早期的研究未能准确比较那些没有纹身和有纹身的人与其他人的看法。Wohlrab, Fink, Kappeler和Brewer(2009)已经推出了涉及男性和女性的数字化身。这些是人类的表征，在其他方面是相同的。因此，只有在纹身的基础上才能得到真正的比较，这是一个过高的目标，以前是无法达到的。研究发现，男性对女性纹身和男性形象有偏好(Wohlrab et al.， 2009)。然而，对于化身和纹身的使用没有限制。电脑游戏将纹身融入角色的过程已经在游戏世界中发生。它的扩展是与非玩家的角色。例如，在游戏进程开始之前，玩家可以选择自己的数字化身。另一个例子是基于互联网浏览器的游戏《厌恶王国》。在游戏中的各种成就中，都有代表纹身的角色解锁。
如果这些人没有纹身，他们在现实生活中也会有纹身的经历。纹身作为一种产品，无论是可以购买的，还是在销售其他产品时使用纹身的范围，都具有独特性(Kosut 2006)。例如，范思哲的广告宣传活动就以纹身的泳装模特为特色(Kosut 2006)。可以发现纹身的混合方面在明确的交叉。Kosut(2006)已经认识到纹身过程中的个人、商业和仪式方面。纹身的概念有其美丽之处，纹身被视为一种商品。香港社会有几个人在纹身。这可以看作是沟通的功能。然而，纹身往往与主人的价值观和身份直接相关。鉴定从纹身中获得动机的人，以及公开和隐私问题的处理，可以进一步说明个人之间，特别是纹身方面的交流是如何进行的。
The earlier researches failed to compare accurately the individuals who are non-tattooed and tattooed with respect to the others’ perception. Wohlrab, Fink, Kappeler, and Brewer (2009) have come out with digital avatars involving males and females. These are human representations that have been identical otherwise. Therefore, true comparison is obtainable on sole basis of the tattoo, a goal that has been too lofty and has been unreachable earlier. The findings have the preference of males for female tattoos and for females, the male figures (Wohlrab et al., 2009). However, there is no limitation with regards to the use of avatars and the tattoos in conjunction.The integration of the tattoos by the computer games into the characters has taken place in the world of games. The extension of it has been with the characters who are non-players. For example, before the beginning of the progression of the game, a player can be selecting the self digital avatar. Another instance is the game based on the internet browser called Kingdom of Loathing. In a variety of accomplishment in-game, there is unlocking of the characters representing the tattoos.
There can be experiences of the individuals with regards to the tattoos in a manner that can be in their real life, if they don’t possess it. There is uniqueness in the tattoos as products in terms of the fact that it can be purchased as well as the scope of utilization of the tattoos in selling other products (Kosut 2006). For instance, the advertising campaign of Versace have been featuring the swimsuit clad models who are tattooed (Kosut 2006). There can be findings of the tattoo’s commingling aspects in clear intersection. Kosut (2006) have recognized the individual, commercial and ritual aspects of the process of the tattooing. The concept of tattooing has the beauty, where tattoos have been treated as a commodity. Several people on the society of Hong Kong are having tattoos. This can be considered as the function of communication. However, the tattoos are often in direct relationship with the values and identity of the owners. The identification of the people getting motivations from tattooing and the and the management of the issues of disclosure and privacy can provide further illustration of the way the communication takes place among individuals, especially with respect to the tattoos.