This writing aims to identify hyperdigitalizaion of body in online gaming world. Social perspectives are centered on the effects of using digital media on the body, but most studies tend to focus on health issues. Most biodigital studies are found, which see the body from the perspective of Biology and Health. Other studies from a demographic perspective is also found, such as, the relation between the use of information and communication technology (ITC) and the body. The previous study is about digital body as the horcrux of extended-self in post-human era. The study identified what is (social) digital body definition. It is based on one's media social activities. Yet, there is no reseach found about digital body in other media such as online game as a virtual reality. Frameworks used are Baudrillard's Hyperreality and concepts of digital body, avatar, second-self, game and online gaming. This research is a preliminary research which adopts the qualitative approach, relying primarily on previous research on online gamers and digital body and personal interview to some gamers with body issue. The conclusion is the online gamer body has undergone a physical body process into a virtual body in phases: (1). Physical body, (2). Simulation Body; (3). Digital Body, and (4). Virtual Body. This process namely as hyperdigitalization of body, which can be interpreted as a process of the body being hyper digital. This research also define the characteristics of online game avatar as: Controlled-Dematerialized Self, Reembodiment Self, Social-Supportive Self, In-Group Oriented Self, and Cosmopolitan-self.