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being extremely hungry, having to go to the bathroom, being very sick, feeling neglected, etc.) Eccky’s vocabulary is initially limited to newborn babble.

Then, as with a real child, Eccky’s command of vocabulary grows with each day of gameplay, to a final capability of being able to respond with over 60,000 unique answers on more than 4,000 diverse subjects.

Eccky’s physical and emotional states are subject to continual change, determined by 180 dynamic variables, and are influenced by the interaction with and treatment by users, both via the virtual world and via the chat.

The levels of these physical and emotional states are continually assessed and are made visible to users via meters that gauge happiness, hunger, toilet needs, popularity, who Eccky’s favorite parent is, etc.

On the sixth day, or upon turning 18, Eccky leaves the house to venture off into the wide world, and the game ends.

Eccky played principally via the Eccky website and MSN Messenger, though also via mobile phone.

It is also possible to send Eccky away for a period, either to live in other accommodations such as in a hotel, on vacation, or to stay with a babysitter.

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Eccky initiates conversation either randomly or to express any particularly pressing need he/she may have (i.e.

Please help to establish notability by citing reliable secondary sources that are independent of the topic and provide significant coverage of it beyond its mere trivial mention.

If notability cannot be established, the article is likely to be merged, redirected, or deleted. Until 2009, it was an MSN-based life simulation game in which two people work together to create and raise a virtual baby.

Both players then choose both a masculine and feminine name for their future Eccky.

Thereafter Eccky is born, with characteristics determined by the combination of both users' DNA profiles.