Technologies
Best Gaming Chair for 2023
We tried gaming chairs from DXRacer, Secretlab and others to help you find the size and style that’s right for you.
Investing in a high-quality PC gaming chair with an ergonomic design is one of the best ways to improve your gaming experience. Whether you’re working or unwinding, gaming chairs offer some serious comfort for long hours locked in front of a screen. It gives you a throne for gaming and makes for a great study seat or office chair, and there are often options that range from subtle to bold in terms of color choices, so you can customize your space the way you want.
But if you’re searching for a gaming chair online, you’ll find that it’s not easy to tell whether that chair is comfortable and ergonomic. Complicating the search is that many PC gaming chairs look pretty much the same and offer a dizzying array of features: padded armrest, retractable footrest, bucket seat, neck pillow, adjustable lumbar support and the list goes on. And a PC gaming chair is something you need firsthand experience to judge.
Our picks for the best gamer chair should eliminate some of the guesswork from your search.The chairs we’ve rounded up here (and most of the ones we researched) are the best gaming chairs around right now. Our picks share a lot of similarities, like caster wheels and seat padding for extra comfort and ergonomic gaming. Other similarities include adjustable spider bases and 3D or 4D armrests that move up and down, forward and backward and rotate inward and out. All of them would be suitable as an office chair, too.
Beyond that, in your search for the best gaming chair, having a good backrest and lumbar support are essential. You should look for a video game chair that’s sturdy and suits your size. Here are our picks for the best gaming chair. We’ll update this list periodically.
This is a gaming chair for people who don’t want to look like they own a gaming chair. Yes, it fits the needs of gamers, with full back support, 360-degree armrests, a head rest and plenty of height and angle adjustments. But, unlike most gaming chairs, it can pass as a fancy high-end ergonomic office chair.
That means it has a black mesh back, instead of the puffy faux leather couch look you see in so many gaming chairs. The mesh is great for keeping air flowing through it. In a nod to its gaming origins, the head rest cushion and the lumbar support pop out in bold colors — red in this case, but black is also an option, or black with a white mesh back.
The M7 hits two sweet spots for me: It’s one of the most adjustable, comfortable work chairs I’ve used, and it’s also by far the least ugly gaming chair I’ve seen in person. The downside is that it’s almost $800, although I’d consider this almost on par with the famed Herman Miller Aeron, which can cost 50% more. — Dan Ackerman
Gaming chairs are nice and all, but what if you want something that doesn’t make you feel like you’re sitting in a cocoon? The AirCentric 2 Multi-Tilt is an office chair-like design — no RGB lighting or weird, cuplike seats — that is also great for gaming in.
The chair is currently available in three main colors — black, dark gray and royal blue — and with a choice of light gray or black hardware. The «air» part of the name refers to the breathable backrest, which has an attractive riblike pattern on the back.
As a moderately tall human, I’ve found some designs don’t fit my long legs or support my butt well enough. The baseline AirCentric 2 can support people between 5-feet 4-inches and 6-feet 1-inch and up to 240 pounds. The seat’s height adjustment enables me to stretch my legs comfortably and I don’t get a numb posterior sitting in it for 8 hours. I found that with my usual chair, the Autonomous ErgoChair Pro, I get neck pain from using it at my desk — and I think this is because I can’t get it to raise high enough. This is not a problem I’ve had in using the AirCentric 2 over the course of several weeks.
Of all the numerous controls on the AirCentric 2, I believe the seat depth bar is the most important as it enables you to forgo the need for a separate lumbar control. It lets you move the seat to and fro so that the chair’s back is able to properly support yours — I found it quick and easy to dial it in correctly.
The version of the chair I received included both the optional headrest and the 360-degree swivel arms. Of these, only the headrest could be considered essential as it is highly adjustable and stays put when you lean your head against it. As for the other feature, I personally prefer a chair without arms, so the ability to spin the armrests around was lost on me. Buying the chair without the specialized arms will save you an additional $200.
I have been a gamer for many years, but I eschew the «technicolor gamer aesthetic. If, like me, you want something easy to set up, very comfortable to sit in and doesn’t look like dog vomit, the AirCentric is worth the extra expense. Prices start at $831 (with armrests), while the headrest is around $200 extra. — Ty Pendlebury
The Anda Seat Fnatic Edition is a big-league gaming chair for gamers small and large. The black-and-orange chair is covered in scratch- and stain-proof PVC leather over memory foam and is supported by an extra-large aluminum five-wheel base. The generously sized caster wheels are covered in polyurethane (PU) to prevent damaging floors.
From its design to the brand embroidering on the chair and the included pillows, the quality is excellent. It can support people up to 440 pounds and 6 feet, 8 inches tall. The seat itself is extremely comfortable and wide. I never felt squeezed into the seat, and my more slender girlfriend is able to sit comfortably with her legs crossed underneath her up on the chair. I never sit in that position, but it’s nice to have that information for someone who might.
It has a backrest just under 2 feet wide that cradles you as you recline from 90 to 160 degrees. Also included are sizable lumbar and headrest pillows. Adding to the comfort are the soft PU-covered 4D armrests that can be quickly raised, lowered, slid forward and back, twisted inward and outward, and moved in and out.
The chair comes with all the tools needed to assemble and is simple to put together. It weighs just over 33 pounds fully assembled.
As a big guy, finding a comfortable computer chair that’s sturdy enough to handle the extra pounds. Secretlab’s Titan XL 2020 is the largest chair in the Titan line and is recommended for people 5-foot-11 to 6-foot-10 (1.8 to 2m) with a maximum weight capacity of 390 pounds (176kg). The only thing bigger about the Titan XL is its price, starting at $524.
As large as the Titan XL chair is, it has the same setup as any other computer chair. The difference is that every part is bigger and heavier so it required a lot more space and time to put the Titan XL together. One issue I had with the chair after setting it up was the seemingly not working gas lift cylinder, which means my gaming seat is only at one height. This could have been due to the box being in storage for some time before assembly.
I can definitely say that once put together, the Titan XL is the biggest chair I’ve ever had. It’s almost like being a kid sitting in an adult chair. What was particularly comfortable for me was the armrests that were pretty wide to begin with and can be adjusted to make it narrower if needed. The seat also provided me with plenty of cushion for when I’m sitting down for hours. I also love the smoothness when leaning back.
As comfortable as the chair is, there are some issues. The backrest has the same soft leather as the seat, but it’s still stiff. I’ve used the chair for three weeks now, and the stiffness is still there. I mentioned earlier that all the parts of the Titan XL are sturdy, especially the wheelbase as it supports a lot more weight. It’s also made out of metal so I’ve had multiple occasions where I banged my feet against the wheelbase. Lastly, there is a tilt mechanism to put the chair in a reclining position, but it’s quite jarring to use and I’ve come to avoid it.
The Titan XL 2020 is good for those who need a big sturdy chair and are willing to pay for it. Secretlab provides a three-year warranty with an option to purchase an extension of two years, and it has a return policy of 49 days. — Oscar Gonzalez
A fully loaded DXRacer Master Modular gaming chair looks like it’s straight out of a sci-fi movie… or a dentist’s office. Appearances aside, this $519 chair is extremely comfortable and useful, especially if you use multiple devices while you game and work.
The chair — available in black, maroon and brown — is covered in microfiber leather and has an aluminum base that supports people up to 275 pounds (124.7kg). It’s ideal for someone 6 feet tall but can accommodate up to heights up to 6-foot-6 (1.9m). The chair itself comes in at just under 70 pounds.
The Master Series has internal lumbar support, which is a plus for me since it means there’s no need to fidget with a pillow. The same goes for the rail-mounted headrest that keeps the cushion in place. Padded 4D locking armrests are not only comfortable but stay in place if you use them to help you get out of the chair. The stock seat cushion is comfortable and tapers slightly upward on the ends, making it easier for wider bottoms. DXRacer also offers a mesh seat cushion for those looking to stay cool with more ventilation. And that’s just the start of the customizations.
This chair separates itself from the rest with the addition of a cup holder (no more desk spills) and two arms that support a few different devices. One arm can hold a laptop and the other a tablet or mobile phone. The icing on the cake is its integrated leg rest that slides underneath the base. All modular add-ons are sold separately.
The chair ships with all the tools needed to assemble it. Due to its unique design, it is heavier than a traditional gaming chair and may require some help while building it. That said, once built, the chair is so satisfying to sit in and great for a situation like mine, where I have my personal computer occupying my desk and the Master Series arm for my work laptop.
For anyone wanting to revert the chair back, the accessories are easy to remove. — Joseph Kaminski
There are a few good reasons to pick the $499 (£299, AU800) Razer Iskur over others on this list. For instance, if you love the Razer brand, it’s a no-brainer. From its glowing green stitching to its three-headed snake logo to the snake-belly pattern on the back support, this is a chair for Gamers, by Gamers.
The chair is covered in a multilayered synthetic leather that Razer says will withstand the peeling that’s typical of standard polyurethane leather. It feels close to leather, which is nice, but it also creaks and squeaks like it, too. Regardless, if it holds up better than your typical PU chair, it’s worth it.
The Iskur is designed for gamers weighing up to 299 pounds (136 kg) with a height of 5 feet, 6 inches to 6 feet, 2 inches (170 cm to 190 cm). I’m a little over 200 pounds (90.7 kg) and 6 feet, 2 inches tall, and it feels just about perfect. The seat cushion is firm and supportive, which is what you want when you’re gaming or working at a desk. If you’re looking for a puffy recliner on wheels, this ain’t it. Likewise, the angled sides of the seat cushion hug your hips, giving you a little extra support out to the sides. I like it, but if you prefer a flat, open seat design or have wide hips, you might not like the feel.
The armrests are wide and lightly cushioned. The height can be adjusted with paddles under the outside edge, while buttons on the inside let you slide the rests left and right. Press the buttons on the front inside edge of the rests themselves and you can slide them forward and backward as well as rotate them in and out. Basically, you can dial in the exact position you want. The chair itself has a height adjustment. The back reclines and the whole chair tilts so you can lean back and dream of all the ways you’ll defeat your enemies.
However, the biggest feature that sets this chair apart from the pack is its lumbar support. Unlike competing models at this price, the Iskur doesn’t rely on an attachable pillow that needs constant adjustment. Instead, you lift a paddle under the chair and a sculpted support lifts forward like a snake with a belly full of mouse.
The chair is covered by a three-year warranty and you can get tech support if you need it. Plus, if you buy directly from Razer, you get 14 days to return it risk-free. — Josh Goldman
Spending as much on an office chair as you might on a midrange gaming laptop might seem ridiculous, but when many of us are spending more and more time at home, it’s not unreasonable for home-office-bound gamers to consider making a serious investment in their comfort, regardless of what’s happening onscreen. Whether you’re scanning spreadsheets or laser-focused on your next target, the $1,795 (£1,392) Embody Gaming Chair will give you excellent back and shoulder support.
Herman Miller’s Embody design has been for sale as a high-end desk chair since 2011. The only specifically «gamer-y» thing about this version, aside from the marketing done in partnership with Logitech, is the color scheme, which adds ocean blue accents to the back panel and the height adjustment switches for the seat and the armrests. The price tag is the same for the gamer version as it is for the entry-level standard office model. If you’re not crazy about the blue, you can find the Embody in other colors for the same price or even a bit higher, depending on your preference. Every version of the chair includes Herman Miller’s 12-year warranty, giving you exceptional protection for such a major investment.
The chair’s back support is where it shines. A tension adjustment knob on the right side lets you dial in the support to your back and shoulders across a wide range of motion. Combined with the three-position tilt adjustment, you can tailor the chair to your preferred sitting position to a very fine degree. Its porous, layered upholstery, which Herman Miller calls «pixelated support,» helps ensure the chair breathes well, and I never felt too warm during the three weeks I spent using it at work and while gaming. A lifetime seated at a computer has done some interesting things to my back and shoulders; I won’t say the chair is a miracle cure, but I will attest to the fact that it let me adjust my sitting position throughout the day. At every point, I felt as if it bolstered my back exactly where I wanted it to. I can’t say the same about any other desk chair I’ve used in the past. — Rich Brown
The X-Chair X3’s design might not look like a gaming chair, but at $950 (£635) it doesn’t skip the features you’d expect.
One of the special features is what X-Chair calls the Dynamic Variable Lumbar, which moves as you do to give you the same amount of support all the time. The headrest can be raised and lowered as well as tilted for better head and neck support. It also has highly adjustable arm rests with 4 degrees of movement.
What I especially like are the tabs to slide the foam seat base forward and back. And the mesh backrest allows better airflow than you get in a typical gaming chair. If my back is to the window, I can still feel a breeze.
The model I tested came with both standard wheels and clear X-wheel Active X premium wheels — the latter are like inline-skate wheels that glide across the floor quietly without damaging it or marking it up. There’s an option to add locking wheels to the chair, too.
The X3 is covered in a multilayered nylon that claims to be both responsive and supportive in addition to water-, spill- and stain-resistant. The standard chair can support people up to 350 pounds and up to 6 feet, 3 inches tall, but X-Chair also offers a larger cylinder for taller people. — Joseph Kaminski
The Maingear Forma is functional, flexible and sturdy — basically a solid middle-of-the-road choice if you’re looking for a good gaming chair with a comfortable foam cushion pillow.
You can swivel 360 degrees and lean back nearly 180 degrees in it and not tip over, providing a safe gaming experience for the overly enthusiastic.
With a weight limit of 330 pounds, this budget gaming chair is also the gaming chair most suited for heavier gamers.
The chair includes a nice memory foam head pillow (to support the neck) and lumbar pillow backrest. In terms of overall comfort, I’d rate it slightly behind the high-end Secretlab chair. The Forma is covered in faux leather over a steel frame with an aluminum alloy base, so it would work well as an ergonomic office chair, too. The casters are ultraquiet, and this quality gaming chair has an adjustable seat height, from 14.2 to 18.1 inches. — Joseph Kaminski
We asked our sample sitters which they thought was the best gaming chair overall, and they almost unanimously agreed that the best gaming chair was the Secretlab Titan 2020 Series. This ergonomic gaming chair has a large backrest with a wide lumbar pillow cushion, and it supports people who are up to 6 feet, 7 inches and weigh 290 pounds. It also has style. This gaming recliner isn’t just a place to sit, it lets you lie back to recline almost fully, and the high-density foam head pillow is generously sized for a top-notch gaming experience. The internal lumbar cushion is adjustable, as are the armrests. In fact, each adjustable armrest can swivel backward and forward, rotate in and out, up and down and slide wider and narrower for extra comfort.
Secretlab has special edition models available, ranging from Batman to Game of Thrones themes — maybe not what you would want for an office chair, but who’s judging? — Joseph Kaminski
The Secretlab Omega is a gamer’s all-day dream chair, with two memory foam pillows — one for lumbar support, the other for the headrest. Matched with a full-length backrest and a seat cushion that rises on its sides, this comfortable gaming chair keeps gamers sitting snugly in place.
The model I tested was covered in polyurethane-coated leather, but the chair also comes in the company’s SoftWeave fabric and a napa leather chair option. If you’re trying to choose between the Omega and Titan, I’d say the Omega has a slight edge in terms of the seat cushion comfort level. That said, this added comfort comes with a narrower seat base. The Omega was designed for gamers up to 5 feet, 11 inches tall and up to 240 pounds. However, I’m 6 feet tall and found the chair easy to sit in all day.
Like its Titan sibling, the Omega has all the bells and whistles including the Secretlab’s 4D armrests, solid base and tilt radius. Setup time was also about 15 minutes, and tools are also included.
The Omega also comes in a Cyberpunk 2077 edition as well as a few other pop-culture favorites. Check out some of the other Secretlab Omega special editions and collaborations. — Joseph Kaminski
There are chairs that are labeled ergonomic and then there’s the tCentric Hybrid from ErgoCentric. It’s not a one-size-fits-all chair or even one you buy strictly by size. Instead, the Canadian-based company helps you build a chair that’s a perfect fit for your body. The company even has an ergonomist on staff you can video-chat with.
To simplify the process, ErgoCentric created an online chair fitting tool. Just answer some simple questions, enter a handful of basic body measurements and upload optional front-facing and profile photos of yourself in a chair. Within 24 hours you’ll have a recommendation. A custom chair ships within five days and is ready to use out of the box — no assembly required. And if you change your mind once it arrives, you can return it for a full refund.
The tCentric Hybrid I tested was fitted with the company’s Synchro Glide system, which links the backrest movement with the seat so that when you lean back the seat tilts back as well. Combined with the chair’s independent back-angle adjustment, the whole chair feels like it’s moving with you, supporting you no matter how you sit.
The height of the backrest is adjustable up to 5 inches, too, so the lumbar support is in the correct spot. And there’s an optional air-filled lumbar support that you can inflate while you sit in the chair. In fact, everything can be adjusted without standing and the handles all have different shapes to cut down on those sudden accidental seat height drops.
The armrests have height, lateral and swivel adjustments. The seat depth is adjustable up to 2.5 inches and uses a unique airless cushion made from soft rubber. It works with the mesh to help give you the extra support that you don’t get with other mesh chair options and you don’t end up sitting on the chair frame under you.
However, if you’d rather have an upholstered foam seat with a mesh back, you can get that (it’s where the Hybrid in the name comes from). I tested the full mesh version, which kept me cool and the airless cushion gave me just enough support to keep me comfortable throughout my workday and into a night of gaming. Also, if you’re going to splurge on any of the extras this chair is available with, the headrest is a must-have. It adjusts at three different pivot points to support your head and neck in any position or you can move it entirely out of the way.
There are a lot of things to like about this chair but in the end, it’s all about the support it gives you. For myself, it means relief from intense neck and shoulder pain caused by spinal stenosis. Having a chair that keeps me properly supported and comfortable all day makes it worth the expense. Plus, the tCentric Hybrid is covered with a 12-year warranty and covers everything — from the casters to the headrest and all of the chair’s moving mechanisms. — Josh Goldman
How much does a gaming chair cost?
Gaming chairs range from $150 to more than $1,000 depending on features, design, size and materials. There are basic chairs with a standard seat cushion and a backrest, and then there are higher-end chairs with ergonomic features and seats that dissipate heat to keep the user cool. Some chairs also have built-in heating and massage.
Are gaming chairs good for sitting in all day?
Yes, manufacturers design these chairs for such use. However, when a chair is genuinely inexpensive, they have cut costs somewhere. This could result in an uncomfortable seat cushion, poor back, arm, neck and head support or just something that doesn’t last. Like a lot of products, you get what you pay for.
What is a 4D armrest?
While lower-end gaming chairs might have fixed armrests or height-adjustable armrests, a 4D armrest adds more ways to adjust allowing gamers to find that productive sweet spot. They can be adjusted vertically for taller or shorter people, moved in and out for a broad or narrow arm spread. They can also be rotated in and out and moved forward and backward.
How we test computers
The review process for laptops, desktops, tablets and other computer-like devices consists of two parts: performance testing under controlled conditions in the CNET Labs and extensive hands-on use by our expert reviewers. This includes evaluating a device’s aesthetics, ergonomics and features. A final review verdict is a combination of both those objective and subjective judgments.
The list of benchmarking software we use changes over time as the devices we test evolve. The most important core tests we’re currently running on every compatible computer include: Primate Labs Geekbench 5, Cinebench R23, PCMark 10 and 3DMark Fire Strike Ultra.
A more detailed description of each benchmark and how we use it can be found in our How We Test Computers page.
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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).

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.

Technologies
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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