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When Giga Pets Turned Parents Into Digital Pet Sitters

Giga Pets were inexpensive keychain toys with demanding digital creatures inside. When schools banned them in 1997, some parents inherited the feeding, cleaning and button-pushing—and Tiger Electronics turned the craze into a major business.

A Cheaper Virtual Pet Arrives

In 1997, American parents suddenly found themselves babysitting their children’s pets. These pets were not dogs, cats or even living creatures. They were Giga Pets: tiny electronic animals that beeped from plastic keychains whenever they needed attention.

Putting one away did not pause the responsibility. A Giga Pet still needed food, cleaning, play and discipline. Neglect it for too long, and the handful of pixels on its LCD screen could become sick or die.

Giga Pets did not start the virtual-pet craze. That distinction belonged to Tamagotchi, which Bandai released in Japan in late 1996. As the phenomenon reached America, handheld-game company Tiger Electronics introduced an alternative.

The early lineup included Digital Doggie, Compu Kitty and Micro Chimp. More importantly for children spending their own money, early Giga Pets sold for less than ten dollars—considerably less than a Tamagotchi could cost.

The price helped Tiger enter one of 1997’s hottest toy categories. By that summer, virtual pets were selling by the millions in the United States, and stores were struggling to keep them in stock.

When School Became a Problem

Summer vacation made constant care manageable. Then children returned to school, where beeping electronic toys were generally unwelcome. A Giga Pet could not sit unattended for hours, so someone else had to keep it alive.

Some parents accepted the assignment. One mother kept her daughter’s Giga Pet on the kitchen counter and pressed the buttons she had been taught whenever it beeped. Another carried three virtual pets while shopping, running errands and volunteering at school: two Giga Pets and a Mini Pet hanging from long necklaces.

The children had gone back to class. Mom had become digital pet daycare.

Other children took their pets to school in secret. When one eighth grader was asked why she would not leave her Nano Pet with her mother, her answer was practical: “She’d probably kill it.”

A Small Toy Becomes Big Business

Tiger kept adding creatures, versions and promotions. By the end of 1997, Giga Pets ranked as the fourth-best-selling toy in America by dollar sales. The line generated roughly twenty percent of Tiger Electronics’ revenue that year—about one dollar in five.

In early 1998, Hasbro agreed to acquire Tiger for $335 million in cash, plus additional amounts for certain assets. Tiger’s next major electronic creature was already taking the virtual-pet idea beyond the LCD screen.

From Giga Pets to Furby

Furby gave the electronic creature fur, eyes, ears and a voice. Children could nurture it, teach it and watch it respond. The relationship that made Giga Pets compelling had become something they could hold—something that could look back at them.

Giga Pets belonged to a particular moment when an animal on a keychain could feel like the future. The technology was simple and inexpensive, but caring for it could reshape a child’s day—and sometimes a parent’s day too.

Giga Pets did not invent the virtual pet. For a brief moment in the late 1990s, however, they made caring for a handful of pixels an everyday family responsibility. The screen eventually disappeared. The idea did not.