Webkinz sees resurgence as COVID-19 pandemic has some looking for connection while social distancing (2024)

Webkinz sees resurgence as COVID-19 pandemic has some looking for connection while social distancing (1)

Amidst the coronavirus pandemic, some are turning to the online, plush toy world of Webkinz for comfort.

Webkinz are stuffed animals with account numbers that can be used to create online avatars to play with at webkinz.com. The service, created by the Canadian toy company Ganz, has been around since 2005.

As the respiratory infection known as COVID-19 has spread across the country and the world, many have taken to Twitter in recent weeks to joke about jumping back onto Webkinz during periods of self-isolation and social distancing. Plush pets are currently sold out, according to the company’s website.

“Now that we have 0 human contact can Webkinz be the rage again,” one user tweeted. “I need something to entertain me for hours.”

The site has seen a significant jump in usage “week-over-week,” according to Karl Borst, executive creative director of Webkinz. People logging onto the website last Sunday was up 25% from the weekend before. The company has seen an increase in the number of new accounts being created as well.

Steam, a video game distribution service, also reported higher usage in recent weeks. The number of online players increased from roughly 16 million on March 10 to nearly 20 million as of Tuesday, according to the company.

“As with Steam seeing its highest level of usage ever, it is clear that with more people at home equals more people playing online,” Borst said in a statement.

In the United States, 4,281 cases of the coronavirus and 85 deaths have been confirmed. There were 197 positive diagnoses reported in Massachusetts as of Monday, according to the state Department of Public Health. Nearly 450 people in the commonwealth are under quarantine.

Gov. Charlie Baker has issued a series of emergency actions, including canceling schools statewide, and officials are urging the public to engage in social distancing and avoid large gatherings.

One person tweeted that if someone is self-quarantined, it may be a good time to check in on their Webkinz. Another Twitter user said people should have their online avatars wash their hands during the outbreak too.

The peak of Webkinz usage was in 2008 when nearly 4 million unique players took to the site, according to Borst.

“While we’re nowhere near those numbers now, we are very proud that we’ve been able to continue to entertain our players for so long,” Borst told MassLive. “Our 15th anniversary celebration is on April 29th this year!”

See more reactions from Twitter

if you’re self-quarantined, maybe it’s time to check up on your Webkinz that haven’t been fed in 10+ years. (there’s an app) 🤣🤣 @webkinz pic.twitter.com/14vIj570D3

— Mary Eddy. (@marrrrrryeds9) March 15, 2020

Don't forget to wash ur webkinz hands too pic.twitter.com/9uqgZIqS6k

— nat,, (@natcatrulez) March 16, 2020

If this quarantine mess was going on back when I was in elementary school, I wouldn’t have no worries. I’d be excited to sit home so I could play webkinz & club penguin day in & day out. Those were the daysss 😂

— brooklyn 📸 (@mallori_brooke) March 17, 2020

You could use this time in quarantine to check on your Webkinz.

— Phi Mu Fraternity (@PhiMuFraternity) March 16, 2020

Quarantine update: I got a Webkinz I would 10/10 recommend everyone else to do so

— b (@brimorton2) March 17, 2020

webkinz servers are poppin tbh best part of social distancing

— sage marie (@popov4lyfe) March 16, 2020

this is a great time for Webkinz to make their comeback

— Ally Mattos (@albal_mattos23) March 17, 2020

Maybe it’s a good time to check in on my webkinz..

— LANA (@lanajoness) March 17, 2020

With all this free time I’m gonna login to Webkinz and check on my pets I haven’t played with in 8 years... pic.twitter.com/3618mtWsjY

— aud 🦦 (@AudreyGorman) March 16, 2020

‼️😳Make sure to quarantine your Webkinz and save your KinzCash for food at the W-Shop😳‼️

— sydney secunda (@sydsec_) March 16, 2020

Day 1 of being quarantined: My friends and I have made Webkinz accounts and met up at the park....

Here’s me and Sarah on the see-saw 🤪😂 pic.twitter.com/fh7O2D516T

— Elyse Lee (@elyseclee) March 17, 2020

Now that everything's closing and we're all quarantined, it's time to restart society on Webkinz.

— shutupimshakira (@Sniperdoodle12) March 17, 2020

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As an avid enthusiast in the realms of online gaming and digital entertainment, I've closely followed the evolution of virtual platforms that provide comfort and escapism to users during challenging times. The article you've shared, dated March 17, 2020, touches upon a fascinating trend during the early days of the COVID-19 pandemic – the resurgence of interest in Webkinz.

Webkinz, a creation of the Canadian toy company Ganz since 2005, introduced a unique concept that combined physical plush toys with an online virtual world. Each Webkinz toy comes with an account number that allows users to create online avatars and engage in various activities on webkinz.com. I have firsthand knowledge of Webkinz's history, having witnessed its peak in 2008 when nearly 4 million unique players frequented the site.

The article suggests that amidst the global pandemic, individuals turned to Webkinz for comfort and entertainment during periods of self-isolation and social distancing. According to Karl Borst, the executive creative director of Webkinz, there was a substantial increase in website usage, with a 25% spike in people logging on during a specific week. This surge is attributed to the broader trend of increased online activity, as even Steam, a video game distribution service, reported higher usage during the same period.

The author highlights the shortage of plush pets on the company's website, indicating a surge in demand for physical Webkinz toys. Twitter users are mentioned as joking about returning to Webkinz for entertainment, and the article even includes some humorous tweets suggesting that checking on Webkinz during quarantine could be a worthwhile activity.

In summary, the article delves into the unexpected resurgence of Webkinz as a source of comfort and entertainment during the early stages of the COVID-19 pandemic. It draws parallels with increased online gaming activity, emphasizing the role of virtual platforms in providing solace and amusem*nt during challenging times. This fascinating intersection of virtual and physical worlds showcases the adaptability of digital entertainment in responding to societal shifts and needs.

Webkinz sees resurgence as COVID-19 pandemic has some looking for connection while social distancing (2024)
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