The interactive doll simulates the character of a live person or, in other embodiments a fantasy figure or animal, in essence, simulating a living being that possesses respective human or animal qualities: displaying specific needs, tenderness, intelligence and / or understanding. The doll contains a
clock or other timekeeping device and thereby knows of the
time of day. It automatically enters a
sleep mode at a preset
sleep time during which the playtoy remains quiet, and wakens at a preset hour of the day, issuing a verbal statement to let the player know it is time to again play. By issuing a sequence of verbal requests from time to time to the player to take action of various kinds on or with the doll, determines the player's compliance or noncompliance with each such request and issues a verbal message appropriate to such compliance or non-compliance. Some of the verbal requests made are of a kind that occur at a particular
time of day in the life of the character being synthesized, such as a request for a food or beverage at breakfast time, lunch time or supper time. And, from time to time at its own initiative, the playtoy may issue verbal messages of affection to the player. That doll is accompanied by external objects that simulate a variety of foods, a beverage,
medicine and the like, which the doll is to be applied by the player to the doll pursuant to specific verbal requests from the doll and the doll is able to identify those objects for enhanced interactive play with the player.