Skip to main content

Toying with the Singularity: AI, Automata and Imagination in Play with Robots and Virtual Pets

  • Chapter
  • First Online:
The Internet of Toys

Part of the book series: Studies in Childhood and Youth ((SCY))

Abstract

To grasp the emerging possibilities of new developments in the Internet of Toys, paying critical attention to the layered relationships of material technology and intangible imagination is needed. This chapter explores children’s imaginative and playful engagement with toys that demonstrate AI or autonomous behaviour (here robots and virtual pets). It takes a workshop on the design of a new robotic gaming platform as a central case study. Paying close descriptive and analytical attention to moments of interaction with such toys is essential to fully grasp the complex relationships between global technological imaginaries—in this case of AI and artificial life—and the material and embodied workings of imagination in play.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 79.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 99.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Allison, A. (2006). Millenial monsters: Japanese toys and the global imagination. Berkeley: University of California Press.

    Google Scholar 

  • Apperley, T., & Heber, N. (2015). Capitalizing on emotions: Digital pets and the natural user interface. In J. Enevold & E. Macallum-Stewart (Eds.), Game love: Essays on play and affection (pp. 149–161). Jefferson, NC: McFarland.

    Google Scholar 

  • Bak, M. (2016). Building blocks of the imagination: Children, creativity, and the limits of Disney Infinity. The Velvet Light Trap,78, 53–64.

    Article  Google Scholar 

  • Balsamo, A. (2011). Designing culture: The technological imagination at work. Durham, NC: Duke University Press.

    Book  Google Scholar 

  • Bloch, L., & Lemish, D. (1999). Disposable love: The rise and fall of a virtual pet. New Media & Society,1(3), 283–303.

    Article  Google Scholar 

  • Du Gay, P., Hall, S., Janes, L., Mackay, H., & Negus, K. (1997). Doing cultural studies: The story of the Sony Walkman. London: Sage.

    Google Scholar 

  • Flichy, P. (1999). The construction of new digital media. New Media & Society,1(1), 3–39.

    Article  Google Scholar 

  • Giddings, S. (2007). Playing with nonhumans: Digital games as technocultural form. In S. de Castell & J. Jensen (Eds.), Worlds in play: International perspectives on digital games research (pp. 115–128). Frankfurt, Germany: Peter Lang.

    Google Scholar 

  • Giddings, S. (2014a). Gameworlds: Virtual media and children’s everyday play. New York: Bloomsbury.

    Book  Google Scholar 

  • Giddings, S. (2014b). Bright bricks, dark play: On the impossibility of studying LEGO. In M. J. P. Wolf (Ed.), LEGO studies: Examining the building blocks of a transmedia phenomenon (pp. 241–267). New York: Routledge.

    Google Scholar 

  • Haraway, D. (1990). A manifesto for cyborgs: Science, technology, and socialist feminism in the 1980s. In L. J. Nicholson (Ed.), Feminism/postmodernism (pp. 190–234). London: Routledge.

    Google Scholar 

  • Hilu, R. (2016). Girl talk and girl tech: Computer talking dolls and the sounds of girls’ play. The Velvet Light Trap,78, 4–21.

    Article  Google Scholar 

  • Hjarvard, S. (2004). From bricks to bytes: The mediatization of a global toy industry. In I. Bondebjerg & P. Golding (Eds.), European culture and the media (pp. 43–64). Bristol, UK: Intellect.

    Google Scholar 

  • Kline, S. (1993). Out of the garden: Toys and children’s culture in the age of TV marketing. New York: Verso.

    Google Scholar 

  • Kritt, D. (1999). Loving a virtual pet: Toward the technological erosion of emotion. Journal of American and Comparative Cultures,23(4), 81–87.

    Article  Google Scholar 

  • Lister, M., Dovey, J., Giddings, S., Grant, I., & Kelly, K. (2009). New media: A critical introduction (2nd ed.). London: Routledge.

    Google Scholar 

  • Marsh, J. (2017). The internet of toys: A posthuman and multimodal analysis of connected play. Teachers College Record, 119(2). Retrieved from http://eprints.whiterose.ac.uk/113557/.

  • Opie, I., Opie, P., & Alderson, B. (1989). A treasury of childhood: Books, toys, and games from the Opie collection. London: Pavilion Books.

    Google Scholar 

  • Oudshoorn, N., & Pinch, T. (2003). Introduction: How users and non-users matter. In T. Pinch & N. Oudshoorn (Eds.), How users matter: The co-construction of users and technology (pp. 1–25). Cambridge, MA: MIT Press.

    Chapter  Google Scholar 

  • Ruckenstein, M. (2010). Toying with the world: Children, virtual pets and the value of mobility. Childhood,17(4), 500–513.

    Article  Google Scholar 

  • Sutton-Smith, B. (1997). The ambiguity of play. Cambridge, MA: Harvard University Press.

    Google Scholar 

  • Turkle, S. (1984). The second self: Computers and the human spirit. New York: Simon & Schuster.

    Google Scholar 

  • Wasko, J. (2010). Children’s virtual worlds: The latest commercialization of children’s culture. In T. Vebjørg & D. Buckingham (Eds.), Childhood and consumer culture (pp. 113–129). New York, NY: Palgrave Macmillan.

    Chapter  Google Scholar 

  • Winfield, A. (2012). Robotics: A very short introduction. Oxford: Oxford University Press.

    Book  Google Scholar 

Download references

Acknowledgements

The robot workshop was part of a project with Reach Robotics to prototype their Mecha Monsters toy (now marketed as MekaMon) and was funded by REACT, a Knowledge Exchange Hub for the Creative Industries. REACT ran from 2012 to 2016 and was funded by the Arts and Humanities Research Council, UK: http://www.react-hub.org.uk/. Thanks to Silas Adekunle, CEO of Reach Robotics, for his enthusiastic cooperation; and many thanks to Penny Giddings for setting up, planning and running the workshop.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Seth Giddings .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 The Author(s)

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Giddings, S. (2019). Toying with the Singularity: AI, Automata and Imagination in Play with Robots and Virtual Pets. In: Mascheroni, G., Holloway, D. (eds) The Internet of Toys. Studies in Childhood and Youth. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-10898-4_4

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-10898-4_4

  • Published:

  • Publisher Name: Palgrave Macmillan, Cham

  • Print ISBN: 978-3-030-10897-7

  • Online ISBN: 978-3-030-10898-4

  • eBook Packages: Social SciencesSocial Sciences (R0)

Publish with us

Policies and ethics