Experience Machine

Robert Nozick

The Experience Machine is a thought experiment by Robert Nozick that asks whether we would plug into a device providing endlessly pleasurable, realistic experiences, intended to challenge hedonism about well-being.

At a Glance

Quick Facts
Type
thought experiment
Attributed To
Robert Nozick
Period
1974
Validity
controversial

Origins and Setup

The Experience Machine is a famous philosophical thought experiment introduced by the American philosopher Robert Nozick in his 1974 book Anarchy, State, and Utopia. Nozick presented it primarily as an objection to hedonism, especially utilitarian and other forms of mental-state theories of well-being that identify a good life solely with pleasurable experiences or positive mental states.

Nozick asks us to imagine a future technology: a machine capable of generating any experiences we desire. Once connected, a person’s brain is stimulated so that they undergo a continuous stream of experiences—of achievement, love, adventure, or tranquility—each indistinguishable from those in ordinary reality. Crucially, the subject does not know they are in a machine; they believe they are living in the real world.

The scenario typically involves a one-time choice: a person can decide to plug into the machine for life, with technicians programming their “life” to be as rewarding and pleasurable as possible, or they can refuse and continue living an uncertain, often painful, but real existence. Nozick reports that most people, when seriously reflecting on this question, say they would not plug in, even if the machine is guaranteed to produce more pleasure than their actual life.

Nozick takes this refusal to indicate that humans care about more than pleasurable experiences alone—such as being a certain kind of person, genuinely doing things, and being in contact with an independent reality.

Philosophical Aims and Structure

The Experience Machine is designed to challenge hedonism and related theories that treat the value of life as fully determined by internal experiences.

Nozick’s argumentative structure can be summarized as follows:

  1. If hedonism is true, then what ultimately matters for a good life is the balance of pleasurable over painful experiences.
  2. The Experience Machine guarantees a life of maximal or near-maximal pleasure and minimal suffering, experienced as fully convincing and satisfying.
  3. If hedonism were true, we should have strong reason to plug into the machine.
  4. Yet many people feel they should not plug in and judge such a life as missing something important.
  5. This suggests that people value aspects of life beyond just pleasurable experiences.

From this, Nozick infers that hedonism—and more broadly, mental-state theories of value (which identify well-being just with the character of one’s experiences)—are incomplete.

Nozick identifies at least three things that the Experience Machine seems unable to provide:

  • Actually doing things: In the machine, one only has the experience of acting and accomplishing, but does not truly act in the world.
  • Being a certain sort of person: The machine shapes mental states, but it does not allow for developing stable character traits or virtues anchored in real-world engagements.
  • Contact with reality: Users are cut off from an independent external world; their “life” is a curated illusion.

From these considerations, some philosophers conclude that objective conditions—such as real achievements, genuine relationships, or contact with reality—matter intrinsically for well-being, not merely as sources of pleasurable experiences.

The thought experiment has also been influential in ethics of technology, virtual reality, and discussions about simulated realities, prompting questions about whether a life fully lived in immersive virtual worlds could be as good as—or better than—life in the “offline” world.

Major Criticisms and Responses

The Experience Machine has generated extensive debate. While many find it intuitively powerful, others argue that its force against hedonism is limited or depends on psychological biases.

1. Status quo and loss aversion objections

Some critics suggest that people’s reluctance to plug in may be due to status quo bias (a preference for current conditions) or loss aversion rather than a principled rejection of hedonism. Because the scenario is described as a radical departure from one’s current life, people may overestimate the cost of giving up existing relationships and underweight long-term gains in pleasurable experiences.

Defenders of Nozick reply that even when the scenario is carefully framed—such as imagining a choice made before birth, with no existing attachments—many still judge that a life in the machine is missing something fundamentally important. If those judgments persist even when biases are minimized, they may reflect genuine values rather than mere psychological inertia.

2. Incomplete or misleading description of the machine

Another criticism is that Nozick restricts what the machine can provide. Perhaps an advanced version could simulate not just pleasurable experiences but also the processes of effort, struggle, moral growth, and relational depth, including the illusion of reality itself. If so, the machine might capture everything we care about, including the feeling of authenticity.

Nozick, however, insists on the distinction between appearance and reality: however perfect the illusion, it remains an illusion. Proponents of his argument maintain that we value actually achieving, actually loving, and actually relating to others, not merely seeming to do so.

3. Alternative interpretations: self-interest vs. morality

Some philosophers argue the Experience Machine targets prudential value (what is good for someone) rather than moral rightness. Even if plugging in would maximize personal well-being as hedonism defines it, there might be moral reasons to stay unplugged—such as duties to others—which Nozick’s argument does not directly address.

Others interpret the thought experiment as supporting objective list theories or perfectionist views of well-being, where elements like knowledge, accomplishment, and meaningful relationships have intrinsic value, not reducible to pleasure. On this reading, the machine clarifies the intuitive appeal of such non-hedonistic theories.

4. Hedonist responses

Hedonists have developed several replies:

  • Reinterpreting intuitions: Some claim our reluctance to plug in stems from uncertainty about whether the machine truly maximizes pleasure, or from mistrust of future technicians, rather than from an underlying non-hedonistic value.
  • Distinguishing decision-making from value: Others suggest that being a hedonist about what ultimately makes life go well does not require always choosing the hedonically optimal option, any more than valuing health requires always eating optimally. Our choices can deviate from what is best, without undermining the theory of value.
  • Refined hedonism: Some propose more sophisticated forms of hedonism (e.g., emphasizing higher-quality pleasures, or certain patterns of experiences) that might, with tweaks, explain why a life in the machine is not actually more pleasurable overall than a rich, engaged life in reality.

Because of these competing interpretations and counterarguments, the status of the Experience Machine as a decisive refutation of hedonism is widely regarded as controversial. Nevertheless, it remains a central tool in contemporary discussions of well-being, authenticity, and the value of living in contact with reality.

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APA Style (7th Edition)

Philopedia. (2025). Experience Machine. Philopedia. https://philopedia.com/arguments/experience-machine/

MLA Style (9th Edition)

"Experience Machine." Philopedia, 2025, https://philopedia.com/arguments/experience-machine/.

Chicago Style (17th Edition)

Philopedia. "Experience Machine." Philopedia. Accessed December 11, 2025. https://philopedia.com/arguments/experience-machine/.

BibTeX
@online{philopedia_experience_machine,
  title = {Experience Machine},
  author = {Philopedia},
  year = {2025},
  url = {https://philopedia.com/arguments/experience-machine/},
  urldate = {December 11, 2025}
}