When physical travel to a specific place is prohibited or otherwise difficult or impossible, digital travel provides a promising alternative. The technology to do this is now widely available and many people have the possibility to meet with others digitally, and thus alleviate the social effects of physical isolation. Digital travel can also be source of pleasure and entertainment, and many people spend time exploring and interacting in digital places, realistically rendering in 3D games. But despite the recent upsurge in virtual social interaction, it does not meet many of the psychosocial aspects of the travel experience. In this book, we take a fresh look at the nature of the telepresence experience in digital environments. We also address a number of relevant questions, such as whether these experiences can seem real to the digital traveller and, if so, under what conditions and on what grounds.