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A type of recently popular toy, pocket-sized electronic devices, has been designated "virtual pets." Virtual pets share the small size, extreme portability, and addictive appeal (eg., Sudnow 56) of other electronic games, but differ in that the object of the game is keeping the pet alive and thriving. Playing with a virtual pet demands that it be a constant presence, requiring regular care at short intervals. An untended device emits fairly frequent reminders. The combined result of appeal and omnipresence is that the virtual pet can assume a large place in a person's life. The goal of the engagement with a virtual pet is keeping it alive and thriving. Hence a competitive element becomes …