「戀陪」劇本殺所引發的亂象,正在中國社會掀起相當激烈的討論
近來所謂「戀陪」劇本殺所引發的亂象,正在中國社會掀起相當激烈的討論。這類玩法打著「沉浸式情感體驗」的旗號,實際上卻逐漸演變成遊走法律灰色地帶的商業模式,甚至被不少評論直指為專門收割年輕族群的高負債陷阱。原本以推理、角色扮演為核心的劇本殺,在部分商家刻意操作下,重心已明顯從故事與遊戲性偏移,轉而販售被包裝成「戀愛感」的情緒服務。
在現實運作中,這類「戀陪」劇本殺往往伴隨著極高的消費門檻。一般玩家單場花費就可能落在五百到兩千元人民幣之間,而一旦玩家被引導對特定主持人(DM)產生依附感,便很容易陷入反覆刷本、加購隱性服務的循環。有案例顯示,有人為了維持所謂的「親密互動」或專屬感,不斷重複參加同類型劇本,短時間內就累積了數萬人民幣的負債,事後才驚覺自己購買的並非遊戲,而是一種短暫且無法延續的虛擬情感。
更令人憂心的是,一些商家在宣傳與實際體驗中,刻意採取低俗「擦邊」手法作為吸金賣點。宣傳文案強調「男色」、「戀愛感爆表」,甚至暗示玩家能獲得超越一般服務界線的互動內容。在實際過程中,可能出現過度親密的肢體接觸設定,例如擁抱、貼近身體,甚至將「強制愛」、「掐脖」等帶有暴力或性暗示的橋段包裝成劇情需要,藉此刺激情緒與感官。這種做法不僅模糊了遊戲與現實的界線,也讓部分玩家在心理上產生混亂與依賴。
除了表面的金錢剝削,更深層的問題在於情感操控。一些「戀陪」劇本刻意設計極度虐心的情節,透過密集的情緒爆點與角色依賴設定,讓玩家在短時間內產生類似戀愛的錯覺。當遊戲結束後,這種情緒落差反而加深玩家的不安全感,進而出現私下聯絡、騷擾 DM,或為了再次獲得相同情感體驗而不斷消費的情況。對部分心理防線較弱的年輕人而言,這種模式具有相當明顯的成癮與操縱風險。
針對這類現象,相關產業風險與監管問題也逐漸浮上檯面。包括中國經濟網、光明網在內的主流媒體評論指出,低俗擦邊與帶有性暗示的互動內容,已明顯觸及現行法律與公序良俗的底線;若商家刻意設計消費陷阱、誘導重複高額消費,甚至可能構成消費欺詐。司法部過去也曾公開指出,劇本殺等新興娛樂業態在快速擴張下,存在明顯的治理漏洞,無論在內容審核、經營規範或消費者保護上,都亟需更明確的制度與執法介入。
在專家與輿論的呼籲中,一個關鍵共識逐漸成形:玩家在參與這類體驗時,必須保持清醒認知,理解其本質仍是付費取得的情緒服務,而非真實、可持續的人際關係。同時,監管部門也被期待能及時介入,針對內容尺度、行銷話術與收費機制建立更清楚的紅線,避免整個行業為了短期利益不斷下探底線,最終讓「情感體驗」淪為包裝精緻、實質傷人的商業陷阱。
In recent months, the controversies surrounding so-called “romance companion” script-killing games have sparked widespread public debate in China. These experiences, marketed under the banner of “immersive emotional interaction,” have in reality evolved into a business model operating along legal gray areas, and are increasingly criticized as high-debt traps targeting young people. What was originally a form of entertainment centered on storytelling, reasoning, and role-playing has, in some venues, shifted toward the sale of carefully packaged “romantic feelings” and emotional dependency.
In actual practice, this type of romance-focused script game often comes with an exceptionally high cost. A single session can range from 500 to 2,000 yuan, and once players are guided to form emotional attachments to specific hosts or dungeon masters (DMs), they may be drawn into repeated bookings and hidden add-on purchases. There have been reported cases in which players, in pursuit of so-called exclusive intimacy or emotional continuity, repeatedly replay similar scripts and accumulate tens of thousands of yuan in debt within a short period of time—only later realizing that what they had been buying was not a game, but a fleeting and unsustainable illusion of affection.
Even more troubling is the way some businesses deliberately rely on sexually suggestive “borderline” content as a marketing hook. Promotional materials frequently emphasize physical attractiveness and “romantic chemistry,” sometimes implying interactions that go beyond standard service boundaries. During actual gameplay, this may include overly intimate physical contact, such as hugging or close bodily proximity, or the insertion of plot elements framed as “forced love,” choking, or other scenarios with violent or sexual undertones, all justified as part of the storyline. Such practices blur the boundary between fiction and reality, leaving some players psychologically confused and emotionally vulnerable.
Beyond financial exploitation, the deeper issue lies in emotional manipulation. Certain romance-companion scripts are deliberately designed with intense emotional highs and lows, using concentrated “emotional shock points” and dependency-driven character relationships to create a false sense of romantic attachment in a very short time. Once the game ends, the emotional vacuum can become even more pronounced, leading some players to privately contact or harass DMs, or to continue spending excessively in hopes of recreating the same emotional experience. For young people with weaker psychological boundaries, this model carries clear risks of addiction and emotional control.
These phenomena have also drawn attention to broader industry risks and regulatory challenges. Commentaries from major outlets such as China Economic Net and Guangming Daily have pointed out that sexually suggestive and vulgar content already violates existing laws and social norms. If businesses deliberately design consumption traps or induce repeated high-value spending, their behavior may even constitute consumer fraud. The Ministry of Justice has previously noted that emerging entertainment formats like script-killing games suffer from governance gaps as they expand rapidly, highlighting the urgent need for clearer rules and stronger oversight in areas such as content regulation, business operations, and consumer protection.
Amid expert commentary and public concern, a key consensus is gradually emerging. Players must remain clear-headed and recognize that these experiences are, at their core, paid emotional services rather than genuine, sustainable relationships. At the same time, regulators are being urged to intervene promptly by establishing clear red lines for content, marketing language, and pricing mechanisms. Without such measures, the industry risks chasing short-term profits at the expense of ethical standards, ultimately turning so-called “emotional experiences” into beautifully packaged but deeply harmful commercial traps.
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