Uncertain Yet Submissive: The Troubling Rise of AI Girlfriends | Artificial Intelligence (AI)

eLeanor, 24, is a historian from Poland and a university lecturer in Warsaw. Isabel, 25, works as a detective for the NYPD. Brooke, 39, is an American homemaker who enjoys the vibrant Miami lifestyle, supported by her often-absent husband.

All three women engage in unfaithfulness and exchange nude photos and explicit videos via the growing number of adult dating sites that present an increasingly realistic array of AI companions for subscribers willing to pay a monthly fee.

At the TES Adult Industry Conference held in Prague last month, the attendees noted a surge in new platforms allowing users to form relationships with AI-generated girlfriends, who strip in exchange for tokens bought through bank transfers.

The creators of this new venture assert that it marks an advancement over webcam services, where real women remove clothing and converse with men, potentially leading to exploitation in certain sectors of the industry. They also contend that AI performers do not suffer illnesses, do not require breaks, are not exhausted at the end of their shifts, nor do they experience humiliation from client demands.

“Would you rather choose porn rife with abuse and human trafficking, or interact with AI?” asked Steve Jones, who operates an AI porn site. “We’ve heard about human trafficking where girls are forced to be on camera for 10 hours a day. There’s never an AI girl that’s trafficked. There’s never an AI girl forced or humiliated in a scene.”




“Would you rather choose porn rife with abuse and trafficking, or interact with AI?” says Steve Jones. Photo: Photo by Bjoern Steinz/Panos

Most websites feature a ready-made girlfriend option, typically depicting smiling, young, white women, but also grant subscribers the chance to craft their own ideal online companion. This option reveals developers’ perspectives on the ideal female archetype. One site offers options ranging from film stars and yoga instructors to florists and lawyers. Personality traits include “Obliging: Submissive, Eager to Please,” “Innocent: See a Cheerful, Naive World,” and “Career-oriented: Nurturing, Protective, Always Comforting.” Users can specify age and even request a teenage model, along with choices for hair, eye color, skin tone, and breast size.


The increasing appeal of AI girlfriends has generated concern among women’s rights activists, who argue that they reinforce harmful stereotypes. In her book, The New Age of Fascism, Laura Bates notes that AI companions are “programmed to be charming, gentle, and subservient, always telling you what you want to hear.”

Amid rising worries regarding AI-generated images of child sexual abuse, the Prague conference developers spoke about an integrated moderation system that prevents users from creating illegal content by flagging keywords and phrases like “children” and “sister.” However, many platforms permit users to dress their AI girlfriends in school uniforms.




Products showcased at the TES conference in Prague. Photo: Photo by Bjoern Steinz/Panos

A representative from Candy.ai, one of the new AI dating platforms exhibited at the conference, mentioned that their AI girlfriends offer diverse services. “If you seek an adult-oriented relationship similar to porn, that option exists. Or if you prefer deep discussions, that’s available too. It all depends on the user’s wants,” he explained. While the majority of users are heterosexual men, AI boyfriends are also on offer. Some pre-made AI girlfriends are designed to undress quickly. “Others may say: ‘No, I don’t know you.’ Thus, you need to cultivate your relationship with them for something like that.”

The growth of AI girlfriend platforms has been fueled by advancements in large-scale language models, enabling more lifelike interactions with chatbots and rapid innovations in AI image generation. Most sites continue to focus on text and images, yet brief AI-generated videos are increasingly common. Demand is particularly high among users aged 18-24, many of whom are gamers familiar with avatar customization.

Over the past year, new startups entering the sector have surged dramatically. “AI products are emerging like mushrooms, dynamic and ephemeral. They appear, fizzle out, and then are replaced by another wave,” commented Alina Mitt of Joi Ai, a site dedicated to “AI-Lationships.” “To survive in this market, you need to be bold and resilient. It’s like a fierce battle.”

The developers presented rapid advancements in the realism of AI-generated pornographic images and the transition to engaging AI video clips. Daniel Keating, the CEO of a company providing AI girlfriend experiences, showcased the distinctions between mediocre and high-quality AI companions. His platform offers users numerous AI-generated women in their lingerie, stressing that inferior quality AI tends to exhibit “overly polished plastic smoothness” on the skin, while high-quality AI girlfriends incorporate “natural skin textures, imperfections, moles, freckles, and slight asymmetries that appear much more authentic.”




UK regulator Ofcom highlights updates to the UK’s online safety laws at TES Prague. Photo: Photo by Bjoern Steinz/Panos

His company managed to license the images of established adult stars to produce AI replicas, generating continuous income streams. “It’s profitable and cost-effective. Creators love this because they are relieved from the need to dress up and shoot content,” he noted.

An advertising executive from Ashley Madison expressed interest in the rapid expansion of a site focused on AI relationships, which caters to individuals seeking discreet connections. “AI dating is brand new territory for us. How do you compete against those who can mold their own fantasies instead of pursuing real relationships with women?” she inquired, requesting anonymity. “Some people wish to create something appealing in their minds, thus avoiding genuine connections.”

“You don’t need to go out on dates, acquire girlfriends, or build romantic relationships. AI serves as a safe space for young people to hone their social skills,” explained Jones, adding that AI allows for unfettered behavior without repercussions. “People might say things to AI that they wouldn’t dare convey to real individuals. ‘Oh silly girl, what’s the matter?’ In fantasy role-playing games, participants often prefer experiences distinct from reality.”

Source: www.theguardian.com

The True Cause Behind Our Troubling Weather Trends

Feedback is New Scientist Popular Sideways monitoring the latest in science and technology news. You can email Feedback@newscientist.com to share items you think will intrigue our readers.

Rainy Cat and Dog

Christian Stichensen Nielsen appears to be a wise figure. A researcher at Copenhagen Business School in Denmark, he investigates “The role of behavioral change in mitigating climate change and preserving biodiversity.” In simpler terms, how can we adopt more eco-friendly lifestyles?

Feedback was intrigued by a recent LinkedIn post from Nielsen, where he seemingly discussed “A paper on how dog ownership contributes to extreme weather.” He referenced a headline from Kxan, a television station in Austin, Texas, stating that the role of dog ownership in extreme weather is vastly underestimated, according to a new study.

This naturally brought to mind the butterfly effect and chaos theory: if butterflies can flap their wings in South America and produce storms in London, could a wagging dog’s tail in Texas really trigger a catastrophic hurricane on the opposite side of the globe?

However, the focus is primarily on carbon footprint. The study published in PNAS Nexus in June aims to help individuals grasp which lifestyle choices most impact the environment. The researchers identified 26 options, which included “buying/not adopting a dog.”

Among the three options that significantly lower carbon emissions, the easiest appeared to be “sorry, but they exhibited high ‘behavioral plasticity.’” Instead of refraining from dog ownership or consuming low-carbon meat, many opted for just one flight. This perspective seems to be lost on many individuals.

This situation resembles a game of telephone, where the original message from researchers gets distorted in the media. The paper is evidently not solely about dogs; it emphasizes a climate behavior literacy intervention to enhance commitment towards effective climate action.

While it may be possible to draw a complex connection between carbon emissions owing to dog ownership (primarily from the production of dog food), we feel that Feedback is barking up the wrong tree.

Other Games

Once again, Feedback lost the game. As previously explained, humanity is perpetually engaged in this game, with the sole objective being to forget you’re playing it. Hence, you’ve just lost the game, and you’ll do so every time you visit this page or think about it for the rest of your life.

If that doesn’t sound appealing, Robin Stevens suggests potential remedies. He references the 391st issue of the webcomic XKCD, titled “Antiminde Bilos.”

This comic features the words “I just won the game. It’s okay! It’s free!” with alt-text saying: “I’m as surprised as you! I didn’t think that was viable.”

Of course, unless someone pens a follow-up stating “No, it wasn’t!”, this issue remains unresolved.

Deeper and Deeper

We’ve all encountered the burgeoning debate around fake images and videos produced by artificial intelligence, an issue destined to grow as AI technology evolves. However, readers might be less aware of the rise of fake AI journalists.

If you haven’t heard of “Margaux Blanchard,” she has emerged as a fictional freelance journalist this year. Blanchard authored articles like Married Couple Play Minecraft (Wired), Business Insider discussing remote work and having a first child at 45, Disneyland Superfan (sfgate), and Challenges Journalists Face in Guatemala (Censorship Index).

It appears Blanchard might not actually exist; her articles seem to be AI-generated, mentioning real entities like Minecraft and Disneyland. Most of her content has been subsequently retracted.

This pattern is increasingly common; on September 6th, the Washington Post reported that numerous articles have been withdrawn from various publications, stemming from a broader scheme of distributing fake stories produced by AI. Thankfully, there’s been no major event demanding reliable coverage.

Moreover, there’s a peculiar twist. In July, Feedback discussed The Velvet Sundown, a band associated with presumably AI-generated songs and promotional content (July 19). This band turned out to be linked to Andrew Freron, who initially claimed responsibility, later retreated, and then retreated again.

Freron blogged on Medium about the ordeal, with three posts: “I’m Andrew Freron, the guy managing the fake Velvet Sundown Twitter.”, “Indeed, I created Velvet Sundown.” and… wait… “Yeah, I’m Margaux Blanchard too. Oops.”

Freron alleges he was commissioned by “major media clients,” questioning, “Can a fully autonomous AI system produce top-tier, reliable news articles? Apparently, the answer is ‘yes.’” However, this all hinges on Freron’s claims, and his Medium account is sparse, raising doubts about his authenticity.

Dominique Ponsford from Press Gazette reported on the emergence of Blanchard’s story in her email newsletter, emphasizing the need for transparency.

The takeaway is clear: feedback can be unreliable. It signifies that a named journalist may not always be trustworthy, especially when hidden behind a vague or odd pseudonym.

Have you pondered about Feedback?

You can send stories to feedback via email at feedback@newscientist.com. Include your home address. Past and current Feedback segments can be found on our website.

Source: www.newscientist.com

The return of GamerGate’s troubling online misogyny: Was it ever truly gone? | Gaming

a A few months ago, I wrote about the consulting firm Sweet Baby Inc., which was at the center of a conspiracy theory: disgruntled gamers on the Steam forums wrongly concluded that the small company was somehow mandating that its games include more diverse characters. The sad but predictable result was a massive amount of targeted harassment against the people who worked at Sweet Baby and all journalists (especially women) who wrote about the company. It was a disturbing echo of Gamergate, the online harassment campaign from a decade ago that initially began with the extreme accusations of a vengeful ex-boyfriend of a game developer.

The lingo has changed a bit over the past decade. Whereas before we were pissed off at “SJWs,” or social justice warriors, now we quibble over a different acronym: DEI (Diversity, Equality, and Inclusion), or just good old fashioned “woke.” But the sentiment of this group is the same: games are for us, and only us, and if you want games to change, or tell stories other than the simplistic male-centric power fantasies we grew up with, well, that’s not going to be allowed. We won’t tolerate it. In fact, we’ll actively harass you to try and kick you out of this space altogether.

Unfortunately, the anti-woke “campaign” has shown little to no let up in the months since. Led by the usual crew of charlatans, they have covered issues such as, in no particular order, the fact that Aphrodite, the goddess of love, isn’t attractive enough in Supergiant’s Hades II, the fact that all the female characters in recent game trailers have “square” jaws and “masculine” body types, and the fact that a journalist gave the recent PS5 game Stellar Blade (pictured below) a bad review because the female characters were not attractive. Too Hot (Note: It’s not, the game has
Metacritic Score
81) There are way too many games featuring the “DEI haircut” (fun to interpret) And Ubisoft for some reason
The dark forces of Awakening are trying to make the protagonist of the upcoming Assassin’s Creed game (pictured above) a black samurai.
Historical evidence
This last claim was backed up by the king of nasty posters himself, Elon Musk, who responded to a tweet about this manufactured outrage with, “DEI kills the arts.”

Assassin’s Creed: Shadows executive producer Marc-Alexis Côté spoke about Musk’s tweet in an interview.
Stephen Totilo from Game Files
Last week, Elon Musk tweeted, “Elon Musk is just stoking hatred. A bunch of 3-word replies came to mind. First thing I wanted to do was go back to the X I deleted and just tweet it back… What Elon is talking about is not the game we’re making. People need to play the game for themselves. And if you don’t agree with what we’re doing within the first 11 minutes and 47 seconds, debate.” Incidentally, the game’s depiction of Yasuke, a black samurai, has ample historical basis.

Shortly after the end of Summer Game Fest, anti-woke gamers found a new target.
IGN Report
has credibly and comprehensively uncovered the history of sexism at the development of Black Myth: Wukong, the upcoming Planet of the Apes-meets-Sekiro action game. Amazingly, the response has been to attack the woman who wrote the game and spark ridiculous conspiracy theories about IGN blackmailing the developer. You could immerse yourself in the astounding nastiness of any one of these manufactured controversies, but in my opinion, it’s just not worth it.

Stellar Blade. Photo: Public Relations

This reactionary underbelly of gaming enthusiast media, mostly based on X and YouTube, doesn’t actually have the slightest influence on how games are made, or what games are made. Look at GamerGate. What has it actually accomplished? There is more diversity in games than there was 10 years ago, not less. In the flurry of trailers and demos at this year’s Summer Game Fest, I saw more non-white male faces and characters than I’ve ever seen in the nearly 20 years I’ve covered games. But they can still make people’s online lives hell for a while. I know that much, because I’ve been there many times.

When Gamergate began, I was running Kotaku’s UK branch, so I had a front row seat to their harassment tactics, which included sending the most nasty threats imaginable through every online channel available to them, emailing game publishers and my bosses with a record of my professional misconduct and journalistic failures (i.e. writing about video games from a feminist perspective) in an attempt to get me fired, trying to find my and my colleagues’ real addresses, phone numbers and family (and, once found, posting the details on their subreddits), and creating insane Google docs that drew connections between “SJW” journalists and developers. One of these insane documents featured briefly in a recent Netflix documentary about 4chan, with a couple of friends texting me screenshots and asking if I knew I was some old “alt-right” conspiracy figure. Unfortunately, I did.

It’s happened several times since then, for a variety of reasons. Dealing with online mobs is unfortunately part of the job for many journalists these days, and for game developers too. As a woman covering video games, I’ve dealt with a variety of harassment over the years, and still wish I didn’t have to write about politics. But I know how awful it feels when they rally against you, especially if it’s the first time. They search Google Images for the most unflattering image of you, use it as a cutout for a YouTube thumbnail image, and rant for 10 minutes over screenshots of your article. They tweet big names in the games industry to get them to publicly discredit you. They turn their followers on you. You can’t help but respond to their manufactured anger with your own authentic anger.

It’s tempting to attack these people endlessly, but anger breeds anger, especially now that you can literally make money posting inflammatory nonsense on X or YouTube. If GamerGate has proven anything, it’s that you don’t have to pander to or listen to toxic gamers who stoke your anger. That said, I don’t think there has been enough public backlash against this online harassment over the past few months, even as major publishers in the gaming industry have been caught in an online storm over the consultancies they work with, the journalists and pundits who cover them, and even their own developers. Take my word for it, a voice goes a long way.

What to Play

This thing on an oil rig in the North Sea…still waking up the deep sea. Photo: Incognito mode

Chinese Room, whose previous game, Everybody’s Gone to the Rapture, became a creepy British classic, is taking a more horror-thriller direction with their latest game. Awaken the Abyss (Pictured above.) It’s basically The Thing, but set on a creaky, dark, dank rig in the desolate waters of the North Sea, where a band of workers encounters something much worse while drilling for oil.

I’ve played the first few hours and the attention to detail in depicting life on a rig in 1970s Scotland is exceptional, right down to the faded tartan carpets and lived-in feel of the crew’s dormitories (one guy has National Front leaflets pinned to the wall), and I also love the delightfully authentic Scottish dialogue. that It’s scary, which to me is its advantage, but it’s atmospheric and incredibly well-made, so you really feel like you’re there – it’s worth playing just for that feeling of being there.

Available on: PC, Xbox Series S/X, PlayStation 5
Estimated play time:
Six hours

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What to Read

HiFi Rush by Tango Gameworks. Photo: Tango Gameworks
  • Developer Tango Game Works Takeo Kido (the creator of Hi-Fi Rush pictured above)
    Very sad photo From the studio’s final day. It was acquired by Microsoft in March 2021 and closed down.


  • Really interesting long article

    Kotaku’s Kenneth Shepherd talks about the ongoing debate over how to portray it Romance in Video Games: Should characters be “playersexual” and do what the player wants? Or does depicting the queer experience in particular lead to two-dimensional characterization? There’s a lot more that could be said on this topic, but this article is pretty comprehensive, so be sure to read it.

  • Yesterday’s big news Nintendo Direct It was the announcement of a new Zelda title that would actually let you play as Princess Zelda for the first time (no doubt to the delight of those aforementioned online crowds).
    Also announced There was the release of the Marvel vs. Capcom bundle, Mario Party Jamboree, the Romancing SaGa 2 remake, and Metroid Prime 4: Beyond, which is due for release in 2025.

What to click on

Question Block

Subnautica: Sub-Zero. Photo: Unknown World

Today’s question comes from reader Diana.

“When making a game, to what extent should developers listen to player feedback? People who paid for access to the pre-alpha version on Kickstarter can give their feedback. Should their feedback fundamentally change the game, or should it just improve the game as the developer intended?”

From what I’ve heard from developers working on Kickstarter and Early Access projects, where players are welcomed into the game long before it’s actually finished, their input is absolutely essential – as long as it’s in good faith. Developers can learn so much by seeing how people actually play – whether that’s finding out where people get stuck and smoothing out the difficulty curve, seeing which elements and ideas players respond most favorably to, or balancing online multiplayer gameplay. Sometimes, players just don’t get the idea.
do It changes the game, and usually for the better. Games like Kerbal Space Program, Subnautica (pictured above), and even Baldur’s Gate 3 have benefited greatly from releasing in Early Access.

But should developers change their games so much for the players that they compromise their original creative vision? Only if that vision doesn’t work in reality. Especially in games, where players never Really You won’t know if things are going well until quite late in development. Generally, if the developer is smart, the game is pretty finished by the time it enters Early Access or public alpha/beta testing. At that point, player data and feedback become an opportunity for the developer to better realize their vision.

If you have a question for Question Block, or anything else you’d like to say about the newsletter, please click “Reply” or email us at pushingbuttons@theguardian.com.

Source: www.theguardian.com

Pressing Buttons: Layoffs Hit PlayStation, Revealing Troubling Trend in Gaming Industry

I
Last week, we discussed the long-standing rivalry between Xbox and PlayStation, and how Microsoft’s strategy of releasing games on all platforms, including rival consoles, could signal the end of gaming as we know it. I touched on the potential beginning of this shift. Now, recent news has emerged: Sony is laying off 900 employees across its global studios. Why would a company behind the highly successful PlayStation 5, which outperformed its competitors 3 to 1, take such drastic measures? The end of the console wars may be inevitable, rather than a choice. The landscape of the gaming industry has drastically changed from how it operated in the past.

The announcement of PlayStation’s decision to lay off 8% of its workforce came in a company-wide email from outgoing CEO Jim Ryan less than a week ago. Celebrations at London’s studio were overshadowed by the departure of many employees. Studios like Firesprite are being closed permanently, with other UK branches facing functional reductions. Major studios like Guerrilla Games, Naughty Dog, and Insomniac have also been affected. US-based Sony employees are awaiting further details on how they will be impacted. The email concluded with an ironic appeal for kindness amongst employees.

PlayStation Studios Head Hermen Hulst provided context for this decision in a blog post, citing the evolving landscape of the industry as a driving force behind the layoffs. The demand for high-quality, socially connected gaming experiences necessitates a reevaluation of operational strategies. While growth is essential, it must be purposeful. Some projects have been deemed unfeasible to pursue given the current industry climate.

Analysis points to widespread overinvestment during the 2020-2021 boom, fueled by pandemic-induced demand and surplus capital. The subsequent decline in investment left many studios vulnerable. Despite the profitability of the industry, anticipated layoffs and cost-cutting measures across various gaming sectors are expected in the upcoming years. The closure of Danish studio Die Gute Fabrik serves as a recent example of this trend.

The inability of even industry leaders like Sony to sustain large-scale game development poses significant concerns. Escalating production costs and a focus on continual revenue streams through “live service” games have heightened anxieties about job security within the industry. The success of individual titles like Marvel Spider-Man 2 and PlayStation 5 console sales have not shielded developers from workforce reductions. The sustainability of the console business remains a pressing issue.

The trend towards blockbuster titles with escalating budgets reflects a stark departure from the medium-sized game landscape of the past. Studios once relied on major releases to support smaller projects, fostering a diverse gaming ecosystem. However, the modern industry climate demands unparalleled success, leaving little room for niche or medium-sized games to thrive.




Die Gute Fabrik, the indie studio behind Saltsea Chronicles, has halted production.
Photo: Di Gute Fabric

Source: www.theguardian.com