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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.
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.
In "real cybering" personas often remain in character throughout the entire life of the contact, to include evolving into phone sex, and meatspace encounters while in character, as a form of improvisation, or, nearly, a performance art.
Often these personas develop complex past histories for their characters to make the fantasy/roleplay even more life like, thus the evolution of the term "real cybering".
Some online social games like Red Light Center are dedicated to cybersex and other adult behaviors. Cybersex may also be accomplished through the use of avatars in a multiuser software environment. In Tiny MUD variants, particularly MUCKs, the term Tiny Sex (TS) is very common.
It can also be performed using webcams, voice chat systems like Skype, or online games and/or virtual worlds like Second Life.
Cybersex provides various advantages: 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.
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.
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I design clothes and toys for one of these brands, also I made a movie about them. v=ff Jf Aiorh_U I have written before about virtual maternity and childbirth in the Second Life game.