The Sorrows of Young Chatbot Users: Harm and Responsibility in Human-AI Relationships

Abstract This paper argues that interactions with chatbots are a form of engaging with fictional characters; so, by comparing chatbots with novels and video games as mediums of fictional engagement, we can gain a clearer understanding of who, if anyone, is responsible when users’ interactions with chatbots lead to self-harm or harm to others. We explore the differences between novels, video games, and chatbots across four dimensions: the degree of creators’ control over the content and user experience, the nature of the fictional world, the type of engagement each medium fosters, and the structure of the engagement experience. We take a minimal account of what it takes to be morally responsible and consider how responsibility can be assigned when engagement with fictional worlds results in harm caused to or by users. We argue that because AI companies have some control over chatbots after public release, and because they can monitor user engagement, they are morally responsible when chatbot use leads to harm, even if they can’t perfectly control chatbots’ outputs. In the last section, we point to what AI companies can do to mitigate chatbots’ negative influence on users.

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Published
2026-02-12
DOI
https://doi.org/10.1007/s11245-026-10371-z
Primary Topic
AI in Service Interactions
Type
article
Field-Weighted Citation Impact
0.00

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article

The Sorrows of Young Chatbot Users: Harm and Responsibility in Human-AI Relationships

Christopher Register, Brian David Earp, S. P. Mann, Julian Savulescu et al.
Topoi
AI in Service Interactions
article

The Sorrows of Young Chatbot Users: Harm and Responsibility in Human-AI Relationships

Christopher Register, Brian David Earp, S. P. Mann, Julian Savulescu, Cristina Voinea
article en

Abstract

Abstract This paper argues that interactions with chatbots are a form of engaging with fictional characters; so, by comparing chatbots with novels and video games as mediums of fictional engagement, we can gain a clearer understanding of who, if anyone, is responsible when users’ interactions with chatbots lead to self-harm or harm to others. We explore the differences between novels, video games, and chatbots across four dimensions: the degree of creators’ control over the content and user experience, the nature of the fictional world, the type of engagement each medium fosters, and the structure of the engagement experience. We take a minimal account of what it takes to be morally responsible and consider how responsibility can be assigned when engagement with fictional worlds results in harm caused to or by users. We argue that because AI companies have some control over chatbots after public release, and because they can monitor user engagement, they are morally responsible when chatbot use leads to harm, even if they can’t perfectly control chatbots’ outputs. In the last section, we point to what AI companies can do to mitigate chatbots’ negative influence on users.

Topoi
University of Copenhagen (DK), University of Bucharest (RO), National University of Singapore (SG), University of Oxford (GB)
University of Oxford
Peace, Justice and strong institutions
Openalex Percentile: Top 59%
AI in Service Interactions
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