The game is simple, designed for a child and intended to teach users about diet and diabetes. I sit opposite Charlie, my diminutive fellow player. Between us is a touch screen. Our task is to identify which of a dozen various foodstuffs are high or low in carbohydrate. By dragging their images we can sort them into the appropriate groups.
Charlie is polite, rising to greet me when I join him at the table. We proceed, taking turns, congratulating each other when we make a right choice, and murmuring conciliatory comments when we don’t. It goes well. I’m beginning to take to Charlie.
But Charlie is a robot, a two-foot-tall electromechanical machine, a glorified computer. It may move, it may speak, but it is what it is: a machine that happens to look humanoid. How can I ‘take’ to it?