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companion for children to create positive<br />

emotional connections with. Certainly, this<br />

would increase the programme’s ability to<br />

tailor conversation style and educational<br />

tutelage for individual children, and would<br />

give these children some understanding of<br />

body language and emotional expression.<br />

Examples such as home-schooled children<br />

with few nor no common interactions with<br />

children their age, users who experience<br />

difficulty in discerning the nuances in real<br />

human expressions, or users whose<br />

antisocial behaviours require them to be<br />

isolated or limited from interactions with<br />

other children would benefit hugely from<br />

the social aspect of these programmes.<br />

Children in more standard upbringings<br />

could actively benefit too. While these<br />

social benefits look great on paper, there is<br />

often thought to be some major trade-off in<br />

replacing unfiltered, face-to-face<br />

interactions with a simulated or augmented<br />

alternative. The increase in technological<br />

advancements in entertainment and<br />

communication, while finding new ways to<br />

connect the world regardless of distance,<br />

have run alongside an increasing trend for<br />

loneliness, depression, or feelings of<br />

isolation, and for increasingly younger<br />

demographics. Regarding something like<br />

the ARIF, arguments could be made for the<br />

fact that interactions with an artificial social<br />

partner may on the surface fulfil some<br />

inherent need in children for company, but<br />

have less intrinsic value and capability for<br />

impact than interactions with a thinking,<br />

feeling partner. How long did the<br />

Tamagotchi satisfy the children of the<br />

1990s until they wanted to trade it up for a<br />

hamster or a cockatiel? Were 2000s kids so<br />

impressed by Nintendogs that they divested<br />

any desire to have a dog of their own?<br />

Similarly, Avery’s interactions with her<br />

ARIF, as realistic as they might be, had<br />

come to mean nothing in the face of an<br />

opportunity for non-computerised<br />

friendship. Whether the ever-growing<br />

complexity of an AI could be grounds to<br />

increase their status from “simulation” to<br />

“virtual person”, and the ramifications that<br />

would have on the value of their<br />

interactions, is a different argument for a<br />

different day.<br />

It is impossible to argue, however, that no<br />

social benefit has come to children thanks to<br />

these kinds of technologies. Setting aside<br />

abilities within A/VR for communication<br />

and collaboration across the globe which<br />

young people can make use of every day,

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