Children’s Digital and Non-Digital Play Practices with Cozmo, the Toy Robot
Louise Kay, Silke Brandsen, Carmen Jacques, Francesca Stocco, Lorenzo Giuseppe Zaffaroni
- Year
- 2023
- Citations
- 1
Abstract
Introduction This article reports on the emerging findings from a study undertaken as part of an international research collaboration (Australia, Belgium, Italy, UK; DP180103922) exploring the benefits and risks of the Internet of Toys (IoToys). IoToys builds upon technological innovations such as smartphone apps that remotely control home-based objects, and wearable technologies that measure sleep patterns and exercise regimes (Holloway and Green). Mascheroni and Holloway summarise the features of IoToys as entities that users can program, with human-toy interactivity, and which have network connectivity. In this discussion we focus on children’s play with a small programmable robot named Cozmo (fig. 1). The robot also has an ‘explorer mode’ in which children can view the world through the eyes of Cozmo, and a camera which can film the robot’s view, accessed through the mobile app. Children are encouraged to personify Cozmo, including feeding the robot and keeping it tuned up. Cozmo also has numerous functions including tricks, a coding lab, and games that utilise three provided ‘Power Cubes’ that encourage child-robot interaction: Keep Away – the player slides the cube closer to Cozmo then pulls away quickly when Cozmo ‘pounces’ – the aim of the game is to ensure Cozmo misses the cube. Quick Tap – a colour matching game which involves hitting the cubes (before Cozmo) when the colours match. Memory Match – Cozmo shows a pattern of colours, and the player then taps the cubes in the right colour order – each round the pattern gets longer. Fig. 1: Cozmo Whilst the toy uses Wi-Fi rather than connecting directly to the Internet, Cozmo was chosen as a focus for the study because many of its characteristics are typical of IoToys, including connectivity, programmability, and the human-toy connection (Mascheroni and Holloway). Children’s play lives have been changed through the development of digital technologies including smartphones, tablets, laptops, and games consoles (Marsh et al.) and inevitably, children’s play experiences now cross a range of boundaries including the “virtual/physical world, online/offline and digital/nondigital” (Marsh 5). As IoToys become more prevalent in the toy market, there is an increasing need to understand how these connected toys transcend digital-material boundaries between toy and media technology. Whilst toys such as Cozmo share similar traits with traditional toys, they also increasingly share characteristics with computing devices (i.e., video games, mobile apps) and domestic media (i.e., Amazon Alexa; Berriman and Mascheroni). The combination of the traditional and digital adds a layer of complexity to children’s play experiences as the interaction between the child and the robot is ‘reconfigured as a bidirectional, multidimensional, multisensory experience’ (Mascheroni and Holloway 5). By asking ‘what types of play does an Internet-enabled toy engender?’, this article examines the capabilities and limitations of Cozmo for children’s play experiences. Currently, there is little reliable information about children’s IoToy use despite the media attention the subject attracts. Many assumptions are made regarding how technological devices offer restricted opportunities for play (see Healey et al.), and therefore it is vital to investigate the benefits and limitations of these new-generation technologies for parents and children. This article contributes to ongoing debates focussing on children’s playful engagement with digital technology and the importance of engaging parents in discussions on different types of play and children’s development. Methodology This international study involved thirteen families across four countries (Australia, Belgium, Italy, UK; Appendix 1). Ethical clearance was obtained prior to the commencement of the study. Consent was gained from both the children and the parents, and the children were specifically asked if they could be audio-recorded and photographed by the re
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