employed by an organisation with an interest in computing, or be attending an educational institution. People who fit these requirements are overwhelmingly likely to be affluent and white.[6] Uniformity decreases visibility, and thus for a large percentage of players, race and class are taken as a given and so seem to be invisible.

Gender, however, is brought very much to the fore on MUDs. All MUDs allow--and some insist--that players set their `gender flag', a technical property of MUD characters that controls which set of pronouns are used by the MUD program in referring to the character. Most MUDs allow only three choices--male, female and neuter--which decide between the families of pronouns containing him, her or it. A few MUDs demand that a player select either male or female as their gender, and do not allow a player with an unset gender flag to enter the MUD. Other MUDs allow many genders--male, female, plural, neuter, hermaphrodite, and several unearthly genders lifted from the pages of science fiction novels. It is obviously easy for players to choose to play a character with a gender different from their own. At least, it is technically easy, but not necessarily socially easy since there is a lively controversy surrounding the issue of cross-gendered playing. The subject is one that regularly recurs on the Usenet newsgroups relating to MUDs. Indeed, the times when the topic is not being debated are far outnumbered by the times when it is--it is a subject that evokes strong feelings from a very large number of MUD players.

Almost without exception such debates begin with the instance, either actual or hypothetical, of a male player controlling a female character. It is very rare for the reverse situation, that of a woman playing a man, to be brought up, at least in the first instance. This one-sidedness runs in parallel to a common claim that male-to-female cross-gendering is far more common than the reverse, a claim that rests in part on the notion, common lore amongst MUD players, that most of their number are in fact male. This may well be so. The cultural pre-selection process which ensures that most MUD players are white and affluent is also in operation in defining the sex of the average player. Although the gap is slowly closing, most people employed as computer programmers and computer engineers are male, and most of the students likely to have access to the Internet (those studying Computer Science, or Software Engineering) are also male. It is therefore quite likely that the folklore on the subject is correct, and that the majority of MUD players are male.[7] Since female and male presenting characters are about equally common, it follows that some of those female characters are controlled by male players.

Whether or not most players are male, the one-sidedness in the cross-gender debate is strongly related to players' perception of women as being the minority of their number, and to notions of gender-specific behaviour found in the external culture. Female-presenting players are treated very differently to male-presenting players. They are often subjected to virtual forms of those two hoary sides of a male-dominated society--harassment and chivalry. The latter can give female characters an advantage in the game world. Players newly connecting to a MUD system will inevitably require help in navigating the virtual terrain, and in learning the commands particular to that system. Players who present themselves as female are more likely than their male counterparts to find help easily, or to be offered it spontaneously. On adventure-oriented systems, in which the goodwill of other players can mean the life or death of a character, female-presenting characters are likely to be offered help in the form of money and other objects helpful for survival. This special treatment is not always, however, meted out in a spirit of pure altruism. Players offering help, expensive swords and amulets of protection generally want something in return. At the least, they might expect to be offered friendship; sometimes they may expect less platonic favours to be showered upon them.

Sex is, of course, at the root of this special treatment. As well as being white and male, the average MUD player might be likely to be young, since the Internet primarily serves educational institutions and thus students who are generally in their late teens or early twenties.[8] Such young people might well be expected to engage in romantic and sexual exploration, and the anonymous virtual environment allows this kind of exploration a safety that could only make it all the more attractive a site for it. It is hardly unusual for young people to utilise social situations to form relationships with members of the appropriate sex; since MUD systems provide a social environment it is not surprising that they are sometimes used in such ways, and successful liaisons can be intensely felt and emotionally fulfilling. Romantic attentions are not, however, always welcome or appropriate. In cases where they are not, the attention paid to female-presenting characters can fall into the realms of sexual harassment. As I have described, aggression can as easily be played out on MUDs as can affection. The sexual harassment of female characters is not uncommon, and is often closely tied to what may begin as a chivalrous offer of help, as this adventure MUD player describes:
I played a couple of muds as a female, one making up to wizard level. Other players start showering you with money to help you get started, and I had never once gotten a handout when playing a male player. And then they feel they should be allowed to tag along forever, and feel hurt when you leave them to go off and explore by yourself. Then when you give them the knee after they grope you, they wonder what your problem is, reciting that famous saying "What's your problem? It's only a game".[9]
For others the cry of "it's only a game" is itself justification for permitting cross-gendered playing:
I just paged through about 15 articles on this cross-gender topic. GEEZ guys get a life. Who cares if someone playes a female or male character and who cares what sex they are in real life! This is a game, and if someone enjoys playing the opposite sex, so what.[10]
However, and despite claims such as this one, for most players gender is of great moment, far more so than the imagined race or profession of the player. The simple fact is that no player presenting him or herself as a Dwarvish warrior-mage is likely to be one in actual life, but a female or male-presenting character could be controlled by a player of that sex. There is no cause for branding role-playing a Dwarf as deception when a reasonable person could not truly be deceived; it is only where virtual existence holds close parallels to actual life that the possibility and accusations of deception enter the equation. The ethics of this kind of `deception' are subject to debate amongst MUD players. Opinion is sharply divided. Some players feel that cross-gendering, particularly in the case of male players controlling female characters, is a despicable and even perverted practice:
Well, I think it *is* sick for guys to play female characters. Most only do it to fool some poor guy into thinking he's found the lady of his dreams, and then turn around and say "Ha! Ha! I'm really male!" Real mature. I think if you get off on pretending to be female you should go and dress up and go to some club in San Fran where they like perverts--just don't go around deceiving people on muds.[11]
There are three issues which those who oppose cross-gendering are concerned about. Firstly, they feel that it is `cheating' for a male player to take advantage of the favouritism and chivalry that is commonly showered upon female-presenting players in order to get special privileges in the game. Secondly, many feel that such impersonations are, by virtue of being `lies', unethical. Lastly, many players obviously feel very uncomfortable and at a disadvantage in interacting with others whose gender is unclear, and feel even more discomforted on discovering that they have been interacting under false assumptions.

For some, this is where cyberspace ceases to be a comfortable place. We are so used to being provided with information about each other's sex that the lack of it can leave many players feeling set adrift. Gender roles are so ingrained in our culture that for many people they are a necessity, and acting without reference to them seems impossible. Many people are simply unable to negotiate social encounters without needing to fix, at least in assumption, the genders of their interlocutors. It is indeed a truly disorienting experience the first time one finds oneself being treated as a member of the opposite sex. My own forays into the realm of virtual masculinity were at first frightening experiences. Much as some of us may deplore what we see as the negative sides of our culture's sexual politics, we are brought up to align ourselves with gender-specific social navigation mechanisms. Once deprived of the social tools which I, as female, was used to deploying and relying on, I felt rudderless, unable to negotiate the most simple of social interactions. I did not know how to speak, whether to women or to `other' men, and I was thrown off balance by the ways in which other people spoke to me. It took much practice to learn to navigate these unfamiliar channels, an experience that gave me a greater understanding of the mechanics of sexual politics than any other I have ever had.

For some players it is precisely this chance to swim unfamiliar seas that attracts them to cross-gendered playing. If it had not been for my intellectual interest I would probably not have persevered with my attempts as male self-presentation since it was often stressful and bewildering. Others, perhaps more adventurous and less self-conscious than I, claim this as the most rewarding aspect of virtual existence. The chance to see how the other half lives is enjoyed by many as liberating and enlightening, as is the opportunity to take a holiday from the confines of one's actual gender. The demands of masculinity, or femininity, can be daunting to those not brought up to them, and even those who are can appreciate the chance to side-step them:
Melina says, "What I really liked about having a female character was that I didn't have to do all the masculine bullshit--all the penis-waving."

Melina giggles. "Penis-waving... I love that phrase..."

Melina says, "I could just chat with people! It was great! No having to compete, no *pressures*, no feeling like I'd be made fun of for talking about my feelings."[12]
The ability to adopt and adapt to the erosion of gender requires a great deal of cultural and psychological flexibility. At its best it might help those who can play this game to understand the problems experienced by actual members of the opposite sex. Men who have experienced first hand the kinds of sexual harassment that for women has often been, as Gloria Steinem described it on a televised interview, "just part of life", may be less likely to perpetuate the social structures that enable such harassment. At the same time, such virtual fluidity acts to erode the places from which many of us speak. What, for instance, will it mean for feminist politics that in cyberspace men can not only claim to speak for women, but can speak as women, with no one able to tell the difference? The subversion of gender is not always a happy or enlightening experience. The problematising of identity, and of the speaking positions which are so crucial to our politics aside, many cross-gendered players experience the opposite of liberation--they are caught in a backlash against it:
There are also those who think it is an abomination to be playing a character of a different gender... and if it becomes known that a female character is actually being played by a guy, some of these guys will hunt down and kill the female character repeatedly for the "crime" of being a genderbender.[13]
The tools utilised by MUD players to enforce and maintain social structures and social coherence can be used to support any number of different ethical and moral systems. If methods of enforcing such systems can be called into effect in an effort to shore up the virtual holes in players' perceptions of traditional gender roles, they can also be used to enforce a different kind of `political correctness':
I am female. I choose to play female chars on muds. And people do harrass you. Its not just casual convo or compliment. I stopped playing muds where playerkilling is not legal. People tend to value there characters. If they really start harrassing you, you, or some other high level, killing them a few times tends to stop it short. On the muds i play im happy to kill people for harrassement [...] But i went on a few no pk muds recently and it was costant harrassment. I was getting tells like "How big are your tits" or "You want to mudfuck" which is reallly annoying. So to the females who have problems, head to the player killing muds where you can avenge yourself...[14]
The structure of MUD programs destroys the usually all but insurmountable confines of sex. Gender is self-selected. This freedom opens up a wealth of possibilities, for gender is one of the more `sacred' institutions in our society, a quality whose fixity is so assumed that enacted or surgical reassignment has and does involve complex rituals, taboos, procedures and stigmas. This fixity, and the common equation of gender with sex, becomes problematic when gender reassignment can be effected by a few touches at a keyboard. MUDs become the arena for experimentation with gender specific social roles, and debate over the ethics of such experimentation. The flexibility of self-presentation provided by MUDs makes it possible for players to experiment with aspects of behaviour and identity that it would not normally be possible to play with. Players are able to create a virtual self outside the normally assumed boundaries of gender, race, class and age. The possibility of such experimentation governs the expectations of all players of MUDs. Some find the lack of fixity intimidating; others show a willingness to accept this phenomenon, and to join in the games that can be played within it. Whether an individual player enjoys the situations that come of this potential, or is resentful and wary of them, exploitation of it is an accepted part of the MUD environment. Most players seem to be aware, and some have learnt through bitter experience, that not all characters reflect the identity of the player. MUDs challenge and obscure the boundaries between some of our most deeply felt cultural significances, and force the creation of new cultural expectations to accommodate this.

MUDs both erode gender and bring it to the fore. In the instant that a player assigns a sex to his or her character, that split has been recognised. The need for conscious assignment makes gender meaningless as a reference point in some claimed reality, but it also marks it as a vital cultural referent. On MUDs sex and gender are subverted by the whims of imagination. The attributes and social options society allocates each gender offer both negative and positive experiences. The chance to experience life on the other side of what is usually an all but insurmountable divide can make the MUD world into a stage for inventive and subversive cultural games. At their most liberal, systems where this playful subversion is an accepted by-product of virtual existence can be dynamic and challenging places.

Nevertheless, as Stone has also noted, the gender-specific roles that our culture prescribes have not been changed by this virtual freedom from the shackles of gender, but the rules delineating who may use which social mode have been clouded. The appropriation of the other is an accepted, though not always liked, feature of the virtual terrain. The virtual colonisation of the body of the other in the often culturally uncharted waters of the cyberspatial frontier, to offer a mix of landscapes and similes only possible in virtual reality, is commonplace. Gender is divorced from the body, and given a purely social significance. The man who can behave as a woman, and the woman who can behave as a man, are virtually accepted as legitimately owning such presented identities. The cyborg entity, to paraphrase Sylvia Plath, walks wary though the virtual landscape, sceptical of the `real world' significance of what is culturally signposted, yet politic, amenable to the games played within that space. The gendered subject is separated from the sexed body, if not finally divorced from it. MUDs do not grant a decree nisi to the gender roles that permeate our social existence, but they do offer equal opportunity casting.

Cyborg Sexuality

Stone tells us that, in describing the act of computer-mediated communication, people she had interviewed would "move their hands expressively as though typing, emphasising the gestural quality and essential tactility of the virtual mode."[15] Communication through the fingertips rather than through sound, a necessarily tactile connection, a social touch, albeit one distanced by computer cable, is the breed of sociality expressed on MUDs. The pose command and the feelings commands are the most richly used of all those communicative tools available on MUD systems. This obsession with the physical in a non-physical environment is hardly contradictory--a consensual hallucination is, after all, in part a sensual hallucination. Spanning the senses as well as the imaginations of the participants, MUDs are as grimily sensual as their name suggests, and can be a stage for sexual expression.

FurryMUCK is one of the most popular social MUDs on the Internet, and one that has a reputation for being rampant with sexual activity. I cannot say whether this is deserved or not--MUDsex seems to happen on all systems, and it is impossible for me to say whether it is more or less common on FurryMUCK. However, questions of social and sexual identity, and of the unfixed and unfixable nature of the cyborg body, are prominent on FurryMUCK. The very theme of the MUD draws these questions to the fore, for every character on Furry is inhuman, and most are anthropomorphised animals clad only in virtual fur. Cats and bears are legion, most of them sleek-furred and svelte or broad and brawny. The nature and culture of the body is the primary theme of FurryMUCK, and the ideal is animalistic allure. Sexuality is a vital aspect of this kind of cyborg body, and most character descriptions reflect this. There are few `mysterious but powerful' mage-warriors on FurryMUCK, but many flashes of velvet-pelted thighs, glints of slitted pupils and touches of sharp-taloned paws.

`Touches' is indeed the operative word. FurryMUCK is by far the most `physical' of the MUDs I have encountered. There is much back-scratching, fur-patting, hugging and kissing between Furries, that being the name by which they are both called and self-identified. This virtual touching is rarely overtly sexual when performed in the more public areas of the FurryMUCK world. It is always affectionate, and indeed FurryMUCK is one of the most friendly MUDs I have used. Nevertheless, beneath the affectionate snugging and purring is a strong undercurrent of revelry in the decidedly beautiful and sensual nature of Furry bodies. If one looks for them, areas where semi-public sexual play is common are not hard to find. The FurryMUCK hot-tubs are both popular and well sign-posted with warnings about the nature of the behaviour both allowed and to be expected inside them. The Truth or Dare games played in their own specially designed and, again, signposted, areas are a deliberate invitation for sexual expression. Just as the games of Truth or Dare played by actual humans, as many adolescent memories will attest, nearly always concern themselves with questions about desires and dares to act on them, so do the games played by Furries.

The mechanics of sexual activity on MUDs are very simple. It is a form of co-authored interactive erotica. The players involved in a particular virtual sexual act type out their actions and utterances:
Arista continues to nip little kisses back down your neck.

Pete mmmms, his hands stroking a little at your sides.

Arista presses her body to yours, rubbing herself like a cat over you.

Pete groans softly, laying back on the long seat, writhing softly under you.

Arista moves her mouth down over your chest slowly.

Arista plants open mouth kisses over your left nipple as she flicks her tongue over it gently.

Pete's body arches up towards your mouth, softly.[16]
From all accounts MUDsex can be a lot of fun for the participants, and many a crude reference has been made in the MUD-related newsgroups as to the manner in which it improves a player's ability to type one-handed. Beyond its mechanics MUDsex--or tinysex as it is often called, in erroneous implication that most of it occurs on social-style MUDs--is not at all simple. MUDsex falls into a realm between the actual and the virtual. Players can become emotionally involved in the virtual actions of their characters, and the line between virtual actions and actual desires can become blurred.

Virtual sex is the least and the most expressive of virtual interactions. In its descriptions of purely would-be physical interaction, it is the least overtly cultural of interactions. It draws most heavily on external cultural factors in its dramaturgical nature, and it is without doubt among the most dramatically affective of virtual happenings. Real desire and arousal are evoked between participants, a reaction hugely dependant upon each person's external cultural experience. As Stone describes the relationship between phone sex workers and clients, the speaker--or typist--textually codes for gesture, appearance, or proclivity, and expresses these as tokens, sometimes in no more than a smiley, and the listener, or reader, uncompresses the tokens and constructs a dense, complex interactive image.[17] In these interactions, Stone continues, "desire appears as a product of the interaction between embodied reality and the emptiness of the token."[18] That emptiness is filled with the cultural and personal expectations of the virtual lovers--good cybersex consists of the empathetic understanding of and response to the cultural symbols represented by a partner's symbolic tokens. Such descriptors are loaded with assumptions and meanings; that they can be transmitted along with the text is a tribute not only to the linguistic skill of the interlocutors but to the facility of the virtual medium for such dramatic and intimate play. The human body is represented through narrow bandwidth communication in all its culturally laden fleshiness through the coding of cultural expectations as linguistic tokens of meaning. Desire is no longer grounded in physicality in cyberspace, in triumphant confirmation of the thesis that the most important human erogenous zone is the mind. MUD sex may never replace actual sex, but it does provide some erotic satisfaction to those who participate in it.

"Textuality as striptease" is no longer just a jibe directed by the script writers of the BBC production Small World at a particular breed of American postmodern cultural critics.[19] The textual nature of MUDs strips the confines of a particular body from players, and allows them the freedom to play with, in and through any body they desire. Cyborg bodies are not, as Stone claims, "preorgasmic".[20] The "erotic ontology of cyberspace" lies most clearly in its concentration of the erogenous into the imaginative.[21] Cyborg bodies are, in many ways, superior to their actual counterparts. They cannot tire, stumble, or subject their inhabitants to any of the embarrassments or failures that flesh is prone to. Thus cyborg sex is a concentration of the erotic, a purifying of prurient imagination, a romantic idealisation of sexual encounters worthy of the most airbrushed Hollywood art.

The Cyborg Self

Cyborgs are born out of virtual sex. At the moment of virtual orgasm the line between player and character is the most clouded and the most transparent. Who it is that is communicating becomes unclear, and whether passion is being simulated on or transmitted through the MUD becomes truly problematic. Born from primeval MUD, these cyborgs redefine gender, identity and the body. In this part of cyberspace, a place as far divorced from the natural world and the animal, as far from the flesh as human inventiveness can get, the lines between the animal and the conscious are erased.

FurryMUCK seems almost too good for cultural analysis to be true--an imaginary world populated by conscious animals consciously sensualised, all represented by pure linguistic symbolism and represented within the confines of electricity, silicon and magnetism. At the margins of physicality, these Furry cyborgs play with the margins of sexuality. They have none of the boundaries of the actual to confine them. They may take on any physiology that passion and imagined convenience invites. Any configuration of human and animal components may be mixed to create as many sexual possibilities as can be imagined. Bisexual, multisexual, polysexual--they can be all, but always consensual. For the players there is always the off-button; for the cyborg characters, implements of sensual overload are as controlled or as uncontrolled, as gentle or as cruel, as the simulation demands. Perversion is as common on MUDs as in the `real world', but in cyberspace perversion can be perverted into any form. In the dim recesses of Internet cyberspace, there are MUDs, known only by word of mouth--or touch of keyboard--with themes as controversial as that of any specialist brothel. Kinks of any kind can be found if looked for, all bent to the demands of the cyborg entities who portray them for the amusement of the humans shadowed behind their technologies. FurryMUCK is the lightest side of this twisting of cyborg gender and sex--the fluffiest and the snuggliest. Darker cyberspaces can be found, painted not in cartoon colours and textured with fur, but depicted in the dark techno-organicism of H. R. Giger and texted with all the danger and poetry of Pauline Reage.

The cyborgs on MUDs do not, as Donna Haraway suggests in her Cyborg Manifesto, have "no truck with bisexuality, pre-oedipal symbiosis... or other seductions to organic wholeness".[22] Although, in partial confirmation of Haraway's comments, they are literally the illegitimate offspring of militarism and patriarchal capitalism--of the US Department of Defence and the bastions of higher education--MUD cyborgs do not reject the labels of the father culture. There is no escape from labelling for these cyborgs--they are constructed entirely from the most evident of labels. Their commitment to "particularity, irony, intimacy and perversity" is expressed through the flaunting of cultural symbols and the literal inscription upon their virtual bodies of the signs of who they want to be.[23] Transsexual, transvestite, bisexual, superhuman and anthropomorphic--MUD bodies can embrace and be embraced by each of these richly coded definitions.

At the heart of this play with identity is always the question of how dichotomous cyborg and actual identities are. Where are the lines drawn between representation, simulation and actualisation? How far do genuine feelings draw virtual actions into the realm of the actual? These are questions for the legislators and philosophers of our new computerised world, and not questions that will be answered easily, for the one constant of cyberspatial existence is that it is different for everyone. Current political and legal trends, with talk of `hostile environments' and `hate speech', may lead to the notion that biotechnological politics move beyond the regulation of actions upon the body and into actions upon the spirit. The ultimate reduction of the physical--the microelectronic--may become the realm of the disembodied spirit. If criminality, or even immorality, can be discovered in cyberspace it will entail a greater recognition of amorphic harm. The most intimate of MUD interactions already involve that recognition. Negotiation, and behind-the-scenes direction, almost always ride in tandem with expression. In the mechanics of the act, cyborg lovers whisper messages between their players, directing what is acceptable and what is not, defining and creating the virtual experience with determination and consent. The most highly practised inhabitants of MUD spaces make their intentions and desires clear. Flirtation is more highly specified than it is in the pubs and parties of the `real world'. Raised eyebrows and tilted cigarettes are replaced by direct requests. This is cyberspatial intimacy at its best.

These cyborgs do not exist in a "post-gender world.[24] They are only quasi-disembodied. They do not attempt to posit their identities as amorphous, but instead revel in the possibilities of body-hopping. Play is not with escape from the claims of the flesh, but with the cultural meanings attached to different bodies. The adoption of masculinity, femininity, androgyny, animality or the more fantastical meanings attributed to fictional races or genders, is as easily accomplished as might be the donning of a new set of clothes. Thus clothed in the borrowed trappings of other's cultural expectations and imaginings, cyborg selves interact in fashions that are based both on superficial appearances and on an acceptance of whatever the individual wants to be. They do not reject gender, or any other signs of identity, but play a game with them, freeing symbols from their organic referents and grafting the meanings of those symbols onto their virtual descriptors.