Hindsight · review build · data not yet validated
Virtual partners are popular as forms of sexual entertainment, but they are more game-like than real.
Grader A: miss
No evidence that interactive virtual sex partners were popular sexual entertainment in 2009. Adult content stayed mostly passive video. Niche products (adult virtual-world activity, adult games) did not reach a measurable share of adults.
Test: Users of interactive virtual partners as a share of adults: no source shows 5% or more by 2014; teledildonics and virtual-partner products remained niche.
Grader B: partial
Game-like virtual partners existed in 2009. LovePlus (Japan, Sept 2009) drew worldwide media attention after a player 'married' a character. Sex in Second Life and adult dating sims were niche. There is no evidence that virtual partners were popular sexual entertainment across major markets. The 'game-like' qualifier fits.
Test: Mainstream test: 20% of adults in major markets use virtual partners for sexual entertainment. 2009 figure: no survey data. Use was concentrated in niche games (LovePlus, Japan-only; Second Life adult areas). Measurable in niches, well under 20%.