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 | | The Petz characters are directly interactive, with rich personalities, emotions, and the ability to express themselves in a performance-like way through action and behavior. |
 | | The success of the Virtual Petz, with over 2 million copies sold worldwide as of 1998, as well as the success other virtual character products such as Tamagotchi (Bandai, 1996), Furby (Tiger Electronics, 1998) and Creatures (Grand et al, 1997), is an indication that people are interested in more than the traditional computer game genres. |
 | | The Babyz characters (as well as their Petz predecessors) are designed to be regularly played with over the course of many weeks or months. |
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