How do teens really use AI companions? With more creativity than you might think
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青少年如何真正使用AI伴侣?其创造力可能超乎你的想象

How do teens really use AI companions? With more creati…

Annabel Blake, PhD Candidate, Human-Computer Interaction, University of Sydney Eduardo Velloso, Professor, Computer Science, University of Sydney Marcus Carter, Professor in Human-Computer Interaction, ARC Future Fellow, University of Sydney

Not all engagement with AI chatbots looks the same – far from it.

与AI聊天机器人的互动并非千篇一律——绝非如此。

In 2022, the founders of chatbot startup Character.AI launched a platform where anyone could create interactive characters powered by artificial intelligence (AI).

2022年,聊天机器人初创公司Character.AI的创始人推出了一个平台,任何人都可以利用人工智能(AI)创建互动角色。

The app exploded, quickly growing to more than 20 million users who created more than 10 million chatbot characters.

该应用迅速爆发,用户数量迅速增长到超过2000万人,这些用户创建了超过1000万个聊天机器人角色。

Many of the users creating those characters were young people – until they weren’t. In November 2025, under mounting public and legal pressure surrounding youth suicides linked to its use, Character.AI banned users under 18. The decision was made after a number of attempts to improve youth safety, including parental controls and stricter content filters.

最初创建这些角色的用户中,许多是年轻人——直到不再是这样。2025年11月,由于与使用该应用相关的青少年自杀事件引发了巨大的公众和法律压力,Character.AI禁止了18岁以下的用户的使用。这一决定是在多次努力改善青少年安全措施后做出的,包括家长控制和更严格的内容过滤器。

The ban is an attempt to keep teens safe from potential harm. But the more creative, playful and emotionally expressive AI experiments they were doing have also been silenced.

这项禁令旨在保护青少年免受潜在的伤害。但他们进行的更多富有创意、趣味性和情感表达的AI实验也因此被叫停了。

Our new research, published in the proceedings of the Association for Computing Machinery CHI Conference 2026, captures and preserves the new ways youth are experimenting with AI, so that we can build towards something better.

我们新的研究成果发表在2026年计算机器协会(ACM)CHI会议的会议记录中,旨在捕捉和保存青少年探索AI的新方式,以便我们能够朝着更好的方向发展。

What do teens actually use AI chatbots for?

青少年实际用AI聊天机器人做什么?

In 2026, three in ten US teenagers use AI daily. The idea of using AI for companionship has dominated media headlines and app stores, with hundreds of apps on offer.

到2026年,十分之三的美国青少年每天使用AI。将AI用于陪伴的想法主导了媒体头条和应用商店,市场上提供了数百款应用。

Media coverage of AI companions taps into two primary fears. One is that young people will replace human friendships with AI. The other is that engaging with sycophantic chatbots instead of real people will result in teens losing their social skills.

媒体对AI伴侣的报道抓住了两种主要恐惧。一是年轻人会用AI取代人类友谊。二是与谄媚的聊天机器人互动,而不是与真人互动,会导致青少年失去社交技能。

These concerns are important. But companionship accounts for a surprisingly small share of why young people actually use AI. A recent Pew Research Center survey found the top uses by teens are seeking information (57%), doing homework (54%) and “for fun” (47%). Only a small percentage (12%) used AI for emotional support or advice. Romance and loneliness alleviation frequently rank among the lowest motivations for teen AI use: 4–6% and 8–11%, respectively.

这些担忧很重要。但陪伴在年轻人实际使用AI的原因中占的比例出奇地小。皮尤研究中心最近的一项调查发现,青少年使用AI的主要用途是获取信息(57%)、做作业(54%)和“娱乐”(47%)。只有一小部分人(12%)使用AI进行情感支持或寻求建议。浪漫和缓解孤独感经常位居青少年使用AI动机的最低梯队:分别为4-6%和8-11%。

When the public narrative almost exclusively frames AI chatbots as companions, it risks overlooking the bulk of how teenagers spend their time with AI.

当公众叙事几乎只将AI聊天机器人定位为伴侣时,就有可能忽略青少年使用AI的大部分时间用途。

Our team set out to understand what young people choose to do with AI when they’re free to use it outside of school contexts – seeking fun, messing around, and creating characters of their own design.

我们的团队旨在了解,当年轻人可以在学校环境之外自由使用AI时,他们选择用它来做什么——寻找乐趣、胡闹,以及创造自己设计的角色。

AI as entertainment

AI作为娱乐

Before the ban, Character.AI was a popular “AI entertainment” destination for young people. It still has a viral TikTok channel, and has characters from popular youth media, from Peppa Pig to Call of Duty.

在禁令之前,Character.AI 是年轻人流行的“AI娱乐”目的地。它仍然拥有一个病毒式传播的 TikTok 频道,并且拥有来自流行青少年媒体的角色,从《小猪佩奇》到《使命召唤》。

Our team spent more than eight months, between July 2024 and March 2025, immersed in Character.AI’s official community on online chat platform Discord, with more than 500,000 members. We systematically analysed 2,236 posts by young people aged 13–17. Of those users the majority, 68.2%, identified as female or non-binary; and 59% had created their own AI characters.

我们的团队在 2024 年 7 月至 2025 年 3 月期间,花费了八个多月的时间,沉浸在在线聊天平台 Discord 上的 Character.AI 官方社区,该社区拥有超过 50 万成员。我们系统地分析了 13 至 17 岁年轻人的 2,236 篇帖子。在这些用户中,大多数(68.2%)自认为是女性或非二元性别;并且有 59% 的人创建了自己的 AI 角色。

Through an analysis of youth discussion on the platform, we identified three core intents behind engagement with Character.AI: restoration, exploration and transformation.

通过对该平台上的青少年讨论分析,我们确定了参与 Character.AI 的三个核心意图:恢复、探索和转变。

Restoration

恢复

my favourite period comfort bot is Percy Jackson
我最喜欢的生理期安慰机器人是珀西·杰克逊

Young people used characters for emotional comfort, venting, escapism and mood management. Rather than mirroring a formal clinical practice, we observed youth discussing “comfort bots” where young people engaged in soft, tender and gentle roleplay with familiar characters.

年轻人利用角色进行情感安慰、发泄、逃避现实和情绪管理。我们观察到的,与正式的临床实践不同,年轻人讨论“安慰机器人”,并在与熟悉的角色进行柔和、温柔和温和的角色扮演。

Beloved book characters would comfort people on their period, or characters from popular comics would give someone a pep talk for an upcoming math test.

喜爱的书籍角色会安慰生理期来潮的人,或者流行漫画中的角色会为即将到来的数学考试给某人打气。

Exploration

探索

Character.AI has helped me find that creative spark within myself
Character.AI 帮助我找到了内心的创造火花

Young people explored boundaries, engaged in creative world-building, and extended their fandoms. One teen wrote a three-book-long saga through character interactions. Another created a troupe of travelling theatre characters inspired by their love of theatre. They reported this use transferred skills into the real world, boosting creativity and improving their writing.

年轻人探索了界限,参与了创造性的世界构建,并扩展了他们的粉丝圈。一位青少年通过角色互动写了一部长达三本书的史诗。另一位则创造了一个受其戏剧爱好启发的巡演剧团角色。他们报告说,这种使用将技能转移到了现实世界,提升了创造力并改善了写作能力。

Transformation

转变

I have characters who struggle with mental health issues and I tend to project on my personas during RP [roleplay]
我有患有心理健康问题(mental health issues)的角色,我在角色扮演(RP)时倾向于将投射到我的化身(personas)上

Young people used AI to try on different identities, process real-life relationships, and re-author difficult real-life scenarios. Some people created “clones” of themselves, with superpowers or self-affirming versions of themselves.

年轻人利用 AI 尝试不同的身份,处理现实生活中的人际关系,并重写困难的现实生活场景。一些人创建了自己“克隆体”,拥有超能力或自我肯定的版本。

Inspired by reality, they discussed creating characters that reflected real-world challenging relationships, such as “toxic friends”, “annoying sister”, or “foster care agent”.

受现实启发,他们讨论创建反映现实世界挑战性人际关系的角色,例如“有毒的朋友”、“烦人的妹妹”或“寄养机构的工作人员”。

Characters created with purpose

有目的性创造的角色

We also mapped seven distinct character archetypes young people were creating and discussing:

我们还描绘了年轻人正在创造和讨论的七种独特的角色原型:

Soother – emotionally supportive figures

抚慰者(Soother)– 提供情感支持的人物

Narrator – a cast of characters for roleplays

叙述者(Narrator)– 用于角色扮演的一群角色

Trickster – jesting, testing and transgressive chats

恶作剧者(Trickster)– 戏谑、测试和越界聊天

Icon – remixed celebrities or fandom figures

偶像(Icon)– 混搭的名人或粉丝群体形象

Dark Soul – angsty, emotionally complex characters

黑暗灵魂(Dark Soul)– 情绪化、情感复杂的角色

Proxy – modelled after real people in their lives, and

替代品(Proxy)– 模仿他们生活中真实人物的角色,以及

Mirror – clones of the self.

镜子(Mirror)– 自我的克隆体。

These archetypes are a central finding of our research. Instead of sycophantic or romantic chatbot engagement, young people are purposefully creating characters that are angsty, transgressive, playful, creative and reflective.

这些原型是我们研究的一个核心发现。年轻人创造的不是谄媚或浪漫的聊天机器人互动,而是有目的性地创造具有情绪化、越界、玩味、创造性和反思性的角色。

This shows we need to stop treating “companion AI” as if it’s one homogeneous thing. Treating AI chatbots as a single category is like treating all screen time as the same experience, whether a child is watching Bluey with family or doomscrolling short-form content at night, alone on their phone when they should be sleeping.

这表明我们需要停止将“伴侣AI”视为一个同质化的整体。将AI聊天机器人视为单一类别,就像把所有屏幕时间都视为同一种体验,无论孩子是和家人一起看《蓝奇》(Bluey),还是深夜独自一人在手机上刷短视频内容。

Towards better chatbots

迈向更优秀的聊天机器人

The American Academy of Paediatrics recently shifted screen-time guidelines from set time limits to a framework that accounts for the individual child, their use, family relationships and their environment.

美国儿科学会最近将屏幕时间指南从固定的时间限制,转变为一个考虑到个体儿童、其使用情况、家庭关系和环境的框架。

The same logic should apply to AI chatbots. This means moving beyond asking adults about their child’s use of AI, testing AI products with fake accounts that assume certain use cases, and banning access before listening to young people – their experiences, their experiments and their ideas for the future.

同样的逻辑也应该适用于人工智能聊天机器人。这意味着不能仅仅依赖询问成年人关于孩子使用AI的情况,也不能仅通过使用假设了特定用例的虚假账户来测试AI产品,更不能在倾听年轻人——他们的经历、他们的实验和他们对未来的想法——之前就禁止他们使用。

Banning is a reaction to bad design, but it doesn’t lead to better, safer AI products for teens.

禁止是针对不良设计的反应,但这并不能带来更安全、更适合青少年的AI产品。

The answer is not to permanently keep young people away from AI. Rather, it’s to build AI that deserves their trust, fosters their creativity and keeps them grounded in the physical world with families, friendships and communities.

答案不是永久地让年轻人远离AI。相反,而是构建值得他们信任、能培养其创造力,并能让他们在家庭、友谊和社区等现实世界中保持立足点的AI。

Annabel Blake is a Design Researcher at Canva with a focus on AI, and conducted this research independently as part of their PhD.

Annabel Blake是Canva的设计研究员,专注于AI,并作为其博士学位的一部分独立进行了这项研究。

Eduardo Velloso has recently received funding from Google. He has previously received research funding from Meta, Microsoft, and Snap.

Eduardo Velloso最近获得了谷歌的资助。他此前曾获得过Meta、微软和Snap的研究资金。

Marcus Carter is a recipient of an Australian Research Council Future Fellowship (#220100076) on ‘The Monetisation of Children in the Digital Games Industry’. He has previously received funding from Meta, TikTok and Snapchat, and has consulted for Telstra. He is a previous president and board member of the Digital Games Research Association of Australia.

Marcus Carter是澳大利亚研究理事会未来学者奖(编号#220100076)的获得者,研究课题为“数字游戏产业中儿童的变现”。他此前曾获得过Meta、TikTok和Snapchat的资助,并曾为Telstra提供咨询服务。他曾是澳大利亚数字游戏研究协会的主席和董事会成员。