Ultimate Pop Culture Wiki

Giga Pets are digital pets (also known as virtual pets or artificial pets) that were first released in the United States by Tiger Electronics in 1997 in the midst of a virtual-pet toy fad.[1] Available in a variety of different characters, essentially each is a palm-sized video screen attached to a key ring.[2] To ensure a happy, healthy pet, its owner has to take care of it in some of the same ways one might care for a real animal. Among other things, Giga Pets have to be fed, cleaned, and played with.


Giga Pets are "born" on a tiny LCD screen after the owner pulls back a tab on the back. The pets come to life in different ways. For example, Baby T-Rex hatches from an egg. Compu Kitty is delivered by a stork. A beep sound and alert icon notify the owner that the pet requires attention.[2] To determine what the Giga Pet needs, owners must scroll through various activities and push a button to select one. Activities include but are not limited to bathing, exercising, and disciplining the pet. Sometimes a selected activity is refused and the owner has to try a different one. A running score determines the pet’s overall well-being; neglect leads to the pet’s demise. The average life of a Giga Pet is 2 weeks but very healthy pets can live longer. When a Giga Pet dies it grows angel wings.[3] When Giga Pets were initially tested, it was reported that the first thing most girls did was name their pets whereas most boys opted to discipline the digital creatures.[2]


Giga Pets were first created in 1995 (as "V-Pets") by Chicago Toy inventing firm REHCO LLC. Rehco quickly licensed the concept to Tiger Electronics and the product was launched as Giga Pets. During the virtual toy craze of the late nineteen nineties Giga Pets became the number 1 brand in USA, as well other pars of the world. By the end of 1997, Tiger Electronics, a then privately held electronics toy and game-maker based in Vernon Hills, Illinois, was one of many manufacturers creating virtual pets. Others included Fujitsu, PF Magic, Sega, Viacom New Media, Casio, and Technosphere.[4]

Giga Pets and Furby[]

Roger Shiffman, a Chicago native and co-founder of Tiger Electronics, is credited as being the driving force behind Giga Pets and Furby,[5] a furry interactive pet with big eyes and pointed ears that could talk, shuffle and sneeze. Intended to be a follow up to Giga Pets, Shiffman included Furby in the deal he made with Hasbro when Tiger Electronics was sold to the giant toy manufacturer in 1998 for $335 million USD.[6] Approximately 20 million Furbies were sold in the first 6 months following its 1998 release.[7]

Giga Pets 2018 relaunch[]

Top Secret Toys LLC relaunched GigaPets on August 1st, 2018 after receiving the licensing rights from REHCO LLC. The virtual pets are made by the same manufacturer, programmers, and game designers from the 90s. Except this time they come with better animations and a free companion phone app that uses augmented reality to bring the pixel pet to life. You don’t actually need to use the phone app, and you can still feel the same nostalgia of owning a GigaPet with or without the companion phone app. Top Secret Toys, the toy company responsible for the relaunch of GigaPets, aims to renew the customer engagement and nostalgia through design contests that allow the winners to see their pet designs get manufactured and sold.

TV game and new handhelds launched in 2006[]

Giga Pets Explorer TV Plug n Play Game was launched in the spring of 2006 along with new versions of Giga Pets handheld devices. The TV game came with three pets within the unit and one separate handheld unit (the hamster) and sold for approximately $40 USD. Handhelds were sold in a 12-package assortment of characters as well as individually. The characters Pixie, Tomcat, Puff Ball, Dragon Lizard, Scorpion and Bunny were all available individually at a suggested retail price of approximately $15 USD.[8]


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. Some parents felt Giga Pets were an ideal learning toy that taught children responsibility. Others worried their kids were becoming too attached.[4]

Beyond the classroom, Giga Pets and their kind inspired debate over the implications of caring for virtual pets versus biological pets. Some people thought the on/off/reset switch implied to children that death wasn’t final and many people, some animal rights activists among them, believed that virtual pets taught children that caring for an animal was a matter of convenience.[9]

In a Journal of American and Comparative Cultures article published in 2000, author, David W. Kritt, discussed the impact virtual pets had on young females in terms of gender stereotypes. Kritt claimed, “The implicit message to the predominantly female owners is that an emotional meaningful relationship is simply care and dependence. In contrast, flesh and blood pets provide mutuality, a relatively exclusive and enduring affection, and often some self-enhancing function.”[10] Kritt went on to address the impact of virtual pets on girls and technology. He wrote: “Despite McLuhan’s trenchant insight that the medium is the message, the virtual pet may not be so much a point of entry intro cyberspace for girls as it is a promoter of traditional values.” Kritt argued that this message is amplified when a child’s parent, particularly her mother, focuses on helping the daughter keep the virtual pet alive.

See also[]


  1. Jensen, J. (1997). Tiger striving to nurture giga pets-on a budget. Advertising Age, 68(19), 24-24.
  2. 2.0 2.1 2.2 Sullivan, B. (May 2, 1997). Giga pets gear up to knock beanie babies from their cuddly, non-computerized throne. Chicago Tribune.
  3. Olson, C. A. (1997). Giga pets: Digital doggie. Billboard, 109(28), 78-78.
  4. 4.0 4.1 Clyde, A. (1998). Electronic pets. Emergency Librarian, 25(5), 34-36. Retrieved from http://search.proquest.com/docview/224890209
  5. ANNE D'INNOCENZIO Associated, P. w. (December 20, 2005). New company looks for niche in world of toys; zizzle gains praise, dollars for iZ. Columbian. Retrieved from http://search.proquest.com/docview/253294793
  6. Kirsner, S. (September 1998). Moody furballs and the developers who love them. Wired. Retrieved from https://www.wired.com/wired/archive/6.09/furby.html
  7. Whitney Beckett Medill, N. S. (March 23, 2005). Toy industry eager to see what zizzle executives think of next. Daily Herald. Retrieved from https://newspaperarchive.com/daily-herald/2005-03-23/page-45 or https://www.questia.com/library/1G1-131379692/toy-industry-eager-to-see-what-zizzle-executives-think
  8. Hasbro, inc. brings wide range of innovative toys, games and lifestyle products to toy fair 2006. (February 9, 2006). Business Wire. Retrieved from http://www.businesswire.com/news/home/20060209005466/en/Hasbro-Brings-Wide-Range-Innovative-Toys-Games
  9. Dorin, A. (2004). "Artifact & Artificial Life for Play" (pdf). Artificial Life. Preprint (MIT Press) 10 (1): 99-112. http://www.csse.monash.edu.au/~aland/PAPERS/Alife10_1_preprint.pdf. 
  10. Kritt, D. W. (2000). "Loving a virtual pet: Steps toward the technological erosion of emotion". Journal of American and Comparative Cultures 23 (4): 81-87. doi:10.1111/j.1537-4726.2000.2304_81.x. http://search.proquest.com/docview/200590681.