
A virtual pet (also known as a digital pet, artificial pet,
or pet-raising simulation) is a type of
artificial human companion. They are usually kept for companionship or enjoyment, or as an alternative to a real
pet.
Digital pets have no concrete physical form other than the hardware they run on. Interaction with virtual pets may or may not be goal oriented. If it is, then the user must keep it alive as long as possible and often help it to grow into higher forms. Keeping the pet alive and growing often requires feeding, grooming and playing with the pet. Some digital pets require more than just food to keep them alive. Daily interaction is required in the form of playing games, virtual petting, providing love and acknowledgment can help keep your virtual pet happy and growing healthy.
Digital pets can be simulations of real animals, as in the
Petz series, or fantasy ones, like the
Tamagotchi
is a brand of handheld digital pets that was created in Japan by Akihiro Yokoi of WiZ and Aki Maita of Bandai. It was released by Bandai on November 23, 1996 in Japan and in the United States on May 1, 1997, quickly becoming one of the bigge ...
or
Digimon
, short for "Digital Monsters" ( ''Dejitaru Monsutā''), is a Japanese media franchise, which encompasses virtual pet toys, anime, manga, video games, films, and a trading card game. The franchise focuses on the eponymous creatures who inhabit a ...
series. Unlike
biological simulations, the pet does not usually reproduce.
Types
Web-based
Virtual pet sites are usually free to play for all who sign up. They can be accessed through
web browser
A web browser, often shortened to browser, is an application for accessing websites. When a user requests a web page from a particular website, the browser retrieves its files from a web server and then displays the page on the user's scr ...
s and often include a virtual community, such as Neopia in
Neopets
''Neopets'' is a free-to-play virtual pet site, virtual pet browser game. First launched in 1999, the game allows users to own virtual pets ("Neopets") and explore a virtual world called "Neopia." Players can earn one of two virtual currency, v ...
. In these worlds, a user can play games to earn virtual money which is usually spent on items and food for pets. One large branch of virtual pet games are
sim horse games.
Some sites adopt out pets to put on a webpage and use for role-playing in
chat rooms. They often require the adoptee to have a page ready for their pet. Sometimes they have a setup for breeding one's pets and then adopting them out.
Software-based
There are many
video game
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
s that focus on the care, raising, breeding or exhibition of simulated animals. Such games are described as a sub-class of
life simulation game
Life simulation games form a subgenre of simulation video games in which the player lives or controls one or more virtual characters (human or otherwise). Such a game can revolve around "individuals and relationships, or it could be a simulation ...
. Since the computing power is more powerful than with webpage or gadget based digital pets, these are usually able to achieve a higher level of visual effects and interactivity. Pet-raising simulations often lack a victory condition or challenge, and can be classified as
software toys.
The pet may be capable of learning to do a variety of tasks. "This quality of rich intelligence distinguishes artificial pets from other kinds of A-life, in which individuals have simple rules but the population as a whole develops
emergent properties".
For artificial pets, their behaviors are typically "preprogrammed and are not truly emergent".
A screen mate is a downloadable virtual pet that creates a small animation that walks around a computer desktop and over open screens unpredictably. Each pet is a small animation of an animal (such as a sheep or a frog, or in some cases a human or bottle cap) that can be interacted by clicking on or dragging, which lifts the pet as if you were picking it up. Most screen mates are free to download and used for entertainment purposes.
History
The first-known virtual pet was a screen-cursor chasing cat called
Neko. It was rather called a "desktop pet" since at that time the term "virtual pet" did not exist.
PF.Magic released the first widely popular virtual pets in 1995 with ''
Dogz'', followed by ''
Catz'' in the spring of 1996, eventually becoming a franchise known as ''
Petz''. The digital pets were further popularized when
Tamagotchi
is a brand of handheld digital pets that was created in Japan by Akihiro Yokoi of WiZ and Aki Maita of Bandai. It was released by Bandai on November 23, 1996 in Japan and in the United States on May 1, 1997, quickly becoming one of the bigge ...
and
Digimon
, short for "Digital Monsters" ( ''Dejitaru Monsutā''), is a Japanese media franchise, which encompasses virtual pet toys, anime, manga, video games, films, and a trading card game. The franchise focuses on the eponymous creatures who inhabit a ...
were introduced in 1996 and 1997.
Digital pets like Tamagotchi and Digimon were a massive
fad across
Japan
Japan is an island country in East Asia. Located in the Pacific Ocean off the northeast coast of the Asia, Asian mainland, it is bordered on the west by the Sea of Japan and extends from the Sea of Okhotsk in the north to the East China Sea ...
, the
United States
The United States of America (USA), also known as the United States (U.S.) or America, is a country primarily located in North America. It is a federal republic of 50 U.S. state, states and a federal capital district, Washington, D.C. The 48 ...
and
United Kingdom
The United Kingdom of Great Britain and Northern Ireland, commonly known as the United Kingdom (UK) or Britain, is a country in Northwestern Europe, off the coast of European mainland, the continental mainland. It comprises England, Scotlan ...
during the late 1990s. Today, there are also "Digital Pets" which have physical robotic bodies, known as
Ludobots or
entertainment robots.
From the late 1990s to the early 2000s, virtual pets specialized to be official mascots of personal websites known as "cyber pets" (or "cyberpets") could be especially seen in websites hosted with
GeoCities
GeoCities, later Yahoo! GeoCities, was a web hosting service that allowed users to create and publish websites for free and to browse user-created websites by their theme or interest, active from 1994 to 2009. GeoCities was started in November 1 ...
, Tripod, or
Angelfire
Angelfire is an Internet service that offers website services. It is owned by Lycos, which also owns Tripod.com. Angelfire operates separately from Tripod.com and includes features such as blog building and a photo gallery builder. Free webpag ...
. There were also webpages which allowed users to "adopt" cyber pets for their websites.
Controversy
The popularity of virtual pets in the United States, and the constant need for attention the pets required, led to them being banned from schools across the country,
a move that hastened the virtual pet's decline from popularity.
A ''
Mad'' cover on regular issue #362, October 1997 shows a gun being pointed at a virtual pet with
Alfred E. Neuman's face and the line "If you don't buy this magazine, we'll kill this virtual pet!" Illustrated by Mark Fredrickson. The cover parodies the January 1973 issue of ''
National Lampoon'' which depicted a gun being held to a real dog's head and the line, "If you don't buy this magazine, we'll kill this dog."
[MAD Cover Site](_blank)
, MAD #362 October 1997.
Relationship with digital pet
There is research concerning the relationship between digital pets and their owners, and their impact on the
emotion
Emotions are physical and mental states brought on by neurophysiology, neurophysiological changes, variously associated with thoughts, feelings, behavior, behavioral responses, and a degree of pleasure or suffering, displeasure. There is ...
s of people. For example,
Furby affects the way people think about their identity, and many children think that Furby is alive in a "Furby kind of way" in
Sherry Turkle's research.
[Katie Hafner]
What Do You Mean, `It's Just Like a Real Dog'?
, ''The New York Times'', May 25, 2000
Common features
There are many common features between different digital pets, some of them are used to give a sense of reality to the user (such as the pet responding to "touch"), and some for enhancing playability (such as training).
Communication
With advanced video gaming technology, most modern digital pets do not show a
message box nor
icon
An icon () is a religious work of art, most commonly a painting, in the cultures of the Eastern Orthodox, Oriental Orthodox, Catholic Church, Catholic, and Lutheranism, Lutheran churches. The most common subjects include Jesus, Mary, mother of ...
to display the pet's internal variable, health state or emotion like earlier generations (such as Tamagotchi). Instead, users can only understand the pet by interpreting their actions,
body language
Body language is a type of nonverbal communication in which physical behaviors, as opposed to words, are used to express or convey information. Such behavior includes facial expressions, body posture, gestures, eye movement, touch and the use o ...
,
facial expressions, etc. This helps to make a pet's behavior seem natural, rather than calculated, and fosters a feeling of a relationship between user and digital pet.
Sense of reality
To give a sense of reality to users, most digital pets have certain level of
autonomy
In developmental psychology and moral, political, and bioethical philosophy, autonomy is the capacity to make an informed, uncoerced decision. Autonomous organizations or institutions are independent or self-governing. Autonomy can also be ...
and unpredictability. The user can interact with the pet and this process of personalizing can make the pet more distinctive. Personalizing increases the feeling of responsibility for the pet to the user.
[Frédéric Kapla]
Free creatures : The role of uselessness in the design of artificial pets, 2000
[
Frank, A.; Stern, A.; and Resner, B. 1997. Socially intelligent virtual petz. In Socially Intelligent Agents.
] For example, if a Tamagotchi is unattended for long enough, it will "die".
Interactivity
To increase user's personal attachment to the pet, the pet interacts with the user. Interactivity can be classified into two categories: Short-term and long-term.
Short-term interactivity includes direct interaction or action to reaction from the pet. Example: "touch" a pet with mouse cursor and the pet will give a direct response to the "touching".
Long-term interactivity includes action that affects the pet's growth, behavior or life span. For example, training a pet may have a good effect on the pet's behavior. Long-term interactivity is quite important for a sense of reality as the user would think that he has some lasting influence on the pet.
Two kinds of interactivity are often combined. Training (long-term interaction) may happen through continuing short-term interaction. Similarly, playing with a pet (short-term interaction) may, if continued over the long term, make the pet more optimistic.
Example of common features
# Responds to calling
# Responds to touching
# Training the pet
# Supplies or toys for the pet
# Dressing up the pet
# Competition or trial amongst pets
# Meeting other pets
# Complaining when it needs care
See also
*
List of virtual pet games
*
AIBO
*
Animals in video games
References
{{Authority control
Life simulation games
Electronic toys
1990s fads and trends
Toy animals
Video game genres
Toy controversies