Abstract
Roxanne Kurtz has argued that the "virtual rape" of a character in a computer-generated world (an avatar) shares many (though obviously not all) of the wrong-making features of physical rape in the real world. I agree in part, but argue that, due to the typical features of virtual worlds, its wrongfulness is dominated by the harm it does to the avatar user's capacity for social interaction and self-representation. In the course of the argument I hope to shed more light upon the nature of avatars, and their relationship to "offline" avatars in, e.g., role-playing and children's games.