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A pet simulator (sometimes called virtual pets or digital pets [1]) is a video game that focuses on the care, raising, breeding or exhibition of simulated animals. These games are software implementations of digital pets. Such games are described as a sub-class of life simulation game.
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, [5] followed by Catz in the spring of 1996, eventually becoming a franchise known as Petz.
Neopets is a free-to-play 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 currencies. One currency, called Neopoints, can be obtained for free through on-site features like games, events, and contests.
Karl Borst, the creative director of Webkinz, had the idea to link the new plush toy line to an online site, and later to a virtual world. Originally, the pet avatars were designed to be three-dimensional, but this was later replaced with cartoony pet designs, due to the difficulty of animating such a large variety of pets while including cute ...
PetVille works like most other pet simulators on Facebook, rival game Pet Society as a prime example. As Lurie mentions above, start the game by custom creating a pet, then customizing its pad.
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.
Petz is a series of single-player video games dating back to 1995, in which the player can adopt, raise, care for and breed their own virtual pets.Developed by PF.Magic, original Petz (Dogz and Catz) has sold over 1.5 million copies worldwide. [3]
It was similar to earlier virtual pets with the distinctions of being a fighting pet that could connect with others like it. The original Digital Monster model that was released in 1997 sold 14 million units worldwide, including 13 million in Japan and 1 million overseas, up until March 2004. [ 3 ]