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arxiv: 2605.08093 · v1 · submitted 2026-04-08 · 💻 cs.CY · cs.AI· cs.HC

Recognition: no theorem link

Playing Games with My Heart: An Evaluation of AI Companion Apps

Authors on Pith no claims yet

Pith reviewed 2026-05-12 01:23 UTC · model grok-4.3

classification 💻 cs.CY cs.AIcs.HC
keywords AI companion appsdark patternsparasocial interactionanthropomorphic designconsumer protectionerotica featuresgamificationmonetization strategies
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The pith

AI companion apps use dark patterns, erotica, and anthropomorphic design to encourage emotional dependence.

A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.

The paper evaluates the five most popular AI companion mobile apps in the EU and UK by manually annotating their user interfaces and features. It establishes that every app deploys substantial dark patterns to drive monetization and engagement, alongside common elements like erotica content and gamification such as leveling systems. All apps also employ highly anthropomorphic designs that simulate intimate human relationships, even as other specifics differ across platforms. A sympathetic reader would care because these mechanics appear designed to leverage simulated companionship in a fast-growing market, potentially affecting users' emotional well-being and prompting calls for regulatory oversight.

Core claim

We find that all apps contain substantial dark patterns aimed at increasing monetisation and user engagement. Erotica and gamification features such as levelling are also prevalent, and although other features vary considerably between applications, all apps have highly anthropomorphic design. These findings shed light on the mechanics used to leverage users' simulated relationships. On that basis, we put forward concrete recommendations for regulators to strengthen consumer protection in this rapidly emerging market.

What carries the argument

Manual annotation of app user experiences to quantify dark patterns, anthropomorphism, stereotypes, erotica, and technical issues across the five leading AI companion applications.

If this is right

  • Regulators should consider new consumer protection rules targeting dark patterns and anthropomorphic designs in AI companion apps.
  • Widespread erotica and gamification features indicate industry-wide strategies that prioritize engagement over user autonomy.
  • The uniform presence of anthropomorphic design across varied apps suggests this element is central to sustaining simulated relationships.
  • Users may face heightened risks of emotional manipulation, supporting the need for transparency measures in app interfaces.

Where Pith is reading between the lines

These are editorial extensions of the paper, not claims the author makes directly.

  • Similar design tactics likely appear in non-mobile platforms like Character.AI, implying the findings could apply to a wider range of AI relationship tools.
  • Connecting this to existing research on parasocial bonds could test whether these features produce measurable psychological outcomes over time.
  • Policy extensions might include requirements for age verification or usage limits to mitigate potential harm in vulnerable populations.
  • Developers could be encouraged to adopt neutral design alternatives that reduce anthropomorphism while preserving functionality.

Load-bearing premise

That the authors' manual identification of design elements as dark patterns or manipulative features correctly captures causal effects on user behavior and emotional dependence without direct user data or controlled experiments.

What would settle it

A large-scale user study or controlled experiment that measures whether users of these apps show significantly higher rates of parasocial attachment, time spent, or reported emotional harm compared to users of neutral chatbots lacking those features.

Figures

Figures reproduced from arXiv: 2605.08093 by Abeba Birhane, Anthony Ventresque, Caoilfhionn N\'i Dheor\'ain, Dick A. H. Blankvoort, Harshvardhan J. Pandit, Maribeth Rauh, Matias Duran, Siddharth D. Jaiswal.

Figure 1
Figure 1. Figure 1: Proportion of behaviours observed in each app [PITH_FULL_IMAGE:figures/full_fig_p006_1.png] view at source ↗
Figure 2
Figure 2. Figure 2: Anthropomorphism per app. In most cases anthropomorphism was observed in the UI (67 instances) or model outputs [PITH_FULL_IMAGE:figures/full_fig_p009_2.png] view at source ↗
Figure 3
Figure 3. Figure 3: Screenshots from Linky and Nomi 5.3 Stereotyping and erotica This segment of our annotations recorded stereotypical or sexualised representations. Stereotyping, in particular, can relate both to assumptions the app encodes about the user as well as portrayals of the character which play into or reinforce harmful societal stereotypes. We annotated three categories: 1) assumptions about user, 2) character re… view at source ↗
Figure 4
Figure 4. Figure 4: Sources of performance issues, per app 6 Limitations The short duration of each video walk-through, which does not allow for the observation of emergent behaviours during longer interactions with the app is a limitation of this work. This restricts exploration of certain features, such as the “memory” and mechanics unlocked after further levelling of the character. However, our evaluation is representative… view at source ↗
Figure 5
Figure 5. Figure 5: Screenshots of notifications from Linky. [PITH_FULL_IMAGE:figures/full_fig_p022_5.png] view at source ↗
Figure 6
Figure 6. Figure 6: Screenshots of HiWaifu: the reply to a user message saying they will unsubscribe and delete the app [PITH_FULL_IMAGE:figures/full_fig_p023_6.png] view at source ↗
Figure 7
Figure 7. Figure 7: Screenshots from the studied apps [PITH_FULL_IMAGE:figures/full_fig_p024_7.png] view at source ↗
Figure 8
Figure 8. Figure 8: Screenshots from apps’ character selection screens. Replika and Nomi do not have such “character marketplaces.” [PITH_FULL_IMAGE:figures/full_fig_p025_8.png] view at source ↗
Figure 9
Figure 9. Figure 9: Screenshots from the customisation screens for existing characters. Most of the elements visible lead to further [PITH_FULL_IMAGE:figures/full_fig_p026_9.png] view at source ↗
Figure 10
Figure 10. Figure 10: Screenshots from the customisation screens for existing characters. Most of the elements visible lead to further [PITH_FULL_IMAGE:figures/full_fig_p027_10.png] view at source ↗
Figure 11
Figure 11. Figure 11: Screenshots from the customisation shops. Nomi and Linky do not have shop-like features. [PITH_FULL_IMAGE:figures/full_fig_p028_11.png] view at source ↗
read the original abstract

The use of chatbots for various forms of companionship is growing rapidly, raising a myriad of questions about simulated relationships, emotional dependence, and psychological harm. While major platforms such as ChatGPT, Grok, and Character.AI are the subject of a growing body of research and legal inquiries, apps explicitly built for simulating intimate interpersonal relationships remain under-explored. In this work, we evaluate the five most popular AI companion mobile applications in the EU and UK markets for factors that encourage parasocial interaction and may manipulate users. We do this by manually annotating the user experience each offers. Specifically, we systematically record and quantify design dark patterns, anthropomorphism, stereotypes, erotica, and technical performance issues. We find that all apps contain substantial dark patterns aimed at increasing monetisation and user engagement. Erotica and gamification features such as levelling are also prevalent, and although other features vary considerably between applications, all apps have highly anthropomorphic design. These findings shed light on the mechanics used to leverage users' simulated relationships. On that basis, we put forward concrete recommendations for regulators to strengthen consumer protection in this rapidly emerging market. Content warning: This article contains objectifying images of women, erotic images, textual references to incest, and other potentially sensitive, offensive, and distressing text.

Editorial analysis

A structured set of objections, weighed in public.

Desk editor's note, referee report, simulated authors' rebuttal, and a circularity audit. Tearing a paper down is the easy half of reading it; the pith above is the substance, this is the friction.

Referee Report

2 major / 1 minor

Summary. The paper evaluates the five most popular AI companion mobile apps in the EU and UK markets through manual annotation of their user experiences, focusing on dark patterns, anthropomorphism, stereotypes, erotica, gamification, and technical issues. It claims that all five apps contain substantial dark patterns aimed at monetization and engagement, that erotica and features such as levelling are prevalent, and that all apps exhibit highly anthropomorphic design, leading to concrete recommendations for regulators to strengthen consumer protection.

Significance. If the annotation-based findings hold after methodological clarification, the work is significant for documenting manipulative design elements in an under-studied but rapidly expanding market for intimate AI companions. The systematic recording of features across multiple apps provides a useful empirical baseline for policy discussions on parasocial risks and consumer harm, and the concrete regulatory recommendations add practical value.

major comments (2)
  1. [Methods] The central observational claims rest on manual UX annotation, yet the Methods section provides no pre-registered coding protocol, operational definitions for each dark-pattern category or anthropomorphism level, inter-rater reliability statistics, details on app-version sampling, or exclusion criteria. Because the finding that 'all apps contain substantial dark patterns' and 'all apps have highly anthropomorphic design' is produced entirely by this interpretive step, the absence of these elements makes the reproducibility and robustness of the results difficult to evaluate.
  2. [Results] The Results section quantifies prevalence and 'substantial' presence of dark patterns, erotica, and gamification without per-app tables, explicit counts, or inter-app comparison metrics, which weakens the cross-application generalization that these features are uniformly present and manipulative.
minor comments (1)
  1. [Abstract] The abstract's content warning is helpful but could briefly indicate the specific categories of sensitive material (e.g., textual references to incest) encountered in the annotated apps.

Simulated Author's Rebuttal

2 responses · 1 unresolved

We thank the referee for their thoughtful and constructive feedback. Their comments highlight important areas for improving methodological transparency and the presentation of results. We address each major comment below and indicate the revisions we will make.

read point-by-point responses
  1. Referee: [Methods] The central observational claims rest on manual UX annotation, yet the Methods section provides no pre-registered coding protocol, operational definitions for each dark-pattern category or anthropomorphism level, inter-rater reliability statistics, details on app-version sampling, or exclusion criteria. Because the finding that 'all apps contain substantial dark patterns' and 'all apps have highly anthropomorphic design' is produced entirely by this interpretive step, the absence of these elements makes the reproducibility and robustness of the results difficult to evaluate.

    Authors: We agree that greater methodological detail would enhance reproducibility. This was an exploratory evaluation of a fast-moving market rather than a confirmatory study, so it was not pre-registered. In the revision we will add explicit operational definitions for each dark-pattern category, anthropomorphism level, and other coded elements, together with details on app-version sampling and exclusion criteria. Annotations were performed collaboratively by the author team, with disagreements resolved through discussion to reach consensus; we will describe this process and note the absence of formal inter-rater reliability statistics as a limitation. revision: partial

  2. Referee: [Results] The Results section quantifies prevalence and 'substantial' presence of dark patterns, erotica, and gamification without per-app tables, explicit counts, or inter-app comparison metrics, which weakens the cross-application generalization that these features are uniformly present and manipulative.

    Authors: We accept that the current presentation of results can be strengthened. The revised manuscript will include detailed per-app tables that report the presence, extent, and specific instances of dark patterns, erotica, gamification, and anthropomorphic features for each of the five apps, along with explicit counts and cross-app comparison metrics. These additions will make the basis for our prevalence claims and generalizations more transparent and verifiable. revision: yes

standing simulated objections not resolved
  • A pre-registered coding protocol cannot be supplied retrospectively, as the study was already completed prior to submission.

Circularity Check

0 steps flagged

No circularity: observational annotation study with no derivations or self-referential definitions

full rationale

The paper performs a manual UX annotation of five AI companion apps and reports observed features (dark patterns, anthropomorphism, erotica, gamification). No equations, fitted parameters, predictions, or derivation chains exist. The central claims are direct observational reports rather than quantities defined in terms of other quantities within the paper. No self-citation load-bearing steps, uniqueness theorems, or ansatzes are invoked. This matches the default expectation of a non-circular empirical evaluation.

Axiom & Free-Parameter Ledger

0 free parameters · 1 axioms · 0 invented entities

The central claims rest on domain assumptions about what constitutes a dark pattern or anthropomorphic design rather than new mathematical constructs; no free parameters or invented entities are introduced.

axioms (1)
  • domain assumption Manual annotation of app interfaces and features can reliably identify design elements that encourage parasocial interaction and monetization.
    Invoked in the description of the evaluation method and findings.

pith-pipeline@v0.9.0 · 5581 in / 1220 out tokens · 34957 ms · 2026-05-12T01:23:38.048221+00:00 · methodology

discussion (0)

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