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Virtual pet

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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 pets 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
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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
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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
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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. For example, if a Tamagotchi is unattended for long enough, it will "die".
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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.
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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.
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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
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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.
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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).
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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
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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".
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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,
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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.
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dragging, which lifts the pet as if you were picking it up. Most screen mates are free to download and used for entertainment purposes.
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affects the way people think about their identity, and many children think that Furby is alive in a "Furby kind of way" in
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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."
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that focus on the care, raising, breeding or exhibition of simulated animals. Such games are described as a sub-class of
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Frank, A.; Stern, A.; and Resner, B. 1997. Socially intelligent virtual petz. In Socially Intelligent Agents.
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There is research concerning the relationship between digital pets and their owners, and their impact on the
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during the late 1990s. Today, there are also "Digital Pets" which have physical robotic bodies, known as
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Virtual pet sites are usually free to play for all who sign up. They can be accessed through
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cover on regular issue #362, October 1997 shows a gun being pointed at a virtual pet with
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Please help update this article to reflect recent events or newly available information.
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Free creatures : The role of uselessness in the design of artificial pets, 2000
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With advanced video gaming technology, most modern digital pets do not show a
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To give a sense of reality to users, most digital pets have certain level of
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Some sites adopt out pets to put on a webpage and use for role-playing in
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The first-known virtual pet was a screen-cursor chasing cat called
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in the spring of 1996, eventually becoming a franchise known as
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released the first widely popular virtual pets in 1995 with
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Digital pets can be simulations of real animals, as in the
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and often include a virtual community, such as Neopia in
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Digital pets like Tamagotchi and Digimon were a massive
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Rita Koselka (2 December 1996). "Save on dog food".
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Biersdorfer (24 February 2000). 383:, the pet does not usually reproduce. 103:Construction and management simulation 1155: 1129: 1039:from the original on 28 November 2022 875:from the original on 10 November 2021 296:List of space flight simulation games 615:adding citations to reliable sources 586: 20: 905:from the original on 9 January 2022 717: 13: 1009:from the original on 12 April 2017 979:from the original on 21 March 2022 582: 493:were introduced in 1996 and 1997. 371:series, or fantasy ones, like the 16:Type of artificial human companion 14: 2269: 770:Competition or trial amongst pets 418: 286:List of city-building video games 1360: 936:from the original on 4 June 2022 926:"Screen Mates for Fun or Profit" 730: 693: 591: 72: 25: 973:"Tamagotchi reborn as an adult" 895:"Are virtual pets video games?" 602:needs additional citations for 1021: 991: 965: 948: 917: 887: 857: 776:Complaining when it needs care 534: 1: 802: 563:Relationship with digital pet 764:Supplies or toys for the pet 457:List of artificial pet games 391: 7: 780: 10: 2274: 1358: 750:Example of common features 454: 450: 354:artificial human companion 2175: 2091: 2055: 2017: 1911: 1904: 1829: 1745: 1720: 1670: 1635: 1607: 1569: 1560: 1498: 1468: 1438: 1395: 1369: 1296: 1273: 1208: 1185: 1176: 1168:List of video game genres 1163: 787:List of virtual pet games 34:This article needs to be 1460:Digital collectible card 1107:16 February 2012 at the 1067:, MAD #362 October 1997. 571:of people. 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Index


Tamagotchi

Simulation video games
Subgenres
Construction and management simulation
Business simulation game
City-building game
Government simulation
Life simulation game
God game
Social simulation game
Dating sim
Eroge
Bishōjo
Otome
Farm life sim
Virtual pet
Immersive sim
Sports game
Racing game
Sim racing
Kart racing
Sports management game
Fishing video game
Vehicle simulations
Flight simulation
Combat flight simulator
Space flight simulator
Space combat game

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