Furby
An interactive robotic electronic pet brand created by Tiger Electronics and owned by Hasbro.
Last updated August 27, 2026
Overview
Furby is an American interactive electronic pet-toy brand created by Tiger Electronics and now owned by Hasbro. The original toy debuted in the United States on October 2, 1998, after first being shown at the American International Toy Fair in New York. Designed by David Hampton and Caleb Chung, with Richard C. Levy helping commercialize the concept, Furby combined a soft, owl-like appearance with motors, sensors, speech synthesis, infrared communication, and programmed behavioral responses. Its central idea was that the toy would appear to develop over time: a newly activated Furby spoke primarily in Furbish, a constructed language made from short syllables and repeated sounds, and gradually used more English words and phrases as it was played with. The launch became one of the defining toy phenomena of the late 1990s. Originally priced at approximately US$35, Furbies became extremely difficult to obtain during the 1998 holiday season. Resale prices rose above US$100 and in some cases reached several hundred dollars. The product generated substantial secondary-market activity, including newspaper advertisements, online auctions, collectible color variations, and instances of fraud involving undelivered toys. More than 40 million units were sold during the first three years of production, including approximately 1.8 million in 1998 and 14 million in 1999. One reported twelve-month period accounted for 27 million units sold. Furby’s appeal came from the impression that it was an intelligent, developing companion rather than a conventional talking plush toy. It could react to touch, movement, sound, feeding, and, in early versions, interaction with other Furbies. The original models communicated through an infrared port and used a motor-and-cam mechanism to move the eyes, mouth, ears, and body. The toy’s apparent learning behavior also produced a famous misconception that it could record and repeat conversations. This belief led the National Security Agency and other sensitive facilities to restrict Furbies in 1999, although Tiger Electronics and the inventors stated that the original toy could not record speech. The restriction was later withdrawn. Hasbro repeatedly revived the brand with new technological and play patterns. Furby Babies and Furby Friends expanded the first generation in 1999 and 2001. The Emoto-Tronic Furby of 2005 added voice recognition, more expressive facial movement, and a simpler sleep function. The 2012 generation introduced monochrome LCD eyes, expanded motion, personality changes, and companion mobile applications. Furby BOOM! added app-based virtual hatching and Furblings, while Party Rockers offered smaller, simplified variants. Furby Connect, released in 2016, added color LCD eyes, Bluetooth connectivity, a head-mounted light-up control, and the Furby Connect World application. The brand returned again in 2023 for its 25th anniversary. The fifth-generation Furby was intentionally designed without a companion app, using voice-activated modes, glowing ears, touch and motion responses, drawn eyes, accessories, and more than 600 programmed responses. Smaller Furblets followed in December 2023. By 2026, Furby remained an active Hasbro brand with a product identity centered on collectible designs, responsive play, nostalgia, and the idea of a quirky electronic companion. Its influence extends beyond toys into hacking and circuit-bending communities, popular culture, licensing, digital play, and discussions about privacy and connected toys.
History
Furby originated in the mid-1990s as an attempt to create a domestically oriented robot that could be sold as a mass-market toy. David Hampton and Caleb Chung spent approximately nine months creating the concept and another nine months developing its physical design. After unsuccessful attempts to license the idea, they brought in toy and game inventor Richard C. Levy to help commercialize it. Levy presented the concept to Tiger Electronics, whose executive Roger Shiffman acquired the rights. Tiger Electronics was later acquired by Hasbro, making Furby part of Hasbro's broader portfolio of play and entertainment brands. The first Furby appeared publicly at the 1998 American International Toy Fair in New York. It officially launched on October 2, 1998, at an approximate retail price of US$35. The product's distinctive combination of soft fur, large eyes, motorized facial features, and speech made it unlike ordinary plush toys. The original Furby could respond to touch, motion, sound, and feeding, and multiple Furbies could communicate using an infrared port between their eyes. Its programming created the impression of development: the toy began in Furbish and was designed to replace some Furbish expressions with English over time. The launch became a major retail and cultural event during the 1998 holiday season. Retail supplies quickly became scarce, leading to resale prices above US$100 and occasionally several hundred dollars. Buyers used newspapers, auctions, and emerging Internet marketplaces to locate the toys. The scarcity produced both collectible behavior and fraud, with some purchasers paying for Furbies that were never delivered. More than 40 million units were sold during the first three years of original production, establishing Furby as one of the most commercially successful electronic toys of its era. Furby's apparent intelligence also caused confusion about its technical capabilities. Many consumers believed that the toy could listen to nearby speech, learn words from conversation, and later repeat them. In reality, the original model used programmed phrases and a basic sound-detection system rather than a voice recorder. In January 1999, the National Security Agency reportedly prohibited Furbies from its property because of fears that confidential conversations could be repeated. Tiger Electronics publicly denied that the product could record speech, and demonstrations by the inventors showed that the microphone could not capture words or reconstruct speech. The restriction was subsequently withdrawn, but the episode became a lasting part of Furby's public image. The first product family expanded quickly. Furby Babies arrived in 1999 with smaller bodies, higher voices, a different vocabulary, and faster movement toward English. Furby Friends extended the concept through licensed or character-based products such as Gizmo from Gremlins, Interactive Yoda, and Interactive E.T. Shelby, a clam-like companion released in 2001, added its own personality and language features and could interact with some original Furbies and Furby Babies. McDonald's also distributed Furby-Shelby Happy Meal toys in the United Kingdom in 2000. After the initial line ended, Hasbro revived the brand in 2005 with Emoto-Tronic Furby. This generation was larger and more expressive, incorporated voice recognition, and simplified certain controls. Emoto-Tronic Furby Babies and Funky Furbies followed in 2006, with the latter emphasizing music, dancing, and teachable dance routines. These products demonstrated Hasbro's effort to reposition Furby as an evolving platform rather than a single fixed toy. The next major revival came in 2012. The new Furby used monochrome LCD eyes, a wider range of movement, and software-driven personality changes based on how owners treated it. Its mobile application enabled additional interactions through high-frequency sounds. Furby Party Rockers provided smaller, simplified versions, while Furby BOOM! launched in 2013 with new personalities, colors, and a digital hatching system centered on Furblings. Physical Furblings and the Furby Boom Crystal series extended that ecosystem in 2014 and 2015. Furbacca, a Star Wars-inspired Furby resembling Chewbacca, was released in 2015. Furby Connect arrived in 2016 as the brand's most digitally integrated generation up to that point. It used Bluetooth to interact with the Furby Connect World app, which offered videos, songs, games, content updates, and virtual Furblings. The toy featured color LCD eyes, a light-up head control, expanded sensors, and more expressive movement. The app was later discontinued and is no longer available for new downloads, illustrating the maintenance challenges of connected-toy ecosystems. Security concerns also emerged around the Bluetooth implementation, although the reported vulnerability required close physical proximity and technical knowledge. Hasbro relaunched Furby again in 2023 for the brand's 25th anniversary. The new model moved away from app dependence and returned to self-contained play. It offered five voice-activated modes, more than 600 programmed responses, glowing ears, responses to petting, shaking, and feeding, drawn rather than LCD eyes, and bundled accessories. Furblets, smaller non-motorized versions, followed in December of the same year. By 2026, Furby remained an active Hasbro product brand. Its history reflects several overlapping trends in toys: the rise of electronic pets, the commercialization of social robotics, the shift toward mobile-connected play, renewed interest in retro products, and growing consumer attention to privacy and security in interactive devices.
- 2025Furby becomes a National Toy Hall of Fame finalist
The Strong National Museum of Play names Furby among the finalists for the 2025 National Toy Hall of Fame selection.
- 2023Furby returns for its 25th anniversary
Hasbro launches a new app-free generation with five voice-activated modes and more than 600 responses.
- 2023Furblets are introduced
Smaller Furby toys with manually movable ears and no motorized moving parts are introduced.
- 2021Furby Connect World is no longer available for new downloads
Hasbro customer support confirms that the Furby Connect World app is no longer available for download and will receive no new updates.
- 2016Furby Connect launches
Bluetooth connectivity, color LCD eyes, more expressive movement, and the Furby Connect World app create a connected play platform.
- 2015Furbacca is released
A Star Wars-inspired Furby resembling Chewbacca joins the product family.
- 2014Physical Furblings and Furby Boom Crystal arrive
Hasbro extends the Furby BOOM! ecosystem with physical Furblings and a neon-colored Crystal redesign.
- 2013Furby BOOM! expands digital play
Furby BOOM! introduces new personalities and an app-based system involving Furblings and virtual hatching.
- 2012App-enabled Furby generation launches
A redesigned Furby introduces monochrome LCD eyes, personality adaptation, expanded motion, and a mobile app.
- 2006Funky Furbies emphasize music and dancing
Funky Furbies add songs, dancing, and the ability to learn dance routines.
- 2005Emoto-Tronic Furby launches
Hasbro revives the brand with voice recognition, larger construction, and more expressive facial movement.
- 2001Shelby joins the Furby family
Shelby, a clam-like companion with its own personality and Shelbish language, is released and can communicate with selected Furby products.
- 2000Furby-Shelby appears in McDonald's Happy Meals
A Furby-Shelby collectible series is distributed in United Kingdom Happy Meals.
- 1999Furby Babies are introduced
The smaller Furby Babies line adds new colors, higher-pitched voices, an expanded vocabulary, and faster progression toward English.
- 1999NSA Furby restriction becomes public
The NSA reportedly restricts Furbies over concerns about recording and repeating sensitive conversations; the concern is later shown to be unfounded.
- 1998Furby is unveiled and launched
Furby appears at the 1998 American International Toy Fair and officially launches in the United States on October 2, 1998.
- 1998Original Furby becomes a holiday sensation
Limited supply and intense demand drive major resale activity during the 1998 Christmas season.
Products and positioning
Furby is positioned as a playful, expressive, collectible electronic companion that blends plush-toy appeal with robotics, speech, personality, and evolving interaction. Its brand strategy alternates between technological novelty and nostalgia, using each generation to introduce a new interaction model while preserving the recognizable Furby character.
Original FurbyElectronic robotic pet1998
The first-generation Furby launched in 1998 with a soft, owl-like body, moving eyes, ears, mouth, and body, touch and motion responses, infrared communication with other Furbies, and a programmed transition from Furbish toward English. Its apparent intelligence and collectible colors helped make it a major late-1990s toy phenomenon.
Furby BabiesElectronic pet sub-line1999
Furby Babies were smaller versions introduced in 1999. They used higher-pitched voices, had an expanded vocabulary, moved into English more quickly, and included additional games and programmed surprises. The line was offered in numerous color and eye combinations and helped broaden Furby's appeal to younger children and collectors.
ShelbyFurby companion toy2001
Shelby was a clam-like companion released in 2001. It had a distinct personality, its own language called Shelbish, improved memory relative to the original Furby, and compatibility with selected original Furbies and Furby Babies. Shelby added a new character shape and interaction style to the broader Furby universe.
Emoto-Tronic FurbySecond-generation electronic pet2005
The Emoto-Tronic Furby, introduced in 2005, was larger and more technologically advanced than the original. It featured voice recognition, more complex facial expressions, an on/off switch, and revised interaction behavior. The generation included adult and baby versions, as well as Funky Furbies focused on music and dance.
Furby 2012App-enabled electronic pet2012
The 2012 Furby used monochrome LCD eyes, broader movement, and software that altered its personality in response to user behavior. It could interact with an iOS and Android application through high-frequency sounds. The generation was followed by Party Rockers, simplified models with fixed personalities and no moving mechanical parts.
Furby BOOM!App-connected electronic pet2013
Furby BOOM! launched in 2013 with new colors, personalities, and a companion application centered on virtual Furblings. The digital ecosystem allowed users to hatch and care for virtual creatures, while physical Furby BOOM! toys interacted with the application. Crystal variants and physical Furblings extended the line through 2015.
FurbaccaLicensed character electronic pet2015
Furbacca was a Star Wars-themed Furby released in 2015. Styled after Chewbacca, it used the Furby BOOM! interaction model and could participate in the Furblings ecosystem through the associated application.
Furby ConnectBluetooth-connected electronic pet2016
Furby Connect launched in 2016 with color LCD eyes, expressive animations, expanded sensors, Bluetooth connectivity, a light-up head control, and the Furby Connect World application. The app delivered videos, songs, games, content updates, and virtual Furblings. Hasbro later confirmed that the application was no longer available for new downloads.
Furby 2023Voice-activated electronic pet2023
The fifth-generation Furby returned in 2023 with an app-free design intended to combine nostalgia with simpler self-contained play. It offers five voice-activated modes, more than 600 responses, glowing ears, reactions to petting, shaking, and feeding, drawn eyes, a necklace accessory, beads, and a comb. It was initially offered in purple and coral, with additional special editions.
FurbletsMiniature electronic toy2023
Furblets are smaller Furby products introduced in December 2023. They have no motorized moving parts, although their ears can be moved manually. The format extends the character into a lower-complexity, collectible product suitable for small-scale gifting and assortment-based retail.
Flagship businesses
- Original Furby
- Furby Babies
- Emoto-Tronic Furby
- Furby 2012
- Furby BOOM!
- Furby Connect
- Furby 2023
- Furblets
Marketing campaigns
- 2023Furby 25th-anniversary return
United States · International markets
For Furby's 25th anniversary, Hasbro marketed a new generation around nostalgia, self-expression, five voice-activated modes, glowing ears, accessories, and more than 600 responses. The launch used the Furbish phrase "Dah-No-Lah" as a party-oriented promotional hook.
Outcome. The brand returned to major retail distribution with a redesigned product aimed at both nostalgic adults and a new generation of children.
- 2016Furby Connect digital content platform
United States · International markets
Hasbro promoted Furby Connect as a connected play experience combining Bluetooth, a mobile application, videos, songs, games, virtual Furblings, and regularly refreshed content. Hasbro also described partnerships with KIDZ BOP and Jukin Media for child-oriented music and video content.
Outcome. The initiative expanded Furby's digital proposition but depended on an application that was later discontinued.
- 2012Furby revival and app-connected play
United States · International markets
Hasbro revived Furby by combining its established character with LCD eyes, personality changes, expanded movement, and a mobile application. The campaign presented Furby as a responsive companion with a mind of its own rather than a static talking toy.
Outcome. Furby returned to the holiday toy conversation and was later recognized among predicted top Christmas toys for 2013.
- 1998Original holiday launch
United States
Tiger Electronics launched Furby ahead of the 1998 holiday season and emphasized its novelty as an interactive electronic companion. Scarcity, media attention, and strong consumer demand turned the release into a major seasonal toy event.
Outcome. The launch produced severe retail shortages, high resale prices, and unusually strong first-year sales.
Brand decisions
- 2023Return to self-contained play for the fifth generationGeneration change
For Furby's 25th anniversary, Hasbro combined brand nostalgia with a product design that did not require a mobile application.
What changed. The new Furby used five voice-activated modes, more than 600 responses, glowing ears, touch and motion reactions, drawn eyes, and bundled accessories.
Aftermath. The brand returned to retail with a simpler, app-free interaction model and later expanded into the smaller Furblets format.
- 2016Build a Bluetooth-connected Furby ecosystemStrategy
Hasbro aimed to make Furby an ongoing digital platform rather than a self-contained toy with fixed content.
What changed. Furby Connect added Bluetooth, color LCD eyes, a light-up control, an application with games and videos, and content updates delivered through connected play.
Aftermath. The model demonstrated the potential and maintenance risks of app-dependent toys; Hasbro later confirmed that the companion application was no longer available for new downloads.
- 2012Move Furby toward adaptive and app-supported playStrategy
Hasbro sought to modernize Furby for children accustomed to digital interaction and mobile applications.
What changed. The company introduced LCD eyes, broader movement, behavior-based personality changes, and a companion application.
Aftermath. The approach produced follow-on products such as Furby BOOM!, Furblings, and additional app-linked play patterns.
- 2005Reintroduce Furby through Emoto-Tronic technologyGeneration change
After the end of the original production period, Hasbro needed to renew interest in the brand with a more advanced product.
What changed. Hasbro released a larger Furby with voice recognition, more expressive facial movement, revised interaction behavior, and an on/off switch.
Aftermath. The brand remained active through a second generation and related baby and music-focused variants.
- 1998Launch Furby as an interactive robotic petProduct launch
Tiger Electronics sought to commercialize a domestic robot concept that could be sold through mainstream toy retailers.
What changed. The company released an owl-like electronic companion with programmed speech, sensors, motorized movement, and a fictional language that gradually shifted toward English.
Aftermath. The product became a major holiday phenomenon and established a durable consumer brand.
Leadership
| Name | Title | Tenure |
|---|---|---|
| Kristin McKay | Vice President and General Manager, Hasbro Fashion & Preschoolformer | 2023– |
| Kenny Davis | Senior Director, Global Marketing, Hasbroformer | 2016– |
| Caleb Chung | Co-inventor and original designerformer | — |
| David Hampton | Co-inventor and original designerformer | — |
| Richard C. Levy | Commercialization partner and co-inventorformer | — |
| Roger Shiffman | President and owner of Tiger Electronics during the original launchformer | — |
Controversies
- 2017Furby Connect Bluetooth security concernsControversy
Reports described a weakness in Furby Connect that could allow a nearby technically capable person to connect through Bluetooth and send custom audio to the toy without a password. The episode contributed to broader concerns about security in connected children's products. It did not establish that Furby Connect could record conversations.
- 1999NSA restriction over alleged recording capabilityControversy
The National Security Agency reportedly prohibited Furbies from its property because staff feared that the toys could record and later repeat classified conversations. Tiger Electronics and the original inventors disputed the premise, explaining that the toy could not record or understand speech. The restriction was eventually withdrawn.
Recent events
- 2025Furby becomes a finalist for the National Toy Hall of Fame
The Strong National Museum of Play named Furby among the finalists considered for induction into the National Toy Hall of Fame.
Other - 2023Hasbro announces the return of Furby for its 25th anniversary
Hasbro announced a new Furby generation with five voice-activated modes, more than 600 responses, glowing ears, touch and motion reactions, accessories, and no companion app.
Product launchProduct generationCampaign - 2023Hasbro introduces Furblets
Furblets were introduced as smaller Furby products with manually movable ears and no motorized moving parts.
Product launchProduct generation - 2016Furby Connect introduces Bluetooth-connected play
Hasbro launched Furby Connect with color LCD eyes, more than 1,000 phrases, animated expressions, Bluetooth connectivity, and the Furby Connect World application, which delivered videos, songs, games, and virtual Furblings.
Product launchProduct generationCampaign - 2013Furby is named among predicted top Christmas toys
The 2012-generation Furby was included among the Toy Retailers Association's predicted top toys for Christmas 2013 at the DreamToys event.
CampaignOther - 2013Furby BOOM! adds virtual Furblings and app play
Furby BOOM! introduced new colors, personalities, and a companion application built around virtual Furblings and additional digital activities.
Product launchProduct generation - 2012Hasbro announces a new Furby generation
Hasbro announced the return of Furby in April 2012. The new model launched later that year with LCD eyes, broader movement, behavior-based personality changes, and a companion mobile application.
Product launchProduct generationCampaign - 2005Emoto-Tronic Furby revives the brand
Hasbro reintroduced Furby with a larger Emoto-Tronic model featuring voice recognition, more expressive facial movement, communication with other Emoto-Tronic units, and a conventional on/off switch.
Product launchProduct generation - 1999Furby becomes a major late-1990s toy craze
Reports described exceptional demand, resale inflation, and cases of fraud involving undelivered Furbies. The brand reportedly sold millions of units during its first full year.
PricingOther - 1999Furby Babies expand the original line
Hasbro and Tiger Electronics introduced smaller Furby Babies with higher-pitched voices, expanded vocabulary, faster progression toward English, and additional colors and play features.
Product launchProduct generation - 1998Furby officially launches in the United States
Tiger Electronics released Furby on October 2, 1998. The owl-like electronic pet quickly became a major holiday toy phenomenon, with demand exceeding retail supply and secondary-market prices rising sharply.
Product launchCampaignPricing
Sources
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