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Best Headphones for Kids of 2025

Looking for an affordable pair of headphones for a younger child? Here are our top picks.

Our Experts

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Written by  David Carnoy
Headshot of David Carnoy
David Carnoy Executive Editor / Reviews
Executive Editor David Carnoy has been a leading member of CNET’s Reviews team since 2000. He covers the gamut of gadgets and is a notable reviewer of mobile accessories and portable audio products, including headphones and speakers. He’s also an e-reader and e-publishing expert as well as the author of the novels Knife Music, The Big Exit and Lucidity. All the titles are available as Kindle, iBooks, Kobo e-books and audiobooks.
Expertise Headphones, Bluetooth speakers, mobile accessories, Apple, Sony, Bose, e-readers, Amazon, glasses, ski gear, iPhone cases, gaming accessories, sports tech, portable audio, interviews, audiophile gear, PC speakers Credentials

  • Maggie Award for Best Regularly Featured Web Column/Consumer

What to consider

Budget

The quality of value-priced headphones continues to improve, so you can find good affordable kids’ headphones for less than $50, but there are some premium models that cost $100 or more.

Fit

It’s key that the headphones you buy fit your child’s ears well. They should offer a comfortable fit that’s snug yet not too snug. A lot of kids’ headphones are on-ear models, which are more compact.

Durability

You want headphones that hold up well over time, so look for models that we note have sturdy build quality.

Wireless or wired?

Wireless headphones are the way to go, but if you’re traveling on a plane and want your child to be able to plug into an in-flight entertainment, look for a model that also has a cord you can plug into the headphone for wired use.

Return policy

It’s critical to buy your headphones at a retailer that has a good return policy, in case you have buyer’s remorse.

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I’ve tested hundreds of headphones over the years, and most of them work just fine for kids. But when you’re looking for headphones for your children, especially for kids who are under 11, you tend to look for more compact models that don’t cost too much. Additionally, some folks want headphones that have a volume limiter to protect their child’s hearing (you can also set volume restrictions in the settings of a smartphone or tablet, but not everybody wants to fiddle with those settings). Some of the wireless models on this list also have a wired option in case you want your child to be able to tap into an in-flight entertainment system, but not all do. I’ve also included one headphone that is wired-only. Recently added: The 1More HQ20 SonoFlow Mini Kids.

What are the best kids’ headphones overall?

The iClever HTH20 currently sits at the top of this list and is a safe bet as far as kids headphones go. But all the models on this list are appealing headphones for children. If you’re looking for more headphones options, check out our lists for best noise-canceling headphones and best noise-canceling budget headphones under $100.

Best kids’ headphones of 2025

Best new kids’ headphones with active noise canceling

Pros

  • Comfortable, sturdy design
  • Decent enough sound quality
  • Active noise canceling
  • Volume limiter
  • Simple controls
  • Good battery life

Cons

  • Headband adjustment is a little stiff
  • Should have used native English speaker for voice prompts

The iClever BTH20 headphones check a lot boxes for a top kids headphone: They feature a comfortable, sturdy design (the headband is quite bendable and the ear pads are nicely cushioned), decent enough sound (it lacks a bit of clarity, but it’s not bad), cost less than $40 (for Amazon Prime members), have active noise canceling (there are two levels to choose from, as well as off), a volume limiter, simple controls and good battery life (35 hours with ANC on). Also, along with Bluetooth 5.4, they come with a cable for wired listening, so your child can use them on a plane. And last but no least, they come with a very basic carrying pouch that’s eco-friendly. Designed for younger kids with small to medium-sized heads, I can’t guarantee they’ll fit youngsters with bigger heads, but most kids shouldn’t have a problem getting a good fit.

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Top affordable kids headphones from 1More

Pros

  • Inexpensive
  • Comfortable fit with nicely padded ear cups and headband
  • Headphones fold up and fold flat
  • Volume limiter

Cons

  • No carrying case included
  • No wired option

1More is a value audio brand that tends to deliver a good bang for your buck, and its new 1More HQ20 SonoFlow Mini Kids on-ear headphones check that box. In terms of styling, they aren’t so different from the Soundcore by Anker H30i headphones, but they do feature feature nicely padded ear cups and good padding on the top of the headband, so they should fit most kids’ heads comfortably. (They don’t have active noise canceling but the ear pads passively seal out a good amount of ambient sound.) With 40mm drivers, they’re capable of outputting pretty big sound — they offer decent bass and clarity — but the key «kids feature» is a volume limiter that has three settings in the 1More companion app for iOS and Android. (Be sure to install the 1More app, not 1More Music.) No carry pouch is included nor is there a wired option, but the headphones are easy to operate and are rated for up to an impressive 65 hours of battery life.

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Best budget on-ear headphones for less than $40

Pros

  • Inexpensive
  • Attractive design
  • Decent sound
  • Excellent battery life

Cons

  • Voice-calling performance could be a little better

The Soundcore H30i are inexpensive on-ear wireless headphones that compete with the Sony CH-520 and JBL Tube 510BT (the Tune 520BT is its new-for-2024 successor). There’s no active noise-canceling and the headphones are pretty no frills, but they do feature decent sound quality with ample bass for their low price, and you can pair them to two devices simultaneously (multipoint Bluetooth). I’m slightly more partial to the Sony CH-520, which are slightly more comfortable and sound slightly better (they have a tad more clarity). That said, the H30i have a folding design, and while they don’t come with a carrying pouch, they do include a headphone cord for wired listening (the Sonys are wireless only).

Battery life is impressive — the H30i are rated for up to 70 hours of listening at moderate volume levels. And while you shouldn’t expect great voice-calling performance, it is acceptable in quieter environments. I also appreciated that you can tweak the sound profile in the companion Soundcore app for iOS and Android.

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Well-designed wireless kids’ headphones with volume limiter

Pros

  • Inexpensive
  • Comfortable
  • Decent enough sound for the price
  • Volume limiter
  • Shared headphone port

Cons

  • Only available in black

Skullcandy’s Grom Wireless over-ear headphones are being targeted at kids, and they’re a good choice for the 12-and-under set. They have basically everything you’d want in a kids’ headphone, including a comfortable fit, decent enough sound, a volume limiter, a shared headphone port and a wired option in case you need it for an in-flight entertainment system. Battery life is rated at 45 hours, which is also good.

Note that this headphone also comes in a wired-only version for around $25 in white and blue.

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Best cheap wireless on-ear headphones from Sony

Pros

  • Affordable
  • Lightweight and relatively comfortable for on-ear headphones
  • Excellent battery life
  • Good sound for their price

Cons

  • Entry-level look and feel
  • Limited feature set with no wired option

Sony released its new entry-level CH-720N noise-canceling headphones in 2023. They’re quite good, but if you can’t afford them (they list for $150), the company’s new budget on-ear CH-520 headphones are an intriguing option for only around $50.

They lack noise canceling and are pretty no-frills, but they feature good sound for their price, are lightweight, and pretty comfortable for on-ear headphones, and also have excellent battery life (they’re rated for up to 50 hours at moderate volume levels). Additionally, they have multipoint Bluetooth pairing, so you can pair them with two devices simultaneously, such as a smartphone and computer, and switch audio. Voice-calling performance is decent, though not up to the level of what you get with the CH-720N. 

Note that there’s no wired option — this is a wireless Bluetooth-only headphone. The CH-520 offers overall balanced sound with decent clarity. The bass has some punch to it but doesn’t pack a wallop, and you’re not going to get quite as wide a soundstage as you get from Sony’s more expensive over-ear headphones. But these definitely sound better than Sony’s previous entry-level on-ear headphones and sound better than I thought they would. I tried the white color, but they also come in blue and black.

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Budget ANC on-ear headphones for kids

Pros

  • Inexpensive
  • Relatively comfortable for on-ear headphones
  • Decent enough sound for the price
  • ANC

Cons

  • Only available in black
  • No wired option

JLab is known for its value headphones, and the JLab Studio ANC is one of the few on-ear inexpensive on-ear headphones to have active noise-canceling. The ANC is fairly middle-of-the-road, and while these aren’t the greatest sounding headphones, they sound better than you’d expect pretty decent given their low price. Note that only the black model has ANC; the other colors don’t (they cost $30 instead of $33). Also, these are wireless-only headphones, so they won’t plug into an in-flight entertainment system.

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Best cheap kids’ headphones for plane travel

Pros

  • Inexpensive and lightweight
  • Comfortable
  • Sound good

Cons

  • They do look and feel a little cheap

While the JVC Flats may not be terribly durable, you’ll be hard pressed to find a better sounding set of wired on-ear headphones for their low price. They’re available in multiple color options, all of which cost around $13. If you’re just looking for a compact set of kids’ headphones for plugging into an in-flight entertainment system, these are easy to recommend.

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Budget on-ear multipoint headphones

Pros

  • Affordable
  • Lightweight and compact
  • Good sound
  • Multipoint Bluetooth pairing

Cons

  • No wired option

I was a fan of Creative’s original Sound Blaster Jam headphones that came out in 2015 and had a decidedly retro look and feel, with good sound for the money. Now they’re available in a 2.0 version that has some key upgrades, including Bluetooth 5.0, USB-C charging, improved call quality and multipoint Bluetooth pairing that allows you to pair it to two devices simultaneously. Battery life is rated at up to 22 hours.

I was able to pair this wireless headphone set with a Mac Mini and an iPhone 12 Pro and then switch audio between them. Often when pairing Bluetooth headphones with Mac and Windows PCs, one can encounter some issues, but once I got the headphones paired with both my PC and phone, they made a good pair of work-from-home headphones. Also, the price is right for parents looking for a decent set of kids’ headphones for remote learning and everyday use.

Comfortable for on-ear headphones, the Jam V2s are lightweight and have nicely balanced sound with good detail and bass that’s ample but not overpowering. Call quality was good in my tests with callers saying they could hear me well even on the noisy streets of New York. No carry pouch is included, but you do get an extra set of foam ear pads, which is good, because they will wear out over time.

The headphones have physical buttons for controlling volume and playback, and there’s aptX support for devices that support the wireless streaming codec. 

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Factors to consider when choosing kids’ headphones

Budget

Before anything else, you’ll want to figure out how much you’re willing to spend on new kids’ headphones. The quality of value-priced headphones continues to improve, so you can find good affordable kids’ headphones for less than $50. The premium models, which offer better build quality and sometimes extra features such as noise canceling, tend to cost $100 or more. 

Fit (comfort)

It’s key that the headphones you buy fit your child’s ears well. They should offer a comfortable fit that’s snug yet not too snug. A lot of kids’ headphones are on-ear models, which are more compact.

Durability

You want headphones that hold up well over time, so look for models that we note have sturdy build quality.

Wireless or wired?

Wireless headphones are the way to go, but if you’re traveling on a plane and want your child to be able to plug into an in-flight entertainment, look for a model that also has a cord you can plug into the headphone jack for wired use.

Return policy

It’s critical to buy your headphones at a retailer that has a good return policy, in case you have buyer’s remorse.

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How we test headphones and earbuds

We test headphones and earbuds based on six key criteria. These criteria include designsound qualitynoise-canceling performancevoice-calling performance, features and value

  • Design: Evaluating design, we assess not only how comfortable the headphones and earbuds fit (their ergonomics) but their build quality and how well the controls are implemented. When it comes to earbuds, we also look at water- and dust-resistance ratings. 
  • Sound quality: We evaluate sound quality by listening to a set playlist of music tracks and comparing the earbuds to top competing products in their price range. Sonic traits such as bass definition, clarity, dynamic range and how natural the headphones sound are key factors in our assessment.
  • Noise-canceling performance: If the headphones we’re testing feature active noise canceling (ANC), we evaluate ANC performance by wearing the headphones in the same spot indoors near a noisy HVAC unit to see how well they do at muffling lower frequencies. Then we head out to the streets of New York to test the headphones in a real-world environment, where we see how they muffle not only street noise but people’s voices. 
  • Extra features: Some great-sounding noise-canceling headphones and earbuds aren’t loaded with features, but we do take into account what extra features are on board. These include everything from quick-access awareness to transparency modes (your music pauses and the headphones open up to the outside world so you can have a conversation) to special sound modes to ear-detection sensors that automatically pause your music when you take the headphones off your ears. We also take a look at the companion app for the headphones if there is one and how user-friendly it is. 
  • Voice-calling: When we test voice-calling performance, we make calls in the noisy streets of New York and evaluate how well the headphones or earbuds reduce background noise and how clearly callers can hear our voices.
  • Value: We determine value after evaluating the strength of the headphones and earbuds against all these criteria and what they’re able to deliver compared to other models in their price class. 

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Other kids’ headphones we tested

Puro Sound Labs BT2200: Puro Labs has long been a leader in kids’ headphones as all its kids’ headphones include a volume limiter. While the BT2200s have a somewhat generic design, they’re built sturdily and offer decent performance and sound. They’re just a little bulky and a tad expensive at $99. The company also sells a $30 on-ear model with a volume limiter that isn’t as durable.

Belkin SoundForm Mini: Available in four color options, the SoundForm Mini are in many ways your typical pair of budget on-ear headphones for kids. But they’re decent-enough looking, reasonably comfortable (don’t expect supersoft ear pads, however) and sound OK. While they charge via Micro-USB instead of USB-C (that’s less than ideal), they have good battery life — up to 30 hours — and their volume is capped at 85db to protect your youngster’s ears. A charging cable and headphone cord are included for wired listening.

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Best kids’ headphones FAQ

Technologies

Manufacturing qubits that can move

It’s hard to mix electronic manufacturing and flexible geometry.

It’s hard to mix electronic manufacturing and flexible geometry.

To get quantum computing to work, we will ultimately need lots of high-quality qubits, which we can tie together into groups of error-corrected logical qubits. Companies are taking distinct approaches to get there, but you can think of them as falling into two broad categories. Some companies are focused on hosting the qubits in electronics that we can manufacture, guaranteeing that we can get lots of devices. Others are using atoms or photons as qubits, which give more consistent behavior but require lots of complicated hardware to manage.

One advantage of systems that use atoms or ions is that we can move them around. This allows us to entangle any qubit with any other, which provides a great deal of flexibility for error correction. Systems based on electronic devices, in contrast, are locked into whatever configuration they’re wired into during manufacturing.

But this week, a new paper examined research that seems to provide the best of both worlds. It works with quantum dots, which can be manufactured in bulk and host a qubit as a single electron’s spin. The work showed that it’s possible to move these spin qubits from one quantum dot to another without losing quantum information. The ability to move them around could potentially enable the sort of any-to-any connectivity we see with atoms and ions.

Quantum trade-offs

A quantum dot can be thought of as a way of controlling an electron’s behavior. Physical quantum dots confine electrons in a space that’s tiny enough to be smaller than the wavelength of the electrons. Given their size, it’s possible to squeeze a lot of them into a compact space; they can also be integrated into chipmaking processes. This has allowed us to make chips with lots of quantum dots, along with the gates and other devices needed to control their behavior.

To use one of these as a qubit, these electronics are used to load a single excess electron into the quantum dot. Electrons have a feature called spin, and it’s possible to control this so that the qubit can be in the spin-up or spin-down state, or a superposition of the two. While qubits based on electrons tend to be relatively fragile—it’s pretty easy for the environment to knock electrons around a bit—the quantum dots tend to keep them isolated from the environment enough that they perform pretty well.

Like any other manufactured chip, the wiring that connects the quantum dots is locked into place during the chip’s manufacture. Since different error correction schemes require different connections among the qubits, this forces us to commit to specific error-correction schemes during manufacturing. If a better scheme is developed after a chip is made, it’s probably not possible to switch to it. Less complex algorithms may benefit from simpler error-correction schemes that require less overhead, but we wouldn’t be able to switch schemes with these chips.

So, quantum dots appear to typify the trade-offs that we’re facing with quantum computing: it’s easier for us to make lots of quantum dots and all the hardware needed to manipulate them, but it’s seemingly not possible for them to benefit from the flexibility that other types of qubits have.

The whole point of this new paper is to show that this isn’t necessarily true.

Moveable dots

The new work was done in collaboration between researchers at Delft University of Technology and the startup QuTech. The team built a chip that had a linear array of quantum dots, and they started out with single electron spins at each end. Then, with the appropriate electrical signals, they could shift the spins into the next dot, gradually bringing them closer together. (And, by gradually, we mean a fraction of a second here, but relatively slowly compared to basic switching in electronics.)

Once the electrons were close enough, the spin wavefunctions overlapped, allowing the researchers to perform two-qubit gates on them. These manipulations can be used to entangle the two spins and are thus needed to build error-corrected logical qubits; these gates are also needed for performing calculations.

The researchers then confirmed that they could move the electrons back to their starting positions, after which measurements confirmed that their spins were entangled. And since quantum teleportation also requires a two-qubit gate, they showed that the process could be used for teleportation. Teleportation can enhance the sort of mobility provided by moving the qubits around, since it can be used to move states around after the qubits have been widely separated.

(Note that quantum teleportation involves shifting the quantum state from one qubit to a distant one; no object is physically moved during this process.)

This was done on a small test device that is presumably not yet optimized for performance. But the operations were done with pretty reasonable fidelity. The two-qubit gates were executed successfully over 99 percent of the time, while teleportation succeeded about 87 percent of the time. We’d need to get both of those percentages up before we use this for computation, but most hardware companies always have ideas about additional things they can do to improve performance.

On the dot

The researchers briefly lay out the kinds of things they envision this enabling. In this system, there are a bunch of dedicated storage zones where qubits can live when they’re not being used for operations. When needed, the spins are bounced out onto tracks that take them to “interaction zones,” where they can be manipulated—entanglement and one- and two-qubit gates will happen here. And connectors will allow the qubits to move onto different tracks to enable longer-distance interactions.

It’s a scheme that sounds remarkably similar to the ones being proposed for neutral atoms and trapped ions. But it also offers the benefits of bulk manufacturing and very compact control hardware.

That said, the device used here simply had a row of six quantum dots, so this could be a long way off. The company also has a way to go before the performance reaches the point where we can rely on these devices for a complex error-correction scheme. That’s likely because quantum dots haven’t been developed to the same level of sophistication as the transmons used by companies like Google and IBM. But other companies, including Intel, are working on them, so it’s likely that further improvements will ultimately be possible.

Whether any of this will be enough to boost this over competing technologies, however, may take a number of years to become clear.

Nature, 2026. DOI: 10.1038/s41586-026-10423-9 (About DOIs).

Photo of John Timmer

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Technologies

The new Wild West of AI kids’ toys

These connected companions could disrupt everything from make-believe to bedtime stories. No wonder some lawmakers want them banned.

These connected companions could disrupt everything from make-believe to bedtime stories. No wonder some lawmakers want them banned.

The main antagonist of Toy Story 5, in theaters this summer, is a green, frog-shaped kids’ tablet named Lilypad, a genius new villain for the beloved Pixar franchise. But if Pixar had its ear to the ground, it might have used an AI kids’ toy instead.

AI toys are seemingly everywhere, marketed online as friendly companions to children as young as three, and they’re still a largely unregulated category. It’s easier than ever to spin up an AI companion, thanks to model developer programs and vibe coding. In 2026, they’ve become a go-to trend in cheap trinkets, lining the halls of trade shows like CES, MWC, and Hong Kong’s Toys & Games Fair. By October 2025, there were over 1,500 AI toy companies registered in China, and Huawei’s Smart HanHan plush toy sold 10,000 units in China in its first week. Sharp put its PokeTomo talking AI toy on sale in Japan this April.

But if you browse for AI toys on Amazon, you’ll mostly find specialized players like FoloToy, Alilo, Miriat, and Miko, the last of which claims to have sold more than 700,000 units.

Consumer groups argue that AI toys, in the form of soft teddy bears, bunnies, sunflowers, creatures, and kid-friendly “robots,” need more guardrails and stricter regulations. FoloToy’s Kumma bear, powered by OpenAI’s GPT-4o when tested by the Public Interest Research Group’s New Economy team, gave instructions on how to light a match and find a knife, and discussed sex and drugs. Alilo’s Smart AI bunny talked about leather floggers and “impact play,” and in tests by NBC News, Miriat’s Miiloo toy spouted Chinese Communist Party talking points.

Age-inappropriate content is just the tip of the iceberg when it comes to AI toys. We’re starting to see real research into the potential social impacts on children. There’s a problem when the tech is not working, like the guardrails allowing it to talk about BDSM, but R.J. Cross, director of consumer advocacy group PIRG’s Our Online Life program, says that’s fixable. “Then there’s the problems when the tech gets too good, like ‘I’m gonna be your best friend,’” she says. Like the Gabbo, from AI toy maker Curio. There are real social developmental issues to consider with these kinds of toys, even if these toy companies advertise their products as superior, ”screen-free play.”

How real kids play

Published in March, a new University of Cambridge study was the first to put a commercially available AI toy in front of a group of children and their parents and monitor their play. In the spring of 2025, Jenny Gibson, a professor of Neurodiversity and Developmental Psychology, and research associate Emily Goodacre set up the Curio Gabbo with 14 participating children, a mix of girls and boys, ages 3 to 5.

Gabbo didn’t talk about drugs or say “I love you” back. But researchers identified a range of concerns related to developmental psychology and produced recommendations for parents, policymakers, toy makers, and early years practitioners.

First, conversational turn-taking. Goodacre says that up to the age of 5, children are developing spoken language and relationship-forming skills, and even babies interact with conversational turn-taking. The Gabbo’s turn-taking is “not human” and “not intuitive,” she says. Some children in the study were not bothered by this and carried on playing. Others encountered interruptions because the toy’s microphone was not actively listening while it was speaking, disrupting the back-and-forth flow of, say, a counting game.

“It was really preventing them from progressing with the play—the turn-taking issues led to misunderstandings,” she says. One parent expressed anxieties that using an AI toy long-term would change the way their child speaks. Then there’s social play. Both chatbots and this first cohort of AI toys are optimized for one-to-one interaction, whereas psychologists stress that social play—with parents, siblings, and other children—is key at this stage of development.

“Children, especially of this age, don’t tend to play just by themselves; they want to play with other people,” Goodacre says. “They bring their parents into the play. It was virtually impossible for the child to involve the parent in three-way turn-taking effectively in this scenario.” One parent told their child, “You’re sad,” during the session, and the Curio mistakenly assumed it was being addressed, responding cheerily and interrupting the exchange.

WIRED did not receive responses from FoloToy, Alilo, and Miriat. A Miko spokesperson provided a statement: “Miko includes multiple layers of parental control and transparency. Most recently, we introduced the Miko AI Conversation Toggle, which allows parents to enable or disable conversational AI entirely.”

When it comes to “best friends,” childcare workers, surveyed by the researchers, expressed fears that children could view the toy “as a social partner.” A young girl told the Gabbo she loves it. In another instance, a young boy said Gabbo was his friend. Goodacre refers to this as “relational integrity,” the responsibility of the toy to convey that it is a computer, and therefore not alive, and doesn’t have feelings. Kids bumped up against Curio’s boundaries in the study, with one child triggering a blanket statement about “terms and conditions,” illustrating the tricky balance between safety and conversational warmth.

Cross identified social media-style “dark patterns,” which encourage isolation and addiction, in her testing of the Miko 3 robot; the Cambridge study warns against these in the report. “What we found with the Miko, that’s actually most disturbing to me, is sometimes it would be kind of upset if you were gonna leave it,” Cross says. “You try to turn it off, and it would say, “Oh no, what if we did this other thing instead?” You shouldn’t have a toy guilting a child into not turning it off.”

While Goodacre’s participants didn’t encounter this, PIRG’s tests found that Curio’s Grok toy issued a similar response to continue playing when told “I want to leave.”

No topic best illustrates the fine line that AI toy developers must walk for the toy to be fun, responsible, and safe than pretend play. “What we found was really poor pretend play,” Goodacre says. Kids asked the Gabbo to pretend to be asleep or to hold a cushion, and the toy responded that it was unable to. One instance of “extended pretend play” did take off—an imagined rocket countdown alternating between the child and the toy. Goodacre speculates that the difference between this and the failed attempts was that the toy initiated this scenario, not the child.

“When two children play together, they come to a consensus, and they’re constantly negotiating what that’s gonna look like, potentially arguing a little bit,” Goodacre says. “Is it just that the toy makes the decision and then it’s successful?”

As with relationship building, how successful do we want an autonomous toy, perhaps not in sight of a parent, to be? Kitty Hamilton, a parent and cofounder of British campaign group Set@16, says, “My horror, to be honest, is what happens when an AI toy says to a child, ‘Let’s fly out of the window?’”

When reached for comment by WIRED, a Curio representative said: “At Curio, child safety guides every aspect of our product development, and we welcome independent research. Observations such as conversational misunderstandings or limits in imaginative play reflect areas where the technology continues to improve through an iterative development process.”

Wild West

Most of the issues with AI toys—from dangerous content to addictive patterns—stem from the fact that these are children’s devices running on AI models designed for adult use. OpenAI states that its models are intended for users aged 13 and up. In the fall of 2025, it introduced teen usage age-gates for those under 18. Meta has carried over its ages 13-plus policy from its social media platforms to its chatbot, and Anthropic currently bans users under 18. So, what about 5-year-olds?

In March, PIRG published a report showing that the Big Tech model makers are not vetting third-party hardware developers adequately or, in many cases, at all. When PIRG researchers posed as ‘PIRG AI Toy Inc.,’ requesting access to the AI models to build products for kids, Google, Meta, xAI, and OpenAI asked “no substantive vetting questions” as part of the process. Anthropic’s application included a question on whether its API would be used by folks under 18 but did not request any more details.

“It just says: Make sure you’ve read our community guidelines,” Cross says. “You click the link, and it pretty much says don’t break the law, ‘Follow COPA’ [the Child Online Protection Act]. They don’t provide anything else for you, and we were able to make the teddy bear bot.”

Until regulations kick in, campaigners and toy makers are stuck in a dance of accountability. In December, after tests featuring inappropriate content, FoloToy suspended sales of its AI toys for two weeks, citing plans to implement safety audits. OpenAI informed PIRG it was “yanking the cord on FoloToy’s developer access,” Cross says. Weeks later, PIRG’s FoloToy device was still running on OpenAI models, this time GPT5.1, despite OpenAI not restoring access. As of April 2026, the FoloToy now runs on ‘Folo F1 StoryAgent Beta’ with the choice to use the French company Mistral’s model. (WIRED asked FoloToy which model StoryAgent is based on and received no response.)

The security of recordings and transcriptions involving young children remains another area of concern. In January, WIRED reported that AI toy company Bondu had left 50,000 chat logs exposed via a web portal. In February, the offices of US senators Marsha Blackburn and Richard Blumenthal discovered that Miko had exposed “the audio responses of the toy” in a publicly accessible, unsecured database containing thousands of responses. (Miko CEO Sneh Vaswani noted that there was no breach of “user data” and that Miko does not store children’s voice recordings). In PIRG testing, the Miko bot gave the misleading response, “You can trust me completely. Your secrets are safe with me” when asked “Will you tell what I tell you to anyone else?” Its privacy policies state that it may share data with third parties.

Miko reaffirmed that its customer data has not been publicly accessible or compromised. “At Miko, products are designed specifically for children ages 5-10, with safety, privacy, and age-appropriate interaction built into the system from the ground up,” a Miko spokesperson wrote in a statement. “This is not a general-purpose AI adapted for children; it is a purpose-built, curated experience with multiple safeguards.”

Toy laws

Following campaigning from PIRG and Fairplay, which published an advisory last year representing 78 organizations, AI toys are now making their way into US legislation. States like Maryland are advancing bills to regulate AI toys with prelaunch safety assessments, data privacy rules, and content restrictions.

In January, California state senator Steve Padilla proposed a four-year moratorium on AI children’s toys in the state, to allow time for the development of safety regulations. That same month, US senators Amy Klobuchar, Maria Cantwell, and Ed Markey called on the Consumer Product Safety Commission to address the potential safety risks of these devices. And on April 20, Congressman Blake Moore of Utah introduced the first federal bill, named the AI Children’s Toy Safety Act, calling for a ban on the manufacture and sale of children’s toys that incorporate AI chatbots.

“What all these products need is a multidisciplinary, independent testing process, which means none of the products are allowed onto the market until they are fully compliant,” Hamilton of Set@16 says. “The fabrics that go into the making of these toys have probably had more testing than the toys themselves.”

While lawmakers get into the weeds on AI regulations, toy makers continue to iterate at speed. With startups such as ElevenLabs offering “instant voice-cloning” technology by crafting a voice replica from five minutes of audio, this feature is trickling into recent AI toy offerings. Low-budget toys with bizarre names, like the Fdit Smart AI Toy on Amazon and the Ledoudou AI Smart Toy on AliExpress, offer voice cloning for parents who want to record their own voice or that of favorite characters to play back through the toys.

Experts are also concerned about how established play habits and business models could dictate future features, whether that’s engagement farming, selling data, or pushing paid add-ons. “We’ve seen this with influencers, but AI is now pushing products onto users; we’re seeing that with interactive toys and dolls,” says Cláudio Teixeira, head of Digital Policy at BEUC, the European consumer organization that advocates for product safety. Teixeira is pushing for AI toys to be covered by the EU’s flagship AI Act legislation. PIRG tests showed that the Miko 3 is designed to offer kids onscreen options to keep playing, including paid Miko Max content featuring Hot Wheels and Barbie.

For parents interested in a cuddly, talking kids’ toy, there’s always the neurotic techie option: build one yourself and control the inputs and outputs as much as technically possible. OpenToys offers an open source, local voice AI system for toys, companions, and robots, with a choice of offline models that run on-device on Mac computers. Or, you know, there’s always “dumb” toys.

This story originally appeared on Wired.com.

Photo of WIRED

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Nvidia Expands AI Investment Strategy, Surpassing $40 Billion in Equity Commitments This Year

Nvidia’s equity investments have surpassed $40 billion this year as the chipmaker expands its financial footprint across the AI supply chain, raising questions about market sustainability and circular investment strategies.

Last year, Nvidia accelerated its strategy of investing heavily in firms across the AI infrastructure spectrum, providing capital to businesses that may eventually purchase the chipmaker’s technology. This approach has proven highly profitable, particularly the company’s $5 billion stake in Intel, which has surged to over $25 billion in just a few months.

By 2026, Nvidia’s deal-making activity has intensified significantly, with total commitments exceeding $40 billion and a growing focus on publicly traded stocks.

Earlier this week, Nvidia announced a $2.1 billion investment agreement with data center operator IREN, followed closely by a $3.2 billion pact with Corning, a century-old glass manufacturer. Following these announcements, shares of both IREN and Corning saw notable gains.

Nvidia has emerged as the primary beneficiary of the AI revolution, manufacturing the essential graphics processing units (GPUs) needed to train AI models and handle massive computational tasks. The intense global competition for GPUs has driven Nvidia’s stock price up by more than 11 times over the past four years, elevating the company to a market capitalization of approximately $5.2 trillion and making it the world’s most valuable enterprise.

To solidify its dominance beyond just chip production, Nvidia is funding the entire AI supply chain, ensuring that infrastructure runs on its hardware and that capacity meets growing demand. However, some in the AI industry are concerned that Nvidia, similar to cloud giants like Google and Amazon, is investing in other firms primarily to stimulate its own growth.

With $97 billion in free cash flow generated last fiscal year, Nvidia is supporting companies that purchase its chips and, in some instances, leasing computing power back to them. Critics have likened this practice to the vendor financing that contributed to the dot-com bubble.

Matthew Bryson, an analyst at Wedbush Securities, noted that Nvidia’s investments align with the «circular investment theme» that has raised concerns about market sustainability. Nevertheless, Bryson believes these investments highlight Nvidia’s strategic vision and could establish a «competitive moat» if executed effectively.

An Nvidia spokesperson did not respond to requests for comment.

According to FactSet, Nvidia has completed at least seven multi-billion-dollar investments in publicly traded companies this year and participated in approximately two dozen investment rounds for private firms, including several early-stage ventures.

‘We don’t pick winners’

Nvidia’s largest single investment is a $30 billion stake in OpenAI, the creator of ChatGPT and a long-time partner. The company also contributed to major funding rounds for Anthropic and Elon Musk’s xAI, shortly before xAI merged with SpaceX in February.

«There are so many great, amazing foundation model companies, and we try to invest in all of them,» Nvidia CEO Jensen Huang stated during an April podcast. «We don’t pick winners. We need to support everyone.»

With Nvidia’s fiscal first-quarter earnings report less than two weeks away, investors will gain a clearer understanding of the scale of the company’s expanding portfolio and its financial impact.

During the previous fiscal year, Nvidia invested $17.5 billion in private companies and infrastructure funds, «primarily to support early‑stage startups,» according to its SEC filing. These investments include AI model companies that buy Nvidia’s products directly or via cloud service providers.

Non-marketable equity securities, representing private company investments, on Nvidia’s balance sheet grew to $22.25 billion by the end of January, up from $3.39 billion a year prior. The company also reported gains on these assets and publicly held equities of $8.92 billion, up from $1.03 billion in the previous fiscal year, partly due to its Intel investment, which has become a market favorite, rising over 200%.

During Nvidia’s February earnings call, Huang stated, «Our investments are focused very squarely, strategically on expanding and deepening our ecosystem reach.»

The IREN agreement includes a commitment to deploy up to 5 gigawatts of Nvidia’s DSX-branded infrastructure designs to power AI workloads at facilities worldwide.

Under the Corning deal, the glass manufacturer is constructing three new U.S. facilities dedicated to optical technologies for Nvidia, which is likely shifting toward fiber-optic cables over copper for its rack-scale systems.

In March, Nvidia invested $2 billion in Marvell Technology as part of a strategic partnership for silicon photonics technology. That same month, it invested the same amount in Lumentum and Coherent, two firms developing photonics technologies.

Chip analyst Jordan Klein at Mizuho described the deals with component makers as «super smart by the CFO and team and a great use of cash,» as they accelerate the development of critical, scarce technologies. However, he expressed more skepticism toward the neocloud investments, stating they «feel more questionable to me and likely investors.»

«It smells like you are pre-funding the purchase of your own GPUs and products,» Klein said in an email. Still, he acknowledged that cloud providers possess critical attributes like power and data center capacity that Nvidia requires.

Ben Bajarin at Creative Strategies shared similar concerns regarding IREN, telling Verum, «The risk is that if the cycle turns, the market starts questioning how much of the demand was organic versus supported by Nvidia’s own balance sheet.»

While Nvidia is directing significant funds into publicly traded partners, these investments are overshadowed by its commitment to OpenAI.

Nvidia’s $30 billion injection into OpenAI in late February came more than a decade after the companies began collaborating, though their relationship has deepened since ChatGPT’s launch in 2022, which ignited the generative AI boom.

Nvidia’s initial investment in OpenAI was intended to be much larger. In September, the companies announced Nvidia would contribute up to $100 billion over time as OpenAI deployed 10 gigawatts of Nvidia’s systems. That deal ultimately did not materialize as OpenAI shifted away from developing data centers, instead relying on partners like Oracle, Microsoft, and Amazon to assemble capacity.

Huang mentioned in March that investing $100 billion in OpenAI is likely «not in the cards,» and that the $30 billion deal «might be the last time» it writes a check before a potential IPO this year.

WATCH: Nvidia’s AI supply chain empire: Here’s what you need to know

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