Aayushi Dangol, a recent University of Washington doctoral student in human centered design and engineering, explains an AI toy during a KidsTeam UW session. (UW Photo / Jacob Adams)
Weβve come a long way from Lincoln Logs and Hot Wheels that couldnβt talk to us. Today, plush toys arenβt just stuffed β theyβre stuffed with artificial intelligence, and new research from the University of Washington reveals that when these βsmartβ toys start chatting, kids quickly go from curious to frustrated to outright hostile.
Claims of βsmartβ toys date back decades, from 1960s talking dolls like Chatty Cathy to 1990s sensor-packed plushies like Microsoftβs ActiMates Barney and Furby.
But generative AI marks a major shift. Companies like Curio are now packing plushies with onboard AI models, allowing characters like βGabboβ or the viral brainrot figure βBallerina Cappuccinaβ to hold dynamic, unscripted conversations, remember past interactions, and adapt directly to a child.
To see how kids actually interact with these conversational companions, researchers at UWβs KidsTeam brought eight children ages 6 to 11 to campus last summer. The kids initially engaged with curiosity β asking basic questions like βWhat is your name?β and testing physical reactions like tickling the toysβ toes.
But as the toys struggled with complex questions and failed to pick up on physical cues β one participant complained a toy βdidnβt listen to me like 26 million timesβ β delight turned to irritation. Children eventually turned to antagonizing the plushies, calling them βuglyβ or βevilβ and joking about throwing them in the ocean.
In the video below, kids are asked at one point if they want an AI toy to read them a bedtime story.
βNo. It just sounds awful,β one child replied.
βI think itβs gonna destroy my dreams as a tiny kid,β another said.
The study highlights a distinct psychological clash: a cuddly, familiar plush exterior combined with a synthetic intelligence that kids found both fascinating and unnerving.
βThe juxtaposition of this plushie toy that also had signs of intelligence was both interesting and disturbing for the kids,β said co-lead author Aayushi Dangol, a former UW doctoral student now at Foundry10, in a UW News story.
While the toys offer dynamic play, Dangol warned parents that generative AI introduces new risks that traditional toys never had, from hallucinating facts to manipulative emotional bonding.
βTheyβll give wrong answers, or flatter the kids excessively, or could manipulate the kids into attachment,β Dangol noted.
Beyond conversational glitches, researchers emphasize that synthetic companions fundamentally alter how children play. For generations, kids have supplied their own imagination to make inanimate objects talk and move. Generative AI alters that dynamic.
βNow the script has been flipped and the toy has this imitation of imagination,β said co-author Jason Yip, a UW associate professor in the Information School and director of KidsTeam UW. βWeβve never lived through that before, and we donβt know what questions children will ask or how long theyβll even want to play with these toys.β
Because kids are navigating entirely uncharted territory, Yip stressed the importance of giving young users space to talk through their experiences with the devices filling their bedrooms.
βItβs really important to give them opportunities to discuss these technologies weβre handing down to them,β Yip said.
Giant anime robots are landing in the Seattle area.
Bandai Namco is opening an official Gundam Base retail store at Westfield Southcenter mall in Tukwila, Wash., this fall, giving Pacific Northwest anime and model-kit fans a permanent flagship destination for all things Gunpla.
For the uninitiated, Gundam isnβt just a nostalgic cartoon; itβs a massive, multibillion-dollar global media franchise that revolutionized Japanese animation when the original βMobile Suit Gundamβ series debuted in 1979.
Owned by Tokyo-based entertainment giant Bandai Namco, the IP spans decades of TV shows, video games, and movies, but its biggest cash cow is βGunplaβ β a portmanteau of βGundamβ and βplastic model.β
Unlike standard pre-assembled action figures, Gunpla kits are snap-together, highly engineered mechanical puzzles that fans clip off plastic runners and assemble by hand, ranging from entry-level builds to ultra-intricate models with thousands of pieces.
Bandai Namco says the new Southcenter location will be built around four core pillars for visitors: βwatch, buy, build, and learn.β
Rather than functioning as a standard retail shop, the flagship is designed as an experiential destination. Shoppers can expect life-sized mecha statues and immersive themed environments for photo ops, alongside displays featuring fully painted master builds spanning 45-plus years of Gundam lore.
The store will carry model kits catering to every skill level β from beginner-friendly βEntry Gradeβ sets to complex βPerfect Gradeβ builds β along with exclusive, store-only Gunpla kits and limited-edition merchandise. The location will also feature community spaces hosting building workshops, special activations, and hands-on guidance from staff.
The Tukwila store is part of a broader U.S. brick-and-mortar push by Bandai Namco. Alongside the Southcenter opening, the company is launching a location at the Mall of America in Minneapolis this fall. Both follow the late-2025 debut of The Gundam Base Chicago at Fashion Outlets of Chicago β the entertainment giantβs first permanent retail footprint in North America.