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“An Adapt-or-Die Type of Situation”: Perception, Adoption, and Use of Text-to-Image-Generation AI by Game Industry Professionals

Veera Vimpari, Annakaisa Kultima, Perttu Hämäläinen, Christian Guckelsberger

2023Proceedings of the ACM on Human-Computer Interaction62 citationsDOIOpen Access PDF

Abstract

Text-to-image generation (TTIG) models, a recent addition to creative AI, can generate images based on a text description. These models have begun to rival the work of professional creatives, and sparked discussions on the future of creative work, loss of jobs, and copyright issues, amongst other important implications. To support the sustainable adoption of TTIG, we must provide rich, reliable and transparent insights into how professionals perceive, adopt and use TTIG. Crucially though, the public debate is shallow, narrow and lacking transparency, while academic work has focused on studying the use of TTIG in a general artist population, but not on the perceptions and attitudes of professionals in a specific industry. In this paper, we contribute a qualitative, exploratory interview study on TTIG in the Finnish videogame industry. Through a Template Analysis on semi-structured interviews with 14 game professionals, we reveal 12 overarching themes, structured into 39 sub-themes on professionals' perception, adoption and use of TTIG in games industry practice. Experiencing (yet another) change of roles and creative processes, our participants' reflections can inform discussions within the industry, be used by policymakers to inform urgently needed legislation, and support researchers in games, HCI and AI to support the sustainable, professional use of TTIG, and foster games as cultural artefacts.

Topics & Concepts

PerceptionTransparency (behavior)LegislationExploratory researchPublic relationsWork (physics)CreativityPopulationPsychologyQualitative researchKnowledge managementSociologyPolitical scienceEngineeringSocial psychologyComputer scienceSocial scienceNeuroscienceDemographyLawMechanical engineeringVirtual Reality Applications and ImpactsEducational Games and GamificationDigital Games and Media
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