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Writer's picturePerseus

AVS, ALTS AND FAKES: THE MANY FACES OF THE DIGITAL SELF

In the age of digital recluse, we must stay vigilant about the details of user-created profiles.



In older virtual communities like Second Life and RLC/Utherverse, as well as in the many metaverses that emerged since 2020, the avatar serves as an indication of a resident's virtual identity. It's through these avatars that people experience and interact within these communities. Avatars, or AVs (a term used for the main account), are essential for forming these communities, and their identities make the technological and social experience more real for users.


From an anthropological viewpoint, virtual worlds are a social phenomenon that allows users to lead lives entirely different from their real-world existence. In these communities, people can explore various facets of their personality or live life according to their desires and aspirations. The motivations for engaging with these platforms vary, and are closely tied to how the user wishes to be seen. Inside these communities, we project ourselves as attractive, muscular, tattooed, famous, and unique. We form social classes and organize ourselves around small communities or groups, often referred to as "families." Social advancement occurs through talents in activities like design, decoration, and hosting events. The higher the quality of your work and the more you interact with a growing number of users, the higher the chances of being considered a talent by the virtual community, thereby replicating the same standards of the real world.


Some consider the internet too dangerous a place to reveal their true identity. Whether out of fear or shyness, it's not uncommon to encounter people who prefer to maintain privacy online, being identified solely by their avatar without any interaction between their real and virtual selves. These individuals choose anonymity to explore various aspects of their own sexuality or to present themselves as they really are, free from social judgments or pressures.


When we create our avatars, we project our ideal self onto them, reflecting how we see ourselves internally, mirroring our desires and wants. We craft stories, invent characters, engage in sexual experiences, and allow ourselves the most diverse forms of interaction in the virtual environment.


Does this make us "fakes"? Are we less real or "false" because of this? If my avatar expresses my digital self, the way I wish the world would see me, is it fake? I believe it isn’t, because sooner or later, our true selves emerge over the created character, and we begin to act in the virtual world just as we do in the real one. The avatar becomes an extension of our real self, a digital signature of our personality. Even if it’s a fabricated life, there are aspects of the user's personality that show in their way of thinking, speaking, and behaving in the virtual setting.




In these communities, it's common to find users with multiple accounts, known as "ALTs" (alternative accounts), used for different social contexts.


This is where the danger lies. The ease of virtual life has led to the proliferation of "fakes" on social networks and virtual communities—people using someone else's photos and identities to create false profiles, harm others' reputations, scam users, or spread misinformation. To me, such behavior clearly displays malicious intent and even psychopathic traits. Anyone who exploits anonymity to hurt others undoubtedly lacks character, and it goes without saying that this constitutes a crime in the digital age.


In the U.S., particularly in California, the SB 1411 law addresses the issue of online identity forgery. This legislation criminalizes impersonating someone without consent, intending to cause harm, intimidate, or defraud. It applies to various electronic platforms, including social networks and email, recognizing that the growing reliance on the internet provides opportunities for abuse and fraud.


These actions can cause severe emotional and reputational damage to victims, and SB 1411 recognizes these offenses as crimes, imposing legal consequences on offenders. With this law, California aims to create a safer digital environment, where abusive behavior is not tolerated, and individuals have legal recourse for protection. This approach emphasizes the importance of responsibility in virtual interactions and the commitment to preserving online integrity and respect.


At the federal level, several laws address impersonation. Section 18 of the U.S. Code includes various statutes prohibiting impersonation, such as pretending to be a government official or diplomat. Penalties can vary, with sentences of up to 10 years for impersonating diplomats, for example. Additionally, the Federal Trade Commission (FTC) is working on rules to combat impersonation fraud, bolstering its ability to protect consumers and hold fraudsters accountable.


In Europe, protection against identity forgery and misuse of data in virtual environments is primarily addressed through broad regulations such as the General Data Protection Regulation (GDPR). GDPR protects the personal data and privacy of European Union citizens and may be applied in cases of manipulation or unauthorized use of personal information, including situations involving fake profiles.


Moreover, the Network and Information Security Directive (NIS2) aims to reinforce cybersecurity across the EU, and many countries have specific national laws to address cybercrime and identity fraud. For example, in the UK, the Malicious Communications Act can be used against impersonation causing psychological distress.


These regulations ensure that European citizens have some level of legal protection against online identity fraud and related abuses.


What about virtual life simulators like Second Life and RLC/Utherverse? Are we free from "fakes"? Are we protected from the scams and dangers of virtual life?


I confess that in this article, I do not intend to focus on legal matters and fraud but rather expand the discussion on what we understand as fakes, AVs, and ALTs.


Some users have their avatar, which represents their main identity, and multiple ALTs. The reasons for creating multiple accounts vary—from exploring one's sexuality and gender without compromising their image to romantically engaging with multiple avatars or even defaming other users. I've encountered people, both male and female, in these communities who used avatars of the opposite sex because they identified with that gender. Does this make them "fakes"? Or, within these worlds, do they have the chance to experience their true self through their digital identity?


Take my avatar, ByPerseus_Design, for instance; it represents my digital self and the way I present myself to the RLC/Utherverse community. It is not my real name, nor does it reflect my actual profession. It's a character created in an online game to explore my creativity. Does this make me a "fake"? My reasons for entering this world weren't much different from the majority; it all started with curiosity after watching a documentary on a cable TV channel, and I ended up getting immersed in this universe. Like any good "noob"—slang for a newcomer to online games—I ended up dating an ALT in a Brazilian Utherverse franchise back in 2012. Only later did I find out it was just one of many accounts that person had.


Who hasn't dated an ALT in these platforms? Throw the first stone at Perseus—or better yet, make me face Medusa's gaze... (laughs).


In that case, the ALT was indeed a fake account, pretending to be something it wasn’t, always coming up with elaborate stories to explain why they couldn’t access the game at a particular time. Yes, there are compulsive liars in our community: people who exploit others' good faith and cause significant harm. But the fact is, the "fake," no matter how creative, inevitably slips up. Lies get lost in the details.


Despite all the deceit from that user, not everything was bad. They made me very happy. For 30 days—the length of a VIP membership—we had a great time together, dating a lot, and almost got married before they vanished from the game. Yes, without even saying goodbye... (laughs). They simply canceled the account, likely returning to their main account and resuming normal virtual life. As a good widower of a "fake" who had just been deleted, the only thing left was to throw a "Funeral Party"... (laughs). Yes, I'm very good, but when I'm bad, I'm even better. I ended up decorating a club with funeral-themed motifs, placing a coffin right in the center with the fake account's profile picture on the lid. We held a party to "bury" the fake avatar.


Needless to say, the party was great, attended by avatars, ALTs, and, surely, some "fakes." It was a blast! I even had the chance to wear a black suit I designed especially for the occasion. After all, 30 days in a virtual relationship is practically a silver anniversary. It was fun; it served as a reminder not to take virtual worlds too seriously. Life, even digital, should be light, without too many strings attached.


Unfortunately, virtual communities are prone to such users. What we must do is remain vigilant at the slightest hint of deceit. As I mentioned earlier, lies always slip up in the details.



 

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Sedna Palette
Sedna Palette
a day ago
Rated 5 out of 5 stars.

Great article! Something I experienced especially in the early days of RLC was members using the opposite sex to deceive others. I am not talking about people who cannot express their true self in reality so they use RLC to do that. I have met a lot of transgender members who were in that situation, and RLC was the only place where they could be who they really were. I am talking about, for example heterosexual men or women who created an avatar with the opposite sex (not an alt, it was their main and only account) simply to "play", and with that, they "played" people who had no idea what was going on. To me, this is as bad…

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