Cited by 32Human-Animal Interaction StudiesSocial Robot Interaction and HRIDigital Games and Media

The illusion of love: Does a virtual pet provide the same companionship as a real one?

Open access
Chesney, Thomas, Lawson, Shaun·2007·Interaction Studies. Social Behaviour and Communication in Biological and Artificial Systems

Abstract

The purpose of this short paper is to examine whether a screen based virtual pet, specifically Nintendogs, gives any form of companionship comparable to a real pet. Nintendogs runs on a Nintendo DS, a mobile games console. The unit has a full colour screen showing an animated puppy which users must feed, water, walk, play with and train. An abundance of literature exists examining the benefits of owning a real pet yet very little has been written about human attachment to virtual pets. Six hundred five Nintendog users were contacted by email with a request to complete a questionnaire about their interaction, 80 (13%) responded. Nine hundred requests were made to a similar group who were asked to respond about their real pet, if they had one. One hundred sixteen responses were received. Results indicate that a Nintendog does give companionship, but companionship which is significantly less than that given by a real dog or cat.

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Registry

Crossref · 10.1075/is.8.2.09che

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  • Sense of companionship can be obtained through interacting with a virtual pet.

    “Sense of companionship can also be obtained through interacting with a virtual pet (Chesney & Lawson, 2007;Lawson & Chesney, 2007;Li & Luh, 2017).”

    From Catch Them All: Exploring the Psychological Impact of Playing Pokémon Go (2020) · cites this paper as Chesney & Lawson, 2007

  • Sense of companionship can be obtained through interacting with a virtual pet or a socially assistive robot.

    “Sense of companionship can be obtained through interacting with a virtual pet (Chesney & Lawson, 2007) or a socially assistive robot (Fasola & Mataric, 2012).”

    From Catch Them All: Exploring the Psychological Impact of Playing Pokémon Go (2020) · cites this paper as Chesney & Lawson, 2007

  • Research has shown that sense of companionship can be obtained via interacting with virtual pets.

    “Research has also shown that sense of companionship can be obtained via interacting with the virtual pets (i.e.Chesney & Lawson, 2007).”

    From Catch Them All: Exploring the Psychological Impact of Playing Pokémon Go (2020) · cites this paper as Chesney & Lawson, 2007

Cited by

Sorted by citations

Authors
Chesney, T., & Lawson, S.
Affiliations
  • University of Nottingham (GB)
  • University of Lincoln (GB)
Venue
Interaction Studies. Social Behaviour and Communication in Biological and Artificial Systems
Published
2007-06-19
Volume
8
Issue
2
Pages
337-342
ISSN
  • 1572-0373 (ISSN-L)
  • 1572-0381
OpenAlex
W1973596758
Cited by
32
References
0
Citations by year
2026: 1 · 2025: 2 · 2024: 5 · 2023: 1 · 2022: 4 · 2021: 5 · 2020: 2 · 2019: 2 · 2018: 1 · 2017: 1 · 2016: 1 · 2015: 2 · 2014: 1
FWCI
0.66
Type
journal article
Language
en
Open access
Licence
cc-by
Locations
  • Interaction Studies Social Behaviour and Communication in Biological and Artificial Systems (publishedVersion)
  • Lincoln Repository (University of Lincoln) (acceptedVersion)
  • Figshare (submittedVersion, cc-by)
Topics
  • Life Sciences › Biochemistry, Genetics and Molecular Biology › Genetics › Human-Animal Interaction Studies
  • Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
virtual pets, human-animal attachment, companionship, pet ownership, Nintendo DS, mobile games, human-computer interaction, cats

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