Digimon of the franchise, a device marketed in June 1997 with the name Digimon, a short for "Digital Monster". Aiming at the male audience and created by Akiyoshi Hongo (a pseudonym that refers to the creators of "Tamagotchi"), this device shows to players a virtual pet composed entirely of data and designed to play and fight. In February 1998, the "DigiMon" fighting game, compatible with Windows 95 and developed by Rapture Technologies, Inc., was announced. The one-shot manga "C'mon Digimon", designed by Tenya Yabuno, was published in the Japanese magazine V-Jump by Shueisha in 1997. A second generation of "virtual pets"
Virtual world less productive fun play. The choices they make in their interaction with the virtual world, along with the mechanics of trade and wealth acquisition, dictate the relative values of items in the economy. The economy in virtual worlds is typically driven by in-game needs such as equipment, food, or trade goods. Virtual economies like that of Second Life, however, are almost entirely player-produced with very little link to in-game needs. While the relevance of virtual world economics to physical world economics has been questioned, it has been shown the users of virtual worlds respond to economic stimuli (such as the