1. Introduction
Our lives are inflected by the understanding that life ends. Humans exhibit a great variety of outlooks on death. But amid this diversity is the constant that death is sad for those who are left behind. Everyone grieves, and everyone has to find ways to mourn and deal with loss (Rosenblatt, Walsh, & Jackson 1976).
Grief and mourning vary across cultures.1 One dimension of variation relates to the ways in which the dead are granted or denied a continued presence in life. On the one hand, some ideas, practices, symbols, and institutions sustain bonds with the dead and support the feeling that the human community extends beyond death. For example, spiritual mediums encourage grievers to experience the dead as present and provide a frame in which grievers can act so as to care and be cared for by the dead (Despret 2021: 92–109). Similarly, the butsudan, a Japanese Buddhist household shrine, provides a place at which the dead are believed to be present and available for communication (Klass 1996). On the other hand, other cultural elements push in the opposite direction. The belief, common among atheists, that death brings complete annihilation inhibits a feeling of supernatural connection with the dead. And some cultural groups that do not accept this annihilation idea, such as the Hopi of Arizona, proscribe elaborate funerals and public mourning in order to quickly cut ties with the dead, potentially producing a similar effect (Mandelbaum 1959: 201–203).
Since at least the 20th century there has been a tendency in industrialized Western societies to denigrate beliefs and practices that sustain bonds with the dead as markers of superstition, mawkishness, or dysfunction (Stroebe, Gergen, Gergen, & Stroebe 1996). The sense we have, in Western contexts, that spiritual mediums are at best incredible and at worst actively deceptive is an illustrative manifestation of this tendency. Frank acceptance of the finality of death is seen as a marker of rationality (Farman 2020). This may be one reason why we Westerners sometimes seem to have insufficient cultural resources to process death.
Yet Western perspectives on death are changing. While for most of the twentieth century the bereaved were encouraged to “move on” and sever psychological ties (Silverman & Klass 1996), many specialists today argue that it can be healthy for individuals to maintain emotional and imaginal connections with the dead (Klass, Silverman, & Nickman 1996; Rothaupt & Becker 2007). Contemporary media and technology also contribute to these changes (Gibson 2007). One striking example is the growing mass of digital remains, such as social media profiles, that the dead leave behind in online social spaces, which cultivate the feeling that the dead are still in some sense with us and provide novel affordances for preservation, remembrance, and communal mourning (Church 2013; Lingel 2013; Meese, Nansen, Kohn, Arnold, & Gibbs 2015; Stokes 2012; 2015; Wright 2014).
Artificial intelligence will likely be a major driver of changing perspectives on death in the twenty-first century. One possibility is that AI contributes to advancements that radically extend people’s lifespans, making death a remote prospect (Bostrom 2003; Chalmers 2010; Kurzweil 2005). A less speculative possibility, already rapidly unfolding, is that AI is used to represent the deceased in distinctive, highly impactful ways. This possibility was seriously proposed thirty years ago (Bos 1995) and has recently become feasible. For example, AI can now be used to create deepfakes that depict deceased people (Somers 2020; Story & Jenkins 2023: 19–20). Another example—the primary focus of this paper—is the use of AI to create chatbots that speak in ways resembling a dead person. We call these “chatbots of the dead” (they are also sometimes called “deathbots,” “thanabots,” “ghostbots,” and “griefbots”).
Recently, there has been a flurry of philosophical writing on chatbots of the dead. Many writers raise worries about how this technology might impact grief, mourning, and our relationships to death and other people, both living and dead. Much of this literature deploys questionable assumptions—rooted in reductive ideas about human relationships and human facility in imagined spaces—about how such chatbots will or should be designed and used. We argue that, like memoir, historical fiction, and theater, chatbots are props in a game of make-believe that prompt imaginative engagement with the deceased (Walton 1990). We develop and recommend a conceptual framework, inspired by an analogy with participatory theater, wherein chatbots are conceptualized as actors staging interactive performances of the deceased. We use this framework to respond to common worries about this technology and develop a provisional artistic analysis. Finally, we suggest that chatbots of the dead can help positively reconfigure our perspectives on death by cultivating the sense that human community and connection extend beyond the grave, without effacing death. But these affordances are available to us if and only if chatbots of the dead are conceptualized, designed, and implemented thoughtfully.
In §2, we survey the literature on chatbots of the dead. In §3, we describe our central framework and some of the ways this framework might be deployed to respond to common worries about this technology. In §4, we take a provisional step towards developing an artistic analysis of chatbots of the dead. We conclude in §5.
2. Chatbots of the Dead
Chatbots are computer programs that elicit conversation in natural language and respond like intelligent interlocutors. One of the first chatbots, ELIZA, was designed to imitate a psychotherapist, employing keyword detection and preprogrammed rules to produce simple responses to user inputs (Weizenbaum 1966). Today, many chatbots employ machine learning rather than preprogrammed rules, enabling them to generate novel content, track conversational presuppositions, perform inferences, respond to questions, convey knowledge, and more (Adamopoulou & Moussiades 2020). Chatbots of the dead are designed to converse through text exchanges in ways that resemble specific dead people. This is usually achieved by combining machine learning technologies with personal data (e.g., a deceased person’s text messages, emails, letters, or published works) that are reflective of the person’s distinctive speech patterns, diction, beliefs, idiosyncrasies, and so on.
One of the earliest real-world examples was created in 2016 by Eugenia Kuyda, a tech entrepreneur, after the sudden death of her friend Roman Mazurenko. Kuyda used the resources of her tech startup to create a publicly available chatbot memorial based on Mazurenko’s correspondences. The first Roman Bot was based on text messages collected from ten of Mazurenko’s intimates. It worked by matching texts Mazurenko wrote to user inputs, supplemented by generic responses when no appropriate text could be found. Later, this selective model was replaced with a generative one, which was designed to produce novel responses in Mazurenko’s voice.2 Roman Bot was divisive, but a number of Mazurenko’s intimates found it to be a meaningful device for communal remembrance (Newton 2016).
Deploying the resources of a tech company is no longer necessary for creating a chatbot like Roman Bot. The required tools are now available to the general public. There are several ways to create a chatbot of the dead, not all of which require much technical expertise, and there are several organizations that explicitly advertise this service. Consequently, chatbots of the dead are becoming increasingly common.3 This trend has attracted a host of academic commentators, most of whom seem more concerned than optimistic. Discussion has crystallized around several related worries. We will describe, and in §3 address, four of the most important. The first worry is specific to chatbots of the dead; the remaining three are applications of broader concerns applying to social bots generally.
The replacement worry is that users will become so immersed and invested in their interactions that chatbots of the dead will somehow replace the deceased in users’ minds. The replacement worry suggests that the salutary potential of chatbots is based in deception or delusion, specifically in an attempt “to overcome, ignore, or at least mitigate the fact that anything has been lost at all” (Buben 2015: 21). This is seen as problematic because it interferes with our duty to properly mourn (Buben 2015), “degrades the dead and the living by treating them as replaceable” (Stokes 2021: 144), compromises the authenticity of affective bonds with the dead (Fabry & Alfano 2024: 766), and threatens to “hinder an otherwise successful grief process,” the end of which is acceptance and re-orientation in a world without the beloved (Lindemann 2022: 5–6). Some also argue that the potential for conflation means children and other especially vulnerable or naïve users should be protected from chatbots of the dead (Puzio 2023: 430; Hollanek & Nowaczyk-Basińska 2024: 12–15).
The supplantment worry is that chatbots of the dead will supplant relationships with the living. This worry is routinely discussed in connection with robot pets (Rodogno 2016), household robot assistants (Bryson 2010), elder-care robots (Sharkey & Sharkey 2012; Sparrow & Sparrow 2006), sex robots (Levy 2008), and humanoid robots generally (Friedman 2023). In the case of chatbots of the dead, the specific concern is that the seductive interaction potential of these chatbots, combined with the despondency of grief, will incline the bereaved towards social isolation, making it more difficult for them to “move on” to new or renewed relationships with the living (Bao & Zeng 2024; Elder 2020; Lindemann 2022).
The unilaterality worry has to do with the fact that users may form emotional attachments with artificial interlocutors that have no emotional capacities or inner life. It can be argued that this sort of attachment is problematic because it requires users to deceive themselves about the emotional capacities of chatbots (Rodogno 2016), because good relationships require—and defective relationships lack—emotional mutuality (Vallor 2024: 143–150), or because these attachments threaten to distract users from their duties to humans (Weber-Guskar 2021).
The economic worry is that technology companies selling products or services related to chatbots of the dead will exploit, disrespect, or otherwise wrong stakeholders. On the one hand, users are vulnerable. Technology companies routinely monetize and gamify interactive digital products in problematic ways (see, e.g., Nguyen 2020: 189–215; 2021). And the emotional bonds mentioned in the unilaterality worry might induce psychological dependencies that can be leveraged to manipulate or advertise to users (Hollanek & Nowaczyk-Basińska 2024; Lindemann 2022; Scheutz 2011). On the other hand, the dead are potentially vulnerable. Companies may have a financial incentive to create nonconsensual chatbots. And altering or commodifying a person’s digital remains or reputation could violate the dignity of the deceased (Hollanek & Nowaczyk-Basińska 2024; Öhman & Floridi 2017; 2018).
These four worries are usually articulated against the background of a “stand-in” picture of this technology, according to which chatbots of the dead are designed and used as stand-ins for the deceased that speak exclusively and definitively in the deceased person’s voice, where users interact with exactly one chatbot unimaginatively as if it were the deceased. The stand-in picture is prominent in science fiction depictions of chatbots of the dead, most notably the Black Mirror episode “Be Right Back” (Brooker & Harris 2013), which is cited in a large portion of academic writing on this topic and has set the tone of the discussion.4 And the stand-in picture also seems to be prominent in the minds of many actual users, even as it is perceived to be untenable and unseemly. For example, the journalist Cody Delistraty writes the following about his experience of talking with a chatbot of his dead mother:
We chatted for most of the afternoon. I was on my laptop, in a café. I found myself lowering my screen when people walked past, embarrassed at what I was doing. When I was focused on my conversations with the chatbot, I was able to slip into a kind of flow state where, for moments, I could almost believe I was really talking to my mother. Someone brushing me as they walked past or the construction noise across the street would jerk me out of it, and upon realizing the dissonance between reality and the lie I was engaged in, I felt unsettled, ashamed even. (2024: 46)
Implicit in Delistraty’s account is the assumption that the (embarrassing, shameful) aim of using a chatbot of the dead is to replicate the experience of talking to the deceased to such an extent that one can almost believe one is talking to them rather than a chatbot. The chatbot is supposed to be a stand-in for mother, who in reality is lost forever.
This is the wrong way to think about chatbots of the dead.5 In our view, the stand-in picture imbues the worries mentioned above with much of their force. It also occludes much of what is exciting about the potential of this technology.6 The appeal of the picture seemingly has to do with the idea that chatbots of the dead can be valuable to users only if users can on some level come to believe that their chatbot really is the deceased person. Yet this idea is dubious. Humans have a robust capacity for imagination, make-believe, and fiction. Just as someone can experience fear, empathy, or affection in response to a movie or video game without being deluded into thinking that what is happening on screen is real,7 so a person can have meaningful interactions with a social bot without ever being deluded about the bot, provided they engage with it in an imaginative or fictional mode (Rodogno 2016; Sweeney 2021; 2024; Weber-Guskar 2021).
In our view, this insight is one of the keys to properly understanding chatbots of the dead. They are valuable primarily as means of imaginative engagement with the deceased. This in and of itself is not a new idea. Many commentators have pointed out that humans routinely imagine interactions with people they know (Rosenblatt & Meyer 1986), including intimates who have died (Bowlby & Parkes 1970; Moss & Moss 1996), and imaginings like this can help sustain a bond with the deceased that is continuous with the relationship that existed between the intimates in life (Norlock 2017).8 Chatbots of the dead can in principle foster imaginative engagement of this sort, positively affecting the grief process by prompting remembrance, mitigating the disruption of habits of intimacy, or scaffolding unwieldy emotions (Elder 2020; Fabry & Alfano 2024; Krueger & Osler 2019; 2022). And if properly undertaken, this imaginative engagement can transform the “unsettled shame” we may feel at continuing posthumous relationships into an acknowledgment of the emotional, historical, and spiritual significance of the bonds we sustain with the dead.
This insight is our starting point. In §3, we argue that chatbots of the dead should be understood as imaginative props that can beneficially be conceptualized through an analogy to participatory theater. Additionally, we use the conceptual framework we develop to respond to the worries raised above.
3. The Theater Framework
In his memoir Speak, Memory, Vladimir Nabokov explores memories of his childhood as a scion of an aristocratic family in pre-revolutionary Russia. The factual information in the book is adorned with vivid scenes.
I see again my schoolroom in Vyra, the blue roses of the wallpaper, the open window. Its reflection fills the oval mirror above the leathern couch where my uncle sits, gloating over a tattered book. A sense of security, of well-being, of summer warmth pervades my memory. That robust reality makes a ghost of the present. The mirror brims with brightness; a bumblebee has entered the room and bumps against the ceiling. Everything is as it should be, nothing will ever change, nobody will ever die. (1999: 56)
Here Nabokov conveys truth about his childhood and memory. This is not primarily accomplished by transmitting propositional knowledge. Instead, the passage prompts its reader to imagine a tableau that is intended to feel like what Nabokov feels as he remembers. We do not just learn that Nabokov had a charmed childhood whose memory brings him a sense of warmth and security tinged with the sadness of irrevocable loss. We feel it, too. And this truth is not compromised if, as seems likely, there is no particular bumblebee, book, or moment that Nabokov has in mind.
Nabokov makes extensive use of his reader’s imagination in his memoir. In the words of Kendall Walton (1990), we can say that this passage and others like it function as props that generate fictional worlds—i.e., worlds that are to be imagined—which can be described in terms of propositions, e.g., a bumblebee bumps against the ceiling. They also function as prompts that prompt readers to imagine these fictional worlds. Fiction, in Walton’s sense, is not opposed to truth. On the contrary, in the case of Speak, Memory and many other representational works of art, fiction is used to convey truth.
A core tenet of our conceptual framework is that, like Nabokov’s vivid scenes, chatbots of the dead should be understood as props that mandate and prompt imaginings.9 For example, consider the following exchange between Delistraty and a chatbot of his mother, called “Jema”.
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Cody: do you think i am a good person?
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Jema: yeah, i think you are.
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Cody: i feel like you thought my skepticism about christianity and jesus and stuff made me a bad person
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Jema: no, i didn’t.
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Cody: huh
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Jema: i didn’t. (2024: 56)
Delistraty is not talking to his mother. He is engaging in a make-believe conversation with his mother. The way this make-believe conversation unfolds is partly determined by Delistraty. When Delistraty types “do you think i am a good person?,” this makes it true within the fictional world created by this exchange that Delistraty asked his mother “do you think i am a good person?” The make-believe conversation is also partly determined by the chatbot. When the chatbot outputs “yeah, i think you are,” this makes it true within the fictional world that Delistraty’s mother responded to his question in this way and prompts Delistraty to imagine her giving that response.
The fact that a conversation is fictional does not entail either that it is opposed to truth or that it cannot be emotionally impactful. Like Nabokov’s memoiristic passages, a chatbot such as Jema can evocatively convey truth. However, there are significant differences between chatbots and memoir. Nabokov’s memoir is authored by him, and readers do not play active, central roles in determining the content of its fictional world. A Nabokov chatbot, however, would not be created by Nabokov,10 and users would play active, central roles in determining the content of its fictional world. Thus, the analogy between chatbots of the dead and memoir leaves something to be desired.
A better analogy is participatory theater. Audience members within participatory theater both influence and are influenced by the actors and the proceedings.11 They partly constitute the performance. One famous example of participatory theater was Dionysus in 69, put on in New York City in 1969.12 The production was based on the classical tragedy The Bacchae (Euripides 2002), in which Dionysus, angered by a slight, drives to madness the women of Thebes, who eventually rip the insolent King Pentheus apart. The actors in Dionysus in 69 played roles and rehearsed lines from The Bacchae, while the audience was incorporated into the performance. For example, audience members were invited to participate in Dionysian rituals by singing, dancing, and receiving caresses. And the audience would sometimes act unpredictably to change the course of a performance. In one famous incident, several members of the audience “rescued” Pentheus from the mad women by grabbing him and, despite Dionysus’s protestations, carrying him out of the building. The original Pentheus never returned; the show went on only when an audience member volunteered to improvise the role of Pentheus for the remainder of the performance (Schechner 1994: 40–45). Less rarefied examples of spaces and exchanges we might call “participatory theater” include things like American Civil War reenactments, interactive puppet shows, Disney World, and Elvis impersonations.
A chatbot configured on a dead person’s data is like an improvisational actor who has studied a backstory or character sketch in order to performatively represent a character based on that person in a participatory setting. Both enable the audience to play an active role in constructing fictional worlds in which the audience can become imaginatively acquainted with the person to whom the character corresponds. Our conceptual framework draws attention to this analogy. It says that people ought to think about chatbots of the dead as actors, the personal data used to configure these chatbots as character sketches, and conversations with chatbots as participatory performances.
This analogy is not perfect. The actors in Dionysus in 69 were people who could relate to the audience outside of the performative context. They were physically present. They made conscious choices about how to portray the characters they represented and how to co-construct meaning with the others. None of this is true of chatbot actors. Nevertheless, the theater framework is useful. One of the main advantages is that it clarifies and accentuates the relation between chatbots and the deceased. Everyone knows that actors are neither identical to, nor replacements for, the people they represent. Rather, actors convey information about them and a felt sense of what they were or might have been like. The representations actors create are perspectival. Lin-Manuel Miranda’s depiction of Alexander Hamilton as a scrappy, rapping immigrant in the 2015 musical Hamilton differed from George Arliss’s more traditional depiction in the 1917 Broadway play of the same name. Both performances were rooted in reality but colored by different interpretations, artistic approaches, and styles. A discerning audience knows that these perspectives can be valuable as means of engaging with Hamilton’s legacy without being definitive. There is no such thing as a definitive perspective. Similarly, a discerning chatbot user knows that different chatbots can embody differently valuable perspectives on a person depending on what personal data they are based on, how they work, and what characteristics they emphasize, without being definitive. There is no such thing as a definitive representation.
Our framework underscores that designing chatbots of the dead is not only a technical task; it is also an artistic one. The stand-in picture of a single definitive chatbot never made much sense. People do not really speak in a single voice; they adjust their voice to informational and communicative norms that vary across contexts (Nissenbaum 2004; Rachels 1975). People speak differently on social media than in academic writing, for example. And which voice—or voices—a chatbot should replicate depends on what you want from it. Thus, there is no single best or definitive way to design a chatbot, and little reason to think that users of this technology will or should interact with exactly one type of chatbot. Beyond the issue of voice, the theater framework spotlights a huge design possibility space. There are countless valuable ways in which a human actor can play a character, ranging from traditional to avant-garde. Similarly, there are countless useful, informative, intriguing, funny, strange, beautiful ways in which a chatbot of the dead can be designed, extending beyond the attempt to merely replicate the experience of talking to the deceased. This design possibility space, which includes not only choices about software but also other factors that affect user experience such as framing devices, concomitant technologies, and hardware, is worth exploring creatively since it contains unique and interesting ways of engaging with a person’s memory. And users should be the ones to explore this space since the process of creating art is often as valuable as, and sometimes more valuable than, the product. The choices that artists have to make in crafting a representation of someone involve meaningful, reflexive engagement with the person’s legacy as well as careful thought about the purposes of the representation.13 For this reason, we think that chatbot platforms should enable non-technical users to make choices about how their chatbots are designed, from the specific data that is used as a character sketch to the way that the character sketch is utilized by the chatbot actor in a performance. The process of both creating and using chatbots of the dead could provide a unique and profound way to remember someone, much like the process of writing a memoir or drawing a picture of the deceased.
In §4, we will provide examples to illustrate some of the creative possibilities spotlighted by the theater framework. Before this, we argue that widespread adoption of the theater framework would mitigate, albeit not totally dissolve,14 the four worries mentioned in §2, starting with the replacement worry.
The relation between actors and characters is familiar.15 If users conceptualize chatbots of the dead as actors, they will think by way of this familiar relation, and consequently they may be less inclined to conflate their chatbots with the people those chatbots represent. Furthermore, the theater framework reveals that chatbot actors can be specifically designed to mitigate replacement concerns. Several commentators have suggested that chatbots should eschew realism or be programmed to break down occasionally in order to remind users that they are interacting with technology (Elder 2020: 85–86; Krueger & Osler 2022; Stokes 2021: 161–162). A more elegant strategy, borrowed from theater, would be to program chatbot actors to utilize the alienation effect, which involves acting techniques designed to create distance between spectators and what is portrayed in a performance. For example, a chatbot could break character to check-in or engage in metatextual discussion, reminding the user that they are talking to a chatbot. Subtler moves might include transposing into the third person or the past tense, or speaking the equivalent of stage directions.16 For example, a chatbot might say, “He stood up and exclaimed angrily: … ” (Brecht 2002). Finally, a benefit to encouraging users to play a role in creating chatbots is that this creative process is likely to make the fact that the chatbot is an object and not a person more salient than it would otherwise be.17
The supplantment worry, too, loses some of its force within the theater framework. Users who think of chatbots as ersatz companions will associate the action of using a chatbot with interpersonal communication, and this association may incline users to thoughtlessly allow the former to supplant the latter. The theater framework creates friction that deters supplantment because it emphasizes that using a chatbot is first and foremost an artistic activity. If someone who has adopted the theater framework allows chatbots to supplant their relationships (as might, admittedly, happen), it should at least be clear to them that something not entirely commensurable has been lost in the trade. Like has not been traded for like. Additionally, the theater framework encourages users to build less realistic and immersive chatbots (more on this in the next section). This is important to the supplantment worry because less realistic chatbots will be less likely to supplant human relationships.18
The unilaterality worry looks to be less serious within the theater framework. Users of social bots embodying fictional characters may be inclined to form problematic attachments with their social bots. But in the case of chatbots of the dead, the natural object of a user’s attachment is the deceased person, rather than the characters that represent them or the actors that generate those characters. These actors—particular chatbots on particular platforms with evolving data sets—will typically be interchangeable and ephemeral in a way that the dead person is not.
Regarding the economic worry, there is a risk that the artistic spaces we envision will be colonized by bland, addictive, exploitative commercial products. We must remain vigilant against this risk. But art and creative spaces have long been sources of resistance to the domineering forces in human life. We hope that the theater framework will stimulate stakeholders to find innovative ways to resist the flattening effects of narrow commercial interests. The fact that the framework encourages users to play a role in designing their chatbots should be helpful in this regard because it means that users’ access to imagined spaces will be less mediated by corporate interests than it would be if users were to utilize prefabricated chatbots whose features are totally determined by corporate entities. It may also stimulate stakeholders to be more thoughtful about how a person is represented and discourage distasteful commodification.
The issue of consent is complicated in this context. Just as it is not obvious that a memoirist always needs consent from a deceased person to write about that person, so it is not obvious that consent is always needed to create a chatbot of a deceased person, supposing the chatbot is clearly understood to be a representation, as our framework requires. But it is surely true that consent sometimes matters. The theater framework highlights that people can seek and express fine-grained consent concerning chatbots of the dead. Someone might consent to a chatbot that is configured on their professional writing but not their intimate text messages. They may consent to use with a certain audience but not others. In this way, the theater framework may enhance the autonomy of some stakeholders. Just as we have a moral responsibility to avoid negligently, recklessly, or intentionally distributing importantly false information about the dead in newspapers and biographies, so designers of publicly accessible chatbots of the dead that have a historical or informative function must make a good-faith effort to represent the deceased accurately and well; where the deceased are not represented accurately—as in the case of satire and certain forms of ventriloquism (cf. Gibbons 2025), for example—the genre of these chatbot exchanges should be made clear. This is especially true when designers lack the consent of the deceased.
One wrinkle in the analogy between chatbots and other artistic representations of the deceased relates to a contrast between the digital materials standardly used to create chatbots of the dead and the analog materials standardly used to create, say, literary memoir and documentary film. The primary difference lies in where the relevant personal data comes from and is stored, and who has a right to access that data, which, in the case of digital data, is a question we are still in the process of answering (for an overview of some of the relevant concerns about this kind of personal data, see (van den Hoven 2008), and for a discussion of related questions connecting to chatbots of the dead, see (Hollanek & Nowaczyk-Basińska 2024)). In the analog world, documents like letters and journals may be intentionally or unintentionally left behind to intimates, or these materials may be found and used by those who take an interest for historical reasons. In this analog world, a person who keeps diaries also has the option to burn them before their death. But in the digital world, corporations, who may not have the interests of deceased users in mind (since their customers are, after all, the living), have access to troves of personal data that can be used to make chatbots: both public social media posts and the intimate writing of text messages, emails, journal apps, therapy bots, and other supposedly private spaces. This is unprecedented in the artistic analogues we look to. A company with access to troves of data about the deceased may claim to have the interests of living users in mind by, for example, easily creating a prefabricated chatbot of the deceased for use by the living; or, in the other extreme, they may claim data about the deceased is inaccessible to the living, while using that data for their own purposes. Our intuition suggests that both these outcomes are bad, and that the artistic and moral norms surrounding the use of analog materials for artistic representations like memoir and documentary film should serve as a model for how access and consent should be designed in the unprecedented context of the growing digital footprint of the deceased.19
To sum up, the theater framework says that chatbots of the dead are imaginative, artistic props which should be conceptualized as actors that have trained on character sketches in order to stage participatory performances of the deceased. This framework is useful because it clarifies and accentuates the relationship between chatbots and the dead, spotlights the creative affordances of these chatbots, and can be leveraged to respond to common worries.
4. The Artistry of Chatbots of the Dead
In this section, we offer programmatic remarks about the artistic values and standards that can be applied to chatbots of the dead and about some of the factors that are artistically relevant in this context.20 In our view, the questions of interest here—especially the question of how artistic values can be achieved through this technology—have to be worked out in artistic practice. Thus, these remarks are provisional and intended to prompt, not define, a conversation. We hope that they can serve to both illustrate and stimulate creative thinking about the design possibility space described in §3.
The first step towards an artistic analysis of chatbots of the dead involves getting clear on where exactly the artistic experience associated with chatbots comes from and what exactly the analysanda are. Traditional art criticism focuses on works of art. Artistic experience is assumed to arise out of the perception and contemplation of a fixed artistic object, like a painting or novel, which is the primary critical analysandum. Various trends in 20th century art, such as Abstract Expressionism (Rosenberg 1952), challenged this object-oriented outlook by shifting attention to processes. Participatory performance art, such as Dionysus in 69, is also part of these trends. Artists in this domain do not create works that are fixed, transferable, or even necessarily repeatable. They create unique and evanescent events (Fischer-Lichte 2008). For instance, the unexpected “rescue” of Pentheus was a one-off because even if someone had tried to repeat the (now unoriginal) stunt in a later performance, the event would undoubtedly have unfolded differently. While our framework is built upon an analogy with participatory theater, which is often understood to be interpersonal by definition, chatbots of the dead technically fall under the category of what Katja Kwastek terms interactive media art, which can be defined as a digitally mediated “artistically configured interaction proposition that concretizes its gestalt only through each new realization by a recipient” (Kwastek 2013: 47; for philosophical discussion of the category, see Lopes 2009). Like participatory performance art, interactive media art emphasizes unique and evanescent processes, specifically the processes of interacting with a dynamic piece of technology (Saltz 1997: 125). As Kwastek notes, this means that “an aesthetic analysis of interactive art must look beyond the formal structure and interpretability of the interaction proposition produced by the artist, for the aesthetic experience lies in the action of realizing the work” (Kwastek 2013: 48). In other words, our analysanda are not chatbots per se, but the interactions people have with chatbots. The artistic values and standards which concern us here apply to these interactions. And the factors that are determinative of this artistic experience centrally include but are not limited to the technology itself, since what an interaction is like will depend on things that are external to the technology, including framing cues and idiosyncratic factors like the user’s particular choices, relationships, and expectations.
The next step is to say something about the artistic values and standards that might be pursued in interactive experiences with chatbots. Which values and standards are relevant is ultimately a matter of each designer’s intentions. Someone who intends to create a chatbot highlighting their late uncle’s sense of humor will want interactions with their chatbot to be funny, and this desire will determine the relevant standards of artistic success. Someone who intends to create a chatbot whose primary purpose is to communicate information about an individual’s experience in the Holocaust will utilize different artistic standards because they have a different goal.21 There are a wide variety of design intentions, and therefore a wide variety of values and standards, that can be envisioned in connection with this technology, especially given that chatbots of the dead can be used to represent both the recently and the long dead, historical figures and unfamous people. With this being said, it seems possible to identify some artistic values and standards to which this particular medium, qua a conduit to scaffolded participatory imagination, is well suited. We suggest five: evocativeness, informativeness, reflection, catharsis, and enjoyment. We do not claim that these values are appropriate for every chatbot of the dead, but we believe that they will be commonly pursued in this medium.
As we have seen, one of the most important and distinctive uses of chatbots of the dead is conveying through imaginings a felt sense of what it was like to interact with someone. When this is a goal, evocativeness is an important artistic value. Interacting with a chatbot of an obstinate person should be frustrating; interacting with a chatbot of a despondent person should be saddening. It is important that the feelings are evoked in an appropriate way. A chatbot might evoke frustration by simulating the experience of talking with an obstinate interlocutor; alternatively, a chatbot might evoke sadness by prompting the user to imaginatively “empathize” with a despondent character represented by the chatbot actor (Feagin 1988). But a chatbot that causes frustration or sadness because the technology is glitchy or advertisements keep popping up on the screen has not thereby achieved evocativeness. In many cases, flow states, in which users are actively and unselfconsciously immersed in their interactions (Csikszentmihalyi 1997), will be instrumental to evocativeness. While evocativeness may be a paradigmatic artistic value in chatbot interactions, it is not universal. Interacting with a chatbot of an irascible alcoholic philosopher should not evoke any of the emotions one might have felt with such a person at a bar if the sole purpose of the chatbot is to convey the person’s philosophical convictions.
As this last example illustrates, chatbots of the dead can transmit propositional knowledge. There are no obvious in principle limits on what kinds of propositional knowledge can be acquired through interactions with chatbots of the dead. Certainly personal information about someone’s lifestyle, experiences, preferences, beliefs, and so on can be transmitted, as well as information about historical events they witnessed or topics they were experts in. It also seems possible for chatbots of the dead to transmit certain types of knowledge-how.22 For example, someone might learn how to argue by talking to a Socrates chatbot or how to write a memoir by talking to a Nabokov chatbot. When knowledge transmission is a goal, informativeness will be an important value.
A third artistic value that is likely to be widely relevant is reflection. Like memoir, chatbots of the dead are artistically configured tools of remembrance that can provide opportunities for meaningful reflection on the past, relationships, memory, legacy, personal identity, mortality, and death. This is one of the main reasons chatbots of the dead need not be a stupefying mechanism of self-deception. Rather than helping a person hide from loss and death, chatbots of the dead can facilitate reflection on these things. How this can be achieved is an important question. One central instrument is aesthetic distance, which refers to mental distance between recipients and the subject matter of the art, produced through awareness of, or attention to, the artistic medium. Someone who is tricked by the trompe-l’œil painting Escapando de la Crítica (del Caso 1874), which depicts a boy climbing out of a hole, completely lacks aesthetic distance. They falsely believe they are looking at a boy instead of a painting of a boy. Consequently, they cannot reflect on the painting’s artistic qualities or significance (Blocker 1977; Danto 1974). Similarly, chatbot users who are insufficiently aware of, or attentive to, the fact that they are talking to a chatbot that is performatively representing a person will have trouble reflecting on the performance’s qualities or significance.
A fourth artistic value is catharsis, the purgation or refinement of emotions. Catharsis has been associated with theater since Aristotle, who held the view that tragedy achieves the catharsis of pity and fear (Aristotle 1941: 1449b20–31).23 The power of theater to effect catharsis and, more generally, powerfully alter emotional states implies that it is not sealed off from the rest of life. It can be deployed for practical aims, both good and bad (Boal 1985). Likewise, chatbots of the dead can be used to achieve catharsis of emotions associated with loss and uncertainty. One means involves prompting users to imagine scenarios in which they can tell the deceased things they wished they could have expressed in real life. This was reportedly one of the reasons why Mazurenko’s intimates used Roman Bot (Newton 2016). Another means involves prompting imagination of an interaction that, if it were real, would resolve a nagging uncertainty. This is evidently what happened in the Delistraty passage in §3. Note that Delistraty may experience catharsis even if he is aware that the chatbot is not necessarily saying what his mother would have said. As long as he is cognizant of the nature of his interaction, this does not seem any more inherently problematic than imagining the same sort of thing without the use of a prop.
A fifth artistic value is enjoyment. Make-believe can be an enjoyable activity, especially when it is scaffolded by dynamic digital systems, as the popularity of video games illustrates. There is no reason that interaction with chatbots of the dead must be a macabre experience. Enjoyment is perhaps inappropriate in relation to a chatbot of a recently deceased person. But not all chatbots are like this. For example, talking to a Plato chatbot about contemporary phenomena, like psychoanalysis or Google, could be rather funny (cf. Goldstein 2014). A family might experiment with a chatbot that has been configured on all available family documents in order to make it speak in the voice of the family’s ancestors, and this might be pleasantly surprising. Enjoyment is valuable for its own sake, and it can also be instrumental for goals like education and togetherness.
These five values—evocativeness, informativeness, reflection, catharsis, and enjoyment—and the standards corresponding to them represent a sampling of artistic criteria that, from the armchair, seem suited to chatbots of the dead.
The third step towards developing an artistic analysis of chatbots of the dead involves developing an understanding of the sorts of factors that contribute to artistic experiences of interacting with chatbots. The chatbot itself is central, but the determinants of a person’s experience will include factors that are external to the technology. Some of these are fixed features of the user, like their capacity for mental imagery. However, other relevant external factors are changeable, such as framing cues, and many of these changeable factors can be manipulated for artistic ends. For example, the creator of the uncle chatbot might prompt users to watch a video of a warm-up comedian (Locker 2015) before interacting with the chatbot in order to increase the user’s receptivity to the uncle’s humor.
Let us begin with the technology itself. We have already discussed voice. Interacting with a chatbot that is exclusively configured on dry academic writing will feel very different than interacting with a chatbot configured on personal text messages. A chatbot that only ever speaks in a single voice (or a single mood, say) may seem predictable and hackneyed compared to a chatbot that can move between voices or whose voice evolves over time (cf. Karr 2015: 182). A second factor concerns the distinction between selective and generative chatbots. Selective chatbots work by selecting texts from a preexisting database; generative chatbots generate novel outputs that reflect the characteristics of texts in a preexisting database. A selective chatbot’s responses may feel less natural or refined than a generative chatbot’s responses, which are tailored to inputs. This does not mean generative chatbots are necessarily preferable. For example, a designer who wants an historically accurate snapshot of someone at a particular point in their life might prefer a selective chatbot that only outputs verbatim quotes over a generative chatbot that is more conversationally flexible but takes more liberties in its responses.24 A third factor relates to rhythm and timing. Many chatbots are turn-based and instantaneous: user and chatbot take turns talking, with the chatbot responding immediately to each input. Interacting with a chatbot like this will feel more artificial than a chatbot that does not always wait its turn or respond immediately (or at all).
Voice, output method, rhythm, and timing correspond to fairly obvious design options. Additional options become salient when it is recognized that neither realism nor immersion are always desirable. The immersive fallacy is the idea that immersion is always desirable in artistic representations; it is common in many immature arts, including digital game design (Salen & Zimmerman 2004: 450–455), and people often commit it in relation to chatbots of the dead. In this context, it is likely motivated by the pleasing qualities of flow and the aforementioned idea that flow is instrumental for evocativeness. The problem is that neither pleasantness nor evocativeness are universal artistic values. Moreover, flow can interfere with other values like mental health (as the replacement worry suggests) and reflection. Flow closes the distance between self, object, and activity, so chatbot designers interested in aesthetic distance have a reason to disrupt it (Kwastek 2013: 156–160). Indeed, the oscillation between immersion and alienation that Delistraty frustratedly described in the passage quoted in §2 represents a type of fragmented experience that is intentionally cultivated by performance artists in order to impart a sense of “liminality, instability, and elusiveness” (Fischer-Lichte 2008: 157, 86–90). Fragmentation is sometimes a feature rather than a bug.
There are many design techniques that potentially compromise immersion or realism but further alternative artistic values. We have already discussed how the alienation effect can be used to mitigate replacement worries and promote mental health through, say, checking in with the user and recommending balanced technology habits. Extradiegetic speech can be used to stimulate reflection, too. For example, a chatbot might occasionally break character and ask: “What do you think your mother would make of this exercise?” Diegetic speech as someone other than the deceased could be similarly instrumental. For example, a chatbot might be programmed to speak as a medium channeling the deceased from a spiritual realm in order to emphasize the separation of death from within the fictional world while also imparting a sense of mysticism to the interactive experience. Alternatively, a chatbot might stylize the voice of the deceased through a caricature that, like an Elvis impersonator, magnifies idiosyncratic qualities. Another method for shaping users’ artistic experiences involves altering the range of possible conversational goals or inputs, thereby prompting users to occupy a certain form of conversational agency (cf. Nguyen 2020). For example, a chatbot of a philosopher might be programmed to require users to discuss the philosophy of death, prompting users to have experiences associated with this type of conversation.
These cursory remarks about chatbot design illustrate that chatbots of the dead constitute a flexible medium that admits experimentation and creativity. But the affordances of the technology are not the only flexible determinants of users’ artistic experiences. Framing, concomitant technologies, and user responses are also worth discussing.
Following the sociologist Erving Goffman, we can say that frames consist in sets of principles through which someone organizes their experiences. The same phenomenon can be interpreted differently in different frames. In a scientific frame, lightning is interpreted as electrical discharge; in a supernatural frame, it might be interpreted as a divine signal. Some frames, called keys, transform an activity that is meaningful in one frame into “something patterned on this activity that is seen by the participants to be something quite else.” A group of men stabbing another would ordinarily have a dire meaning but takes on a different meaning within the theatrical frame of Shakespeare’s Julius Caesar. Keys are accompanied by cues, for example proscenium arches and playbills, which signal to those involved that the relevant phenomena should be interpreted according to the key (Goffman 1974).
The theater framework supports a key through which users ought to organize their experiences with chatbots of the dead. Ordinarily, the activity of sending and receiving messages is understood to be a way of interacting with another person. The theater framework asks users to see this familiar behavior as a form of make-believe communication detached from its normal implications and consequences. How salient this key is at any given time will have an effect on the artistic experience of interacting with a chatbot. Part of the point of encouraging stakeholders to think in terms of the theater framework is to accentuate this key. And cues of various kinds can be manipulated to modulate this key’s salience. For example, interacting with a chatbot that is accessible on the same application that is used to text people will likely feel very different than a chatbot that is only accessible via a specialized application marked with a skull and crossbones. Some further examples of possible cues include disclaimers, specialized hardware, or requirements that interactions occur at specific physical locations or times.25 It is not obvious that designers should always try to make the appropriate key as salient as possible. One of the most interesting features of performance art is that it often blends the boundary between art and everyday life in ways that prompt reflection (Fischer-Lichte 2008), and the same can perhaps be said about chatbots of the dead. The point is that designers must be mindful about cues since the appropriate key is both artistically and ethically important.
Beyond framing cues, there are a host of external factors that chatbot designers might consider in crafting distinctive artistic experiences. One important factor is the use of concomitant technology, for example deepfakes and voice cloning. It seems likely that multimodal chatbots are typically going to be more immersive and evocative than those that are purely text based, ceteris paribus. Consider Madeline de Figueiredo’s description of her experience with a chatbot of her dead husband Eli, which was paired with voice cloning technology.
Eli’s voice continued to fill the chilly hotel room with new words and sentences. At one point I glanced at the door as if to confirm he hadn’t materialized in the threshold. But no—there was nothing but the echo of his laugh bouncing off the concrete ceiling. It’s hard to explain the feeling that came with hearing Eli’s voice speak novel language after nearly two years of his absence. Thanks to my Catholic upbringing, there’s only one word that comes to mind: purgatory. It was a liminal space between two universes. In some ways, it was worse than reality, and in other ways it was better. I felt as though I had been knocked into a different dimension that was simultaneously disorienting and blissful. I wanted to linger forever in its potential and immediately eject myself from the self-deception. (Figueiredo 2024)
The audio component contributed to Figueiredo’s sense that Eli was physically present, heightening her cognitive dissonance. She may have had a very different experience if she had interacted with a text-only chatbot, and both of these experiences would have been different than encountering Eli in virtual reality. These remarks illustrate that designers should think carefully about which modalities and concomitant technologies to employ when they are crafting artistic experiences for users as these pairings can make a big difference to those experiences. And these remarks provide another reason for thinking that users ought to play a central role in design: so that they can authorize the kind of experience that they desire.
Finally, it should be noted that chatbot users are not only recipients and potential design collaborators. They, being alive, are also the most important part of the chatbot exchange. Interacting with a chatbot is performative in the sense that the user’s input is not merely an instrument to accessing artistic content, but partly constitutes the artistic experience itself (Saltz 1997: 119). We have argued that chatbots are props that generate content in the fictional worlds of the interactions. Users, too, are props; their actions, emotions, and so on are determinative of the content of the fictional worlds, and aesthetic features of their responses are partly determinative of the chatbot experience. A user who says something tender and loving to a chatbot makes it the case that the chatbot interaction can be experienced as tender and loving. In fact, there are many ways in which users’ responses can directly feature into the artistic experiences of chatbots of the dead. For example, people engaging with chatbots of the dead can attain achievements not only in the creative process, which might involve choices about training and framing, but also through pursuing difficult goals in their interactions as interlocutors. Someone interacting with a Socrates chatbot might pursue the goal of articulating the meaning of love and come to an important insight after many months of dialogue, for instance. Achievements like this are valuable because of their product, but also because the exercise of will required arguably has intrinsic value (Bradford 2013).26 This sort of value can become part of the artistic experience. In this and other ways, user behaviors and responses constitute an important determinant of the artistic experience and value of chatbots of the dead.
To sum up, the interactions that users have with chatbots of the dead can promote artistic values such as evocativeness, informativeness, reflection, catharsis, and enjoyment. There are diverse means through which designers can pursue these and other values, which range from altering features of the technology to manipulating external factors such as framing cues and concomitant technologies. The possibilities in this space are virtually endless, as with any art. Ultimately, these possibilities are waiting to be explored in artistic practice.
5. Conclusion
Human life is changing rapidly due to technological development. This change is likely to accelerate in the foreseeable future. Yet for the time being it seems that our spiritual and existential problems remain with us. One way of articulating the central idea of this essay is through the hope that, rather than helping us avoid them, our technology can be a meaningful resource in grappling with these problems, much like art, religion, and tradition.
A world in which AI is routinely used to represent the dead in imaginative interactions is one in which the dead are granted a continued presence in life. This presence need not have the character of a haunting. If we think about, design, and use AI well, this presence can manifest in the form of thoughtful representations that provide a felt sense of the human community that preceded us, support the loving bonds that do not disappear with grief, spawn new and richer mourning practices, prompt reflective engagement with our own mortality and those we have lost forever, and contextualize our lives within a chain of being much larger than our selves. In this respect, chatbots can be described as a technology of transcendence. The kind of transcendence at issue here is not the one envisioned by transhumanists (Bostrom 2005). It is not an escape from the human condition. On the contrary, it is a transcendence that is central to the human condition, the sort that is characteristic of, and even necessary for, living well as reflective mortal beings who are capable of attachment, loss, imagination, and remembrance. As we envision them, chatbots of the dead exist within the universal register of art, imagination, and spirit. This register plays an ineliminable role in human flourishing, and we are optimistic that chatbot “actors” can be conducive to a form of flourishing peculiarly suited to our age.27
This technology is still highly novel. Many questions about it remain, both within and beside our framework. These unsettled questions contribute to unease and the sense of danger that many commentators seem to feel about it. More work is needed to understand these types of representations. If this work is to be innovative and expansive—as is necessary to avoid the mistakes that stem from a limited vision of what this technology might be—then this work must be creative and interdisciplinary, open to insights not only from philosophy and computer science but also art, literature, religion, psychology, and other diverse sources of wisdom. If nothing else, we hope to have demonstrated this methodological approach here.
Acknowledgements
We owe thanks to Juls Altman, Caro Flores, Eleanor Helms, Ryan Jenkins, Patrick Lin, Sarah Mantell, Cameron McKean, Paul Miklowitz, Allison Myers, Anna Puzio, Nellie Wieland, Sam Zahn, two anonymous reviewers for this journal, and the audiences at the 2024 Philosophy of Avatars Workshop at the University of Aberdeen, the 2024 Student Symposium at California Polytechnic State University in San Luis Obispo, and a 2024 colloquium talk in the philosophy department at the University of California, Santa Cruz. We owe special thanks to Catelynn Kenner and Jacob Sparks, who generously talked a great deal with us about this project.
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Notes
- We adopt a standard distinction between “grief” and “mourning”, where the former refers to the negative feelings caused by death and the latter refers to prescribed, conventional, or common behaviors performed after someone’s death (Averill 1968; Durkheim 2008). ⮭
- Here we mean “voice” in the sense of authorial voice. Roman Bot outputted only text. We discuss audio supplements to chatbots of the dead in §4. ⮭
- For a sampling of more recent accounts of personal encounters with chatbots of the dead, see: (Delistraty 2024; Fagone 2021; Figueiredo 2024; A. Kurzweil 2023; Marsh 2024). ⮭
- In this episode, a widow obtains a not-entirely-accurate chatbot of her recently deceased husband, who eventually comes to bodily life in the bathtub only to meet his fate as a Frankenstein monster stored forever in the attic. ⮭
- While many commentators have uncritically employed the stand-in picture in their analyses, we are not the first to draw attention to and criticize it. One philosopher who seems to criticize the picture is Pengbo Liu. Liu distinguishes between “preservational” chatbots of the dead, which statically mimic the dead in an attempt to preserve a user’s relationship with the deceased as it existed in life, and “transformational” chatbots of the dead, which do not pretend to be the dead, evolve over time, and are designed to salubriously transform a user’s relationship with the deceased. Liu argues that we should make transformational rather than preservational chatbots (2025). ⮭
- The entrenchment of the stand-in picture may be related to the very same impulses that generate negative feelings about it. Jonas Barish famously argued that theater is disparaged relative to other art forms such as painting and poetry. Barish identified several factors that contribute to this “antitheatrical prejudice,” one of which is unease about theater’s “ontological subversiveness.” In the theater, men unabashedly present themselves as things they are not (women, animals, kings, gods), and this defies the natural (or God-given) order of things (Barish 1966). The creepiness of chatbots of the dead, especially when they are meant to function as stand-ins, may have to do with the feeling that they are similarly subversive. Yet, paradoxically, the hesitancy to rethink the stand-in picture and conceive of chatbots as something more liminal and theatrical, as we will propose, might also relate to our aversion to theatrical spaces. ⮭
- There is a puzzle in the vicinity about how someone can feel emotions about people, things, or situations that they do not believe exist, which is commonly referred to as the paradox of fiction (see Kroon & Voltolini 2019: §4). We do not take a position on how to solve this puzzle except to reject the (unpopular) idea that delusion is a psychological prerequisite for emotional reactions to fiction. ⮭
- Claims about relationships or bonds with the dead appear to presuppose that the dead exist since existence is a precondition of standing in a relation. This can be the basis of a metaphysical objection to these claims since dead people seemingly do not exist. This objection resembles an ancient challenge to the idea that death can harm the person who dies, which can be described as saying that the dead do not exist and therefore cannot stand in the harmed by relation (Epicurus 2000; for a sample of contemporary discussion, see: Bradley 2009; Feldman 1991; Hershenov 2007; Johansson 2013; McMahan 1988; Timmerman 2022; Warren 2004). Suffice to say that we think the proper view of time, B-theory (McTaggart 1908), dissolves this objection (if not the ancient challenge) because according to B-theory the dead can be said to exist in a tenseless sense despite not existing now (Silverstein 1980). Another way of responding to the objection would be to employ a “paraphrase strategy” (Keller 2015; Quine 1948; von Solodkoff 2014) to redescribe the claims in a way that does not presuppose that the dead exist. Examining the details of how this would work would take us too far afield. ⮭
- Fintan Mallory also argues that chatbots should be understood as Waltonian props, but for different reasons. Mallory thinks that the outputs of chatbots do not literally have semantic content. However, one can view these outputs as props that generate fictional worlds in which the outputs are meaningful, and this explains why one can attribute meaning to and learn from chatbots (Mallory 2023). Mallory’s view complements ours, but we remain neutral on the question of whether the outputs of chatbots are (or can be) literally meaningful. For further discussion, see (Freiman & Miller 2020; Miklowitz 2024). ⮭
- Although there may be a sense in which a Nabokov chatbot would be partly authored by Nabokov. In the case of chatbots, authorship is complex, since a chatbot is comprised of authored texts and creative decisions about how to use those texts. ⮭
- Art historians who study participatory theater and similar art forms argue that these forms strain the distinction between actors (or artists) and audience since both groups actively make artistic contributions (Fischer-Lichte 2008; Kwastek 2013). Furthermore, the distinction between observed and participatory theater is itself complicated, and is arguably one of degree rather than kind (Hamilton 2017). We will use these distinctions without assuming that the distinctions denote fundamentally different and mutually exclusive phenomena. ⮭
- Two of the performances were recorded on film (De Palma, Fiore, & Rubin 1970) and can be viewed at the following link: https://hdl.handle.net/2333.1/mcvdncsq ⮭
- There may also be intrinsic value to achievements in the creative process. Gwen Bradford characterizes achievements as difficult processes culminating competently in a product and argues that achievements are valuable because they involve an excellent exercise of the will (Bradford 2013). The potential to attain this kind of value constitutes another reason in favor of user participation in the creative process. ⮭
- To be clear, we acknowledge that, even if our framework were adopted, these and other problems would still arise for some users (especially those in the throes of intense grief). But in our view, some such risks are acceptable. Art is powerful, and its dangers cannot be completely eliminated if it is to retain its power. ⮭
- Here we only mean to say that the relation is widely understood on a mundane level. We do not mean to suggest that theater, and the entities, properties, and relations associated with it, do not raise deep and difficult questions (for a discussion of these questions see, for example, (Bennett 2024; Hamilton 2019)). ⮭
- For example, Google’s NotebookLM, although not framed explicitly as a tool for representing voices of the dead, is one of the most robust LLMs currently available (as of April 2025) to non-technical users and can be used to converse with archives from deceased writers. The algorithm defaults to third person, past-tense engagement with data (e.g., “Nabokov remembered that his schoolroom in Vyra had blue-rose wallpaper.”) and, if prompted to roleplay a conversation in the voice of the archive’s author, responds with quotation marks around selected first-person passages and links to the passage’s original context. These choices emphasize the frame around the engagement with the deceased as an engagement with their archive rather than with their person. Exploration of the life and voice of the deceased need not be immersive to be useful or meaningful, and non-immersive choices might better serve the aims of many users. ⮭
- The plausible claims made in this paragraph are empirical, of course. They should be tested. ⮭
- The supplantment worry may also have roots in amatonormativity, which consists in the cultural assumptions “that a central, exclusive, amorous relationship is normal for humans, in that it is a universally shared goal, and that such a relationship is normative, in that it should be aimed at in preference to other relationship types” (Brake 2012: 88–89). This is because amatonormativity suggests that retaining a bond with a deceased lover compromises one’s ability to engage in the prescribed relational form (i.e., an exclusionary bond) with a living person. Moreover, amatonormativity accords with the more general idea that love and attachment are limited resources, which in turn suggests that continuing bonds with the dead necessarily leave less room for bonds with the living. Empirical evidence supports the claim that in Western amatonormative contexts people who remarry after the death of a spouse feel disinclined to signal continuing bonds with their deceased spouses (despite the fact that such bonds exist) because these signals are perceived to be an indication that the person is not fully invested in their new partnership (Moss & Moss 1996). The theater framework will not assuage amatonormative prejudices, because even if chatbots of the dead do not actually supplant interpersonal communication or valuable relationships, they nevertheless will, in many cases, foster “split affections” by sustaining continuing emotional bonds with the dead, and this is seen as problematic from an amatonormative point of view. ⮭
- The so-called “Right to be Forgotten” in the European Union arguably aligns with this intuition. Basically, this right enables certain citizens to request that links to certain personal data be removed from certain searches on non-local search engines such as Google (Floridi 2015). In this sense, the right regulates access to, rather than the availability of, online personal data, enabling citizens to take their data off of the figurative billboard such that it is only accessible to those who really care to, or antecedently know how to, find it. In this respect, it is a right to make your online data a little more like analog data such as handwritten diaries. ⮭
- We have chosen to talk about “artistic” rather than “aesthetic” values. The term “aesthetic” is contentious, and it is controversial whether either all characteristic responses to art or all artistic values are properly described as aesthetic. For example, Noël Carroll argues characteristic responses to art include searching for oblique themes or latent structures and comparison against artistic traditions; yet because these kinds of responses need not centrally involve perception or affect, Carroll thinks they are not aesthetic (Carroll 1986). Similarly, an artwork might be valuable because it successfully realizes an artist’s intentions, but the value of this realization might not be aesthetic (for discussion, see Hamilton 2019: §4). We cannot wade into these issues here. While we use phrases like “artistic value” and “artistic experience,” nothing in our argument is meant to depend on the use of the term “artistic” in these phrases rather than related terms such as “aesthetic.” ⮭
- Dimensions in Testimony, for example, an initiative of the USC Shoah Foundation, presents holograms of Holocaust and other genocide survivors that respond to original questions from users with an unmanipulated, pre-recorded selection from among hours of 3-D video interviews with those survivors. The interactive exhibit (which premiered at the Illinois Holocaust Museum Education Center in 2015 and has since appeared at many other institutions) emphasizes an immersive experience of a survivor’s presence in conversation. Although selections of the exhibit can be accessed digitally, the avatars are designed to be accessed in person, where they are displayed life-size, within a frame, the 3-D figures seated, surrounded by a black background. The exhibit underscores the phenomenology of human conversation as important for the transmission of historical knowledge. The immersive experience of “talking to” these survivors is a theatrical one—the survivors are not literally present—but the avatars are, and will always be, considered a primary source, designed to proffer the opportunity to “engage in one-on-one conversation with survivors” for “learners far into the future” (Dimensions in Testimony 2025). ⮭
- For a classic discussion of the distinction between knowledge-that and knowledge-how, see (Ryle 1949). ⮭
- Scholars disagree about the details of Aristotle’s view, such as whether Aristotle held that the function of tragedy is catharsis and what exactly he thinks catharsis is. For discussion of these controversies, see (Halliwell 1986: 350–356; Shields 2023: §13). ⮭
- There are even reasons why designers might prefer very restricted dialogue production techniques, such as basic dialogue decision trees, since these techniques can promote feelings of frustration and restriction that can serve important artistic objectives, like communicating a felt sense of a person’s oppressiveness or bad listening skills (see Sajadieh & Wolfe 2023: 193). ⮭
- Participatory theater is notable for its tendency toward site-specific experiences. One is unlikely to encounter a persuasive Mickey Mouse outside of Disney World, nor a compelling Civil War reenactor outside of a living history event near a historical battlefield. “Higher brow” participatory theater often eschews the conventions of traditional amphitheaters to consider the aesthetic and narrative associations of other physical spaces. For example, Sleep No More, the highly popular, immersive theatrical experience based on Shakespeare’s Macbeth, took place on the five floors of the New York City’s McKittrick Hotel, and did not expand to more locations, despite high demand. Similarly, Yannick Chapman O’Brien’s The Undersigned, an “introspective psychological thriller for an audience of one” (Undersigned 2022) takes place at a concealed location emailed to the audience member only after they sign up, emphasizing the clandestine, occult aesthetic of the theatrical experience. Museum avatars can be most effective when encountered in curated, site-specific exhibits, such as the Holocaust survivors of the USC Shoah foundation’s Dimensions in Testimony exhibits, or the interactive avatar of Van Gogh displayed at the Musee d’Orsay in Paris. Emphasis on site-specificity of AI experiences works against the market forces that demand constant, frictionless access. ⮭
- The achievements pursued in a chatbot interaction need not be determined by the user or the designer. Communities can also determine the achievements recipients pursue. Yannick Chapman O’Brien’s The Telelibrary is an example of virtual participatory art that makes use of collectivity both in the content of the performance and in determining the goals that some users pursue within the work. The Telelibrary is a one-on-one interaction over the phone. O’Brien, roleplaying as an automated system, guides users through a system of both creator and user generated audio content, including passages from books read by users, descriptions of personal aspirations, and reports on experiences. Thus, a typical performance of The Telelibrary features content from current and past users. There is a fan community associated with The Telelibrary, and members of this community sometimes coordinate their efforts in order to attain difficult achievements (which may be thought up by the community itself) within The Telelibrary. In this way, the goals and associated achievements some users pursue within the experience are communal, even though the interactions are one-on-one (Beck 2024). Similar dynamics are in principle possible with chatbots of the dead. ⮭
- As a parting thought, we note that, just as some artistic traditions, such as the theatrical tradition of the Yoruba (Adedeji 1972), began with a desire to represent the dead and then expanded to a much broader artistic scope, so we expect chatbot “actors” will one day be used for artistic purposes beyond those that have been explored here. One exciting example of such an artistic purpose might involve the pursuit of self-knowledge through the use of a chatbot that has been trained on the writing of one’s past self (Schechtman 2025). ⮭