Simulating Magic: Recommendations for AI Implementation in Immersive Spaces

Ava Deakin

Volume 2 • Issue 1

On November 24th, 2025, Walt Disney Imagineering announced a robotic interpretation of their beloved character Olaf from the Frozen film franchise (Laughlin). This was presented as the latest innovation on the three BDX droids in Star Wars: Galaxy’s Edge, who could walk around autonomously and interact with guests with limited actions – such as dancing or stomping in frustration (Morris). However, Olaf presented a different challenge. Immersive entertainment belongs to a broader historical lineage of “reality media” – in which technologies increasingly attempt to simulate presence, immersion, and responsiveness (Bolter et al.) – but AI changes this because it simulates social presence itself. Environments can be immersive without emotionally reciprocating, but AI characters create the illusion of social reciprocity.

The beloved snowman’s animatronic is meant to seem as alive and expressive as his film counterpart – able to talk to guests, as well as hug and encourage them to playfully remove his carrot nose (Laughlin). In other words, unlike earlier animatronics that simulated motion, Olaf simulates reciprocal social interaction. Although these changes have not been fully implemented, these plans appear to automate even Cast Member interaction, especially when contextualized with announcements for the robot to replace Cast Members at Disneyland’s Animation Academy, where audiences are taught how to draw popular characters by an animator (Larson).

By privileging efficiency and automation, contemporary AI systems in immersive environments risk diminishing the sense of wonder they are designed to produce; this tension is intensified by the difficulty of balancing optimization with experiential responsiveness in AI agents. Effective AI implementation must augment rather than replace human presence, remain legible to guests as non-human, and be governed by design frameworks that account for emotional and cultural scale. Immersive spaces have always been in the business of simulation, but there is a difference between simulating a world and simulating the humans who populate it.

Worlds do not emotionally reciprocate, simulated humans do.

With this new layer of simulated social presence, issues across simulated intimacy, simulated agency and a blurred boundary between authentic and artificial interaction arise.

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Children are uniquely vulnerable because immersive spaces intentionally collapse the distinction between fiction and reality.

Immersive experiences have always been predicated on genuine guest responsiveness. Human actors, through roles such as character interactions, have been able to create these feelings through genuine unpredictability – not just spectacle. This principle was visible in The Wizard of Oz at Las Vegas’ The Sphere. The engineering team utilized artificial intelligence to “upscale” the 1939 film, filling in the backdrop and removing some film grain for a more high-quality experience (Debruge). However, the experience’s reviews were lacking, with many finding the AI enhancement had made the film characters less expressive (Debruge), and had added characters in the background of some scenes that made no logical sense to be placed there. As a result, The Sphere acts as a case study of how optimization does not necessarily create emotional authenticity, and that optimized simulation may reduce emotional resonance instead of deepening it.

Similarly, the unveiling of Olaf’s planned addition to the Animation Academy received significant backlash. The resistance to Cast Member replacement reflects an intuition that the human relationship is the product, not nostalgia for intellectual property. The question was never whether AI agents could convincingly simulate human interaction. Warwick and Shah’s discussion of the Turing test already demonstrates this concept (Warwick and Shah). The 1960s ELIZA effect also demonstrates that humans are often prone to treating AI as sentient, even when primed to recognize them as artificial (Warwick and Shah). Immersive entertainment already depends on voluntary suspension of disbelief. AI intensifies this dynamic because guests are no longer reacting to static fiction, but to apparently responsive systems that simulate understanding.

The true question, instead, was whether the artificial could substitute meaningfully for genuine human connection. As a result, AI should be deployed to augment what human performers cannot do alone – scale, physical safety, environmental responsiveness – not to replace the performers themselves.

The secondary issue with AI implementation in immersive experiences is its illusion of intimacy. AI agents designed to feel responsive generate forms of emotional attachment that exceed corporate control once users begin forming relationships with them. Simulated intimacy became especially visible in the first release of publicly-available large language models, creating online spaces such as r/MyBoyfriendIsAI. Even when OpenAI attempted to implement guardrails surrounding the level of intimacy their LLMs could simulate (Chu et al.), people who had developed romantic AI partners often learned technical computing skills in order to transfer their partners to a different engine or run the program locally (r/MyBoyfriendIsAI). Emotional attachment to responsive AI does not remain confined to private chatbot use, and immersive environments are increasingly attempting to engineer similar emotional responsiveness physically.

RETURN TO THE ISSUE

As if Someone Were There

Volume 2 • Issue 1

This issue becomes especially problematic in the context of interaction with children. Disney has long restricted adult guest costuming in parks due to safety concerns with worries that kidnappers may try to impersonate beloved characters in order to facilitate the crime. As AI is not fully controlled, and has demonstrated harmful psychological behaviors with devastating consequences (Chu et al.; Raine v. OpenAI), adding AI into beloved characters on purpose seems like an oversight – especially as children are often only able to differentiate between real and fake after they reach five years of age (Gopnik), and Disney’s environments often cater to those under three. Children are uniquely vulnerable because immersive spaces intentionally collapse the distinction between fiction and reality.

On the opposite end of AI optimization, Universal Studios’ parks have begun filing for patents for AI-powered ride paths determined by guests (James). Universal has also filed to implement AI-assisted visuals through their new tracking system, which utilizes eye movement to predict and model guests themselves as measurable, optimizable participants. If executed as intended, these systems will serve as predictive models of guest behavior, as well as systems that translate human experience into data models (James).

In Bostrom’s work, he presents the cost of delay in innovating and implementing new technologies as devaluing the future of potential for happy and optimized human lives (Bostrom). While the opportunity cost of delay is genuine, so is the cost of premature deployment at scale. The calibration question is not aesthetic, it is consequential because immersive AI systems shape how people understand authenticity, sociality, and emotional trust. AI agents in immersive spaces should be legible – guests should know, at some level, that they are interacting with a system, not a person. The danger is not merely deception – it is normalization of synthetic social interaction as equivalent to authentic human presence. Although one might not be able to fully disclose this superficiality to child attendees, parents, guardians and adult guests should be informed that they are interacting with a LLM agent and be able to make the choice of whether they are comfortable with their child or themselves interacting with it.

Both Disney and Universal operate globally networked IP environments – a design choice in one park propagates across cultures and demographics. Because these decisions also ripple out to develop the technology of the public and its normalization, these issues have international implications. Disney’s planned partnership with OpenAI demonstrates that these systems are no longer experimental attractions, but increasingly integrated corporate strategies intended to scale AI-mediated interaction across entertainment ecosystems – even after its retraction (Chia).

Immersive art installation company Meow Wolf has recently premiered an affirmative case: its collaboration with Asian Media Access (AMA) on an initiative named E-Magine, an AI-integrated event with an explicit equity, accessibility, and community framework. This initiative, and Meow Wolf’s “learning by making” philosophy demonstrates what it looks like when social stakes are built into design logic from the start– prioritizing human unpredictability and collaborative creation alongside new technologies, not against them (Asian Media Access).

At scale, AI in immersive entertainment shapes the cultural grammar of what interactivity is supposed to feel like – and whose experience counts. Operators need governance frameworks – not just technical standards – that account for emotional, cultural, and accessibility dimensions before AI systems are deployed at scale. Immersive entertainment is becoming a testing ground for broader cultural acceptance of simulated relationships and synthetic sociality – and redefining how wonder, emotional authenticity, and human interaction are experienced every day.

Works Cited

Bolter, Jay David, Maria Engberg, and Blair MacIntyre. “The History of Reality Media.” Reality Media: Augmented and Virtual Reality. MIT Press, 2021.

Bostrom, Nick. “Astronomical Waste: The Opportunity Cost of Delayed Technological Development.” Utilitas, vol. 15, no. 3, 2003, pp. 308–314.

Chia, Osmond. “Sora: OpenAI Closes AI Video App and Cancels $1bn Disney Deal.” BBC News, BBC, 25 Mar. 2026, bbc.com/news/articles/c3w3e467ewqo.

Chu, M. D., et al. “Illusions of Intimacy: Emotional Attachment and Emerging Psychological Risks in Human-AI Relationships.” arXiv, 2025.

Debruge, Peter. “‘The Wizard of Oz at Sphere’ Review: There’s Magic in the Experience, but the AI Technology Saps Dorothy and Friends of Their Humanity.” Variety, 31 Aug. 2025,
variety.com/2025/film/reviews/the-wizard-of-oz-at-sphere-review-augmented-ai-technolo gy-1236501765/.

Gopnik, Alison, and Janet W. Astington. “Children’s Understanding of Representational Change and Its Relation to the Understanding of False Belief and the Appearance-Reality Distinction.” Child Development, vol. 59, no. 1, 1988, pp. 26–37.

James, Chloe. “New AI System May Control Universal Studios Rides, Technology Threatens More Theme Park Jobs.” Inside the Magic, 5 July 2024, insidethemagic.net/2024/07/ai-system-universal-studios-theme-parks-technology-cj1mm b/.

Larson, S. “Less than a Month In, Josh D’Amaro Faces Backlash over 4 Disney Controversies.” Inside the Magic, 9 Apr. 2026,
insidethemagic.net/2026/04/less-than-a-month-in-josh-damaro-faces-backlash-over-four-disney-controversies-sb1/.

Laughlin, K. “Walt Disney Imagineering Debuts Next-Generation Robotic Character, Olaf.” Disney Parks Blog, 2 Dec. 2025,
disneyparksblog.com/disney-experiences/robotic-olaf-marks-new-era-of-disney-innovati on/.

Matthew Raine and Maria Raine v. OpenAI, Inc., et al. San Francisco Superior Court, filed 26 Aug. 2025.

“Meow Wolf & E-Magine! Initiative – Integrating of AI and Immersive Arts.” Asian Media Access, 29 Mar. 2025,
ww1.amamedia.org/meow-wolf-e-magine-initiative-integrating-of-ai-and-immersive-arts/
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Morris, Chris. “How Disney Imagineers Are Using AI and Robotics to Reshape the Company’s Theme Parks.” Fast Company, 2 Apr. 2026, www.fastcompany.com/91519970/disney-imagineers-ai-and-robotics-paris-park.
r/MyBoyfriendIsAI. Reddit, www.reddit.com/r/MyBoyfriendIsAI/.

Warwick and Shah, Kevin, and Huma Shah. “Introduction” and “History of Conversation Systems: From Eliza to Eugene Goostman.” Turing’s Imitation Game: Conversations with the Unknown. Cambridge UP, 2016.