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Abstract

In 2017 Bandai America released a 20th anniversary edition of the ubiquitous 1990s toy, Tamagotchi. 1 This toy, beloved by a generation, simulates the experience of owning a pet. It is a physical object through which the user can feed, wash, and otherwise care for a black-and-white digital creature. The pet on the Tamagotchi screen hatches, lives, and dies. At every stage of its life cycle, it demands care and attention. In 1999, the website Neopets was launched, allowing children to create their own digital pets. Like Tamagotchi pets, Neopets required daily acts of care and attention. Unlike Tamagotchis, Neopets could not die. Wrye has suggested that such virtual pets challenge notions of pets as inherently and necessarily existing as living creatures. Instead, she argues that pets should be understood in relation to an idea of petness which would encompass such virtual creatures. 2 Sherry Turkle noted that children had, by the turn of the twenty-first century, learned to differentiate between types of