The Tamagotchi craze and virtual reality -- the search for novel forms of entertainment | |
---|---|
With the success of the Tamagotchi virtual animal and the popularity of
virtual reality computer games, psychologists are trying to find out
exactly what entices people to play with these new products of the computer
and electronic entertainment world...
More than ten million copies of the Tamagotchi virtual animal have been sold worldwide since the end of 1996 according to Bandai, the manafacturers of Tamagotchi. Originally designed for 8-15 year old children, the Tamagotchi virtual animal is now a huge success with the adult population in Japan. What is so attractive about the Tamagotchi which is in essence a simple electronic game? Why is it so appealing to such a large spectrum of the population? Several theories have been provided to try and explain the success of the Tamagotchi virtual animal. Firstly there is a section of the world population that is naturally fascinated by 'the new' particularly when it comes to electronic gadgetry. The Tamagotchi could therefore be fulfilling the same desires as the electroninc games produced by Nintendo during the 1980s. However, according to the sociologist Howard Besser, the human population has a natural need to take care of something or someone. The Tamagotchi is ideally suited for this purpose since it elliminates the practical problems associated with taking care of real animals such as cats and dogs. Doctor Michael Basquin, from the Pitie Salpetriere hospital in Paris, has been studying the elements of child behaviour that have made the Tamagotchi such a success with the younger generation. According to Doctor Basquin, children often like to play with objects that are in fashion without necessarily attributing any importance to the nature of the object itself. In the early 1980s, for example, the Rubik cube and the yoyo both invaded the children's playgrounds. However, certain children use the Tamagotchi as a means of overcoming a deep loneliness. This loneliness stems from the lack of affection from some children's families. Sometimes the attachment to the virtual animal is so strong that the children become extremely depressed when it 'dies'.
The death of the Tamagotchi
Virtual Reality-escaping the problems of modern life? A number of such adventure games are now commercially available. With the modern day problems that many people face on a daily basis, virtual Tamagotchi pets and virtual reality adventures share one important feature in common-they provide an essential escape route from such problems. The success of virtual gadgetry, such as the Tamagotchi, and virtual reality adventures, such as Tombraider I, can only be expected to increase as we move into the 21st century. All we can do in the real world is wait and see... |
© 1998 Roberto Deyes. Printed with Permission. The Mad Scientist Network Washington University School of Medicine St. Louis, Missouri, USA | To Next Report |