Type | Digital pet |
---|---|
Inventor(s) | REHCO LLC |
Company |
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Country | United States |
Availability | 1997–present |
Official website |
Giga Pets are digital pet toys that were first released by Tiger Electronics in the United States in 1997 in the midst of a virtual-pet toy fad. [1] Available in a variety of different characters, each Giga Pet is a palm-sized unit with an LCD screen and attached key ring. [2] To ensure a happy, healthy pet, its owner has to take care of it similar to how one might care for a real animal, including feeding, cleaning, and playing with their Giga Pet.
Giga Pets are "born" on a tiny LCD screen after the owner pulls back a tab on the back. The pets come to life in different ways. For example, Baby T-Rex hatches from an egg. Compu Kitty is delivered by a stork. A beep sound and alert icon notify the owner that the pet requires attention. [2] To determine what the Giga Pet needs, owners must scroll through various activities and push a button to select one. Activities include but are not limited to bathing, exercising, and disciplining the pet. Sometimes a selected activity is refused and the owner has to try a different one. A running score determines the pet's overall well-being; neglect leads to the pet's demise. The average life of a Giga Pet is 2 weeks but very healthy pets can live longer. When a Giga Pet dies it grows angel wings. [3] When Giga Pets were initially tested, it was reported that the first thing most girls did was name their pets whereas most boys opted to discipline the digital creatures. [2]
Giga Pets were first created in 1995 (as "V-Pets") by Chicago Toy inventing firm REHCO LLC. Rehco quickly licensed the concept to Tiger Electronics and the product was later launched as Giga Pets. In 1996 Tamagotchi, egg-shaped virtual pets, were introduced in Japan by Bandai and were widely credited with initiating the virtual pet craze in the U.S., the UK, and other countries. [4] In May 1997, Giga Pets debuted in the U.S. They were reported to be more readily available than Tamagotchis and at a price of approximately US$10, roughly $5 less than the suggested retail price for their Japanese counterpart. [2] [5] Three versions were initially available at the release, Digital Doggie, Compu Kitty, and Micro Chimp, and by the summer of 1997, three additional versions were released in order to appeal more to boys, Baby T-Rex ( The Lost World: Jurassic Park ), Virtual Alien, and Bit-Critter.
By September 1997, three new pets were introduced, Komputer Koala, Floppy Frog, and Salem the Cat ( Sabrina the Teenage Witch ). Shortly after, KFC hosted a special promotion in November 1997, which offered four new Giga Pets, DigiPooch, MicroPup, CyberKitty, and Bitty Kitty. These were identical to the Digital Doggie and Compu Kitty, but with new shell colors. Towards the end of 1997, a second edition of eight of the original Giga Pets was released with new clam designs and added animal sound effects. Additionally, two new Disney-themed pets, 101 Dalmatians and The Little Mermaid , were introduced. By the end of 1997, Tiger Electronics, a then privately held electronics toy and game-maker based in Vernon Hills, Illinois, was one of many manufacturers creating virtual pets. Others included Playmates Toys, Fujitsu, PF.Magic, Sega, Viacom New Media, Casio, and TechnoSphere. [4]
In 1998, Tiger introduced two new series of Giga Pets, Giga Pets Plus and Giga Fighters. The Giga Pets Plus series allowed for having multiple pets within one toy. It consisted of Giga Circus, Giga Farm, Giga Pound, Looney Tunes , Rugrats , A Bug's Life , and Small Soldiers , with each one having multiple characters. The Giga Fighters series was geared more towards boys and consisted of six units with characters from different TV shows and movies, including Men in Black , Mortal Kombat , WCW/nWo, Batman & Robin , The Lost World, and Tech Warriors. Users could train their characters and connect their unit to another Giga Fighters unit in order to battle with friends. In addition to these two new series, Tiger also released several new pets as part of the standard Giga Pets line. The majority of the new pets were based on popular cartoons and movies. They consisted of Reptar (Rugrats), Yoda (Star Wars), R2-D2 (Star Wars), Rancor (Star Wars), Babe and Friends ( Babe ), Tweety (Looney Tunes), Tazmanian Devil (Looney Tunes), and Oreo Mouse (Oreo Cookies). Additionally, they released Precious Puppy (Barbie) and Precious Kitty (Barbie), which were identical to the Digital Doggie and Compu Kitty, but with pink shells. By the end of 1998, the virtual pet craze had mostly died down, and sales of virtual pets plunged nearly 80 percent in the United States. [6]
Roger Shiffman, a Chicago native and co-founder of Tiger Electronics, is credited as being the driving force behind Giga Pets and Furby, [7] a furry interactive pet with big eyes and pointed ears that could talk, shuffle and sneeze. Intended to be a follow-up to Giga Pets, Shiffman included Furby in the deal he made with Hasbro when Tiger Electronics was sold to the giant toy manufacturer in 1998 for US$335 million. [8] Approximately 20 million Furbies were sold in the first 6 months following its 1998 release. [9]
In 2006, Hasbro launched the Giga Pets Explorer TV game system and new Giga Pets handheld devices. The TV game system included three pets within the unit itself along with a separate handheld Giga Pet (Hamster) and sold for approximately US$40. Handhelds were sold in a 12-package assortment of characters as well as individually. The characters Pixie, Tomcat, Puffball, Dragon Lizard, Scorpion, and Bunny were all available individually at a suggested retail price of approximately US$15. [10] The puppy character (Pup) was sold exclusively at Toys R Us. Gameplay on the handheld device consisted of feeding, playing with, bathing, and caring for your pet using various food items, toys, and medicines. These supplies could be replenished by having your pet visit the General Store are purchasing more supplies using in-game currency (Bucks). Bucks could be found by having your pet dig up hidden items from the ground. Much like a video game cartridge, the handheld Giga Pets unit could also be inserted into the TV game system, allowing users to see their pet on the TV.
Giga Pets, along with other virtual pets, were banned in some schools in different countries around the world including Iceland, Thailand, the U.S. and Canada primarily because they were deemed a distraction in the classroom. Common complaints included annoying beeping sounds and children's constant worry over their pets’ well-being. Some parents felt Giga Pets were an ideal learning toy that taught children responsibility. Others worried their kids were becoming too attached. [4]
Beyond the classroom, Giga Pets and their kind inspired debate over the implications of caring for virtual pets versus biological pets. Some people thought the on/off/reset switch implied to children that death wasn't final and many people, some animal rights activists among them, believed that virtual pets taught children that caring for an animal was a matter of convenience. [11]
In a Journal of American and Comparative Cultures article published in 2000, author, David W. Kritt, discussed the impact virtual pets had on young females in terms of gender stereotypes. Kritt claimed, “The implicit message to the predominantly female owners is that an emotional meaningful relationship is simply care and dependence. In contrast, flesh and blood pets provide mutuality, a relatively exclusive and enduring affection, and often some self-enhancing function.” [12] Kritt went on to address the impact of virtual pets on girls and technology. He wrote: “Despite McLuhan’s trenchant insight that the medium is the message, the virtual pet may not be so much a point of entry intro cyberspace for girls as it is a promoter of traditional values.” Kritt argued that this message is amplified when a child's parent, particularly her mother, focuses on helping the daughter keep the virtual pet alive.
Digimon, short for "Digital Monsters", 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 that inhabit a "Digital World", which is a parallel universe that originated from Earth's various communication networks.
The Game.com is a fifth-generation handheld game console released by Tiger Electronics on September 12, 1997. A smaller version, the Game.com Pocket Pro, was released in mid-1999. The first version of the Game.com can be connected to a 14.4 kbit/s modem for Internet connectivity, hence its name referencing the top level domain .com. It was the first video game console to include a touchscreen and the first handheld console to include Internet connectivity.
Furby is an American electronic robotic toy by Tiger Electronics. Originally released in 1998, it resembles a hamster or owl-like creature and went through a period of being a "must-have" toy following its holiday season launch. Over 40 million Furbies were sold during the three years of its original production, with 1.8 million sold in 1998, and 14 million in 1999. Its speaking capabilities were translated into 14 languages.
A virtual pet is a type of artificial human companion. They are usually kept for companionship or enjoyment, or as an alternative to a real pet.
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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 biggest toy fads of the late 1990s and the early 2000s. As of June 2023, over 91 million units have been sold worldwide. Most Tamagotchi are housed in a small egg-shaped handheld video game with an interface consisting of three buttons, with the Tamagotchi Pix adding a shutter on the top to activate the camera.
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Poo-Chi, one of the first generations of robopet toys, is a robot dog designed by Samuel James Lloyd and Matt Lucas, manufactured by Sega Toys, and distributed by Tiger Toys. Poo-Chi was released in 2000 and discontinued in 2002.
The Digital MonsterJPN is a digital pet created by WiZ and Bandai that spawned the Digimon franchise. It was released by Bandai on June 26, 1997, in Japan and on December 5, 1997 in North America. This pet was a masculine counterpart to the Tamagotchi, which was deemed more appropriate for girls. It was similar to earlier virtual pets with the distinctions of being a fighting pet that could connect with others like it.
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The Tamagotchi effect is the development of emotional attachment with machines, robots or software agents. It has been noticed that humans tend to attach emotionally to inanimate objects devoid of emotions of their own. For example, there are instances when people feel emotional about using their car keys, or with virtual pets. It is more prominent in applications which simulate or reflect some aspects of human behavior or characteristics, especially levels of artificial intelligence and automated knowledge processing.
Brain Warp is an electronic audio game which prototypes were invented by Big Monster Toys, and its final game production was manufactured and published by Tiger Electronics and released on June 16, 1996. In this game, players follow the spoken instructions from sound files spoken from the game unit. The player has to rotate the game in different directions so that the correct color is facing upwards. Its catchphrase which the voice says before a game begins is: "If you don't keep up with me, you're finished!". When you fail a game, the game unit will say "this game is finished" and then it will say "wanna warp again?". A Star Wars version titled Death Star Escape was released by Tiger Electronics in 1997 and the games are called Challenges.
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