These results suggest that for the population tested, blended reality play experiences lead to a deeper engagement with a character able to fluidly migrate between a screen and physical reality in the form of a mobile robot in comparison to a strictly screen-based character. Furthermore, providing a blended reality play experience for children between the ages of three and a half and seven results in a notable increase in the number of post-play imaginative suggestions and creative ideation. Additionally, the study revealed a noticeable difference in the imaginative quality of the suggestions in both cases. In the control experiment (condition 2), children suggested that Alphabot should be able to dance and jump more. In condition 1 (blended reality) children also wished that Alphabot could dance and jump, as well as fly, play soccer, be a wind-up jack-in-the-box toy and go upside down. These qualitative differences also indicate deeper engagement with the blended reality character.