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Sunday, December 28, 1997 Published at 07:32 GMT Special Report The teen dreams of Japan ![]() Many cyber characters draw on the manga comics
In Japan, 1997 was the year of the Tamagotchi, the portable pet you can keep in your pocket. But it was also the year of dozens of other youth products that are less well-known outside Japan.
Many seem to be inspired by the same bizarre mixture of high tech computer graphics and cuddly young life.
As the much-loved tamagotchi begins to lose its novelty value, school girls can progress onto a virtual boyfriend.
"Operation boyfriend makeover" is a computer game made by Atlus. As with virtual pets, owners must constantly nurture their virtual boyfriend. They have a year to turn him into the hunk of their dreams. They can also compile a photograph album of romantic moments in the virtual relationship.
Techno babes
Shiori Fujisaki, 16, is the heroine of an interactive computer dating game. Players have to court her affection by going on virtual dates, buying virtual presents and if they're lucky blowing her virtual kisses.
The game is the brainchild of the Konami company, and has enjoyed enormous success with men between 18-40.
"It's a game of the heart. We could make it more erotic, and that might be good for business, but as far as I'm concerned it wouldn't be fun. Our dream is for the game to be made into a book or a film," said Yoshinori Nakumura, the game developer
Shiori has recently produced her first CD, and her first concert attracted huge queues.
She was modelled on real women, and hundreds of singers auditioned to be her voice. She wears skimpy clothes, is a great dancer, and likes chocolate and video games.
At the offices of the computer game magazine, Famitsu, staff write features on all computer idols. They are flooded with letters from fans, which they reproduce in the magazine.
"Most of the letters ask things like 'How can I become close friends with a girl?' or 'How can I get a girl to fall in love with me?' But the girls they're talking about are the ones on the screen," said the magazine editor, Midi Harafuji.
The other side
When Ms Hindell asked real Japanese women for their reactions to this industry, she found they were unimpressed.
"It's really far from reality because these women are submissive and they're just there to make men feel good," said Kyoko Sato.
The trend in marketing images of youth may be attributed to Japan being a rapidly aging society, according to sociologist Mariko Fujiwara. Nearly a third of the Japanese population will be over 65 by 2020.
"In a society that is aging very very fast, being young has suddenly become a novelty. These girls realise that being young is marketable, and they can really be the focus of many people's attention" said Ms Fujiwari.
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