AI Plushies: Screen Alternative or Parental Replacement Concern?
The latest wave of artificial intelligence is arriving not in sleek smartphones or powerful data centers, but in the cuddly form of plush toys. Companies developing these AI-powered companions for children are marketing them as a viable alternative to excessive screen time, offering interactive play without the glow of a tablet or television. However, this burgeoning trend is not without its critics, as highlighted by The New York Times’ Amanda Hess, who has voiced significant reservations.
Hess recounted a personal demonstration with Grem, one of the offerings from startup Curio. (Notably, Curio also sells a plushie named Grok, a name shared by Elon Musk’s chatbot, though with no apparent connection.) Her interaction with Grem quickly led to a profound realization: “I would not be introducing Grem to my own children.” As she engaged with the AI-powered toy, Hess became convinced that it was “less an upgrade to the lifeless teddy bear” and instead “more like a replacement for me.” This sentiment underscores a core concern that these sophisticated toys, designed for conversational interaction, might inadvertently step into roles traditionally filled by human caregivers and playmates.
Beyond the immediate interaction, Hess argues that while these talking toys might indeed pull children away from a tablet or TV screen, they subtly convey a more concerning message. In her view, they implicitly teach children that “the natural endpoint for [their] curiosity lies inside their phones,” or by extension, within technology itself. This raises questions about whether these AI companions truly foster independent thought and imaginative play, or simply redirect a child’s attention from one digital interface to another, albeit in a different form.
Despite her initial apprehension, Hess eventually permitted her own children to play with Grem, but only after she had removed and concealed its voice box. Even without the AI capabilities, her children still engaged with the plush toy, talking to it and inventing games. Yet, the experiment concluded with a familiar outcome: after a period of play, they were ready for some television. This anecdotal evidence suggests that while AI plushies might offer a novel form of entertainment, they may not fundamentally alter a child’s inclination towards screen-based activities, nor do they necessarily provide a distinct alternative to human interaction and traditional play. The advent of these AI companions thus prompts a critical re-evaluation of what constitutes healthy, enriching play in an increasingly digitized world.