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Virtual Woman: Women
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[One] criticism of Virtual Woman was that the premise of early versions of the program was sexist. In response CyberPunk Software hired a female head of beta testing and development to oversee game play and user feedback. Since that time sales of the program to women has risen from 15% in 1998 to over 40% today. This is an unusually high female registration rate for a software program or game. Whether this is due to increasing realism of the program's social interactions, expanded use of the Internet by women, or for some other reason is unknown.
The Mission of the Virtual Woman's Day™ is to bring together women from around the globe to network together, learn together and grow together. WECAI plans to do this by encouraging women to share resources, promote their products and services, increase their circle of influence and have some fun in the process. For more information about Virtual Women's Day, visit www.virtualwomansday.com.
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This program allows you to create and interact with a virtual woman. You choose her personality type, ethnic background, clothing, location, and other characteristics and engage her in conversation. This program is capible of creating at least 840,000 different virtual women, plus you can download additional files at the website.
Webbie’s already fairly thin by most standards, as you may have guessed, and the creation of a virtual woman with a “perfect” body raises some disturbing questions in the national dialogue about body images. At a time when Camryn Manheim’s book Wake Up, I’m Fat! is a bestseller, and stars like Calista Flockhart are criticized for encouraging eating disorders among young girls, could Webbie be part of a fashion-industry backlash against recent skepticism about media images of women?
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