Before reading this chapter, I never really gave extra thoughts to the idea of anonymity versus identity in virtual social settings. Even if I noticed that participants in a social app were anonymous, I would most likely have considered it a limitation rather than a deliberate design choice by the creator of the app. The discussions around the benefits of anonymity in social, collaborative virtual settings really got me into thinking about some of the social games and online communities I had taken part in in the past. In some cases, the anonymity is what makes the interactions poetic and beautiful, such as the Zephyr app and a website I visited before where users can write a message in a paper plane and send it off to the world for strangers to receive. It is true that sometimes we as the user of the app might wish to find the person who sent the message and connect with them in real life, but if the true identity of the sender was really revealed, these apps could lose their magic and the platform could end up being used for advertising. Sometimes identity really doesn't and shouldn't matter when two or more people are connected by a shared interest. Technology serves as the bridge that brings them together and reduces the distances between them to virtually zero in order for them to collaborate on something that they all enjoy. What matters is being there and doing this thing, and nothing else really matters. No self-introduction, small talk, or any background information is necessary because their shared passion is enough, just like how strangers might just join each other in singing, dancing, or making art without having to have known anything about each other. Some anonymity in virtual social interactions often goes a long way because it keeps things simple which is almost impossible to achieve in real life, and it's one way that technology facilitates social interactions while not getting in the way.