Cited by 30Digital Games and MediaEthics and Social Impacts of AISoftware Engineering Techniques and Practices

Is Resistance Futile?: Early Career Game Developers, Generative AI, and Ethical Skepticism

Open access
Boucher, Josiah D, Smith, Gillian, Telliel, Yunus Doğan·2024·Proceedings of the CHI Conference on Human Factors in Computing Systems

Abstract

This paper presents a study that examines developer perceptions and usage of generative AI (GAI) in a summer professional development program for game development interns focused on mobile game design. GAI applications are in common usage worldwide, yet the impacts of this technology in game development remain relatively underexplored. Through a qualitative study using ethnographic interviews and participatory observation, this paper explores how GAI impacted the workflows, creative processes, and professional identities of early career game developers. We present a case of GAI integration that was not a straightforward adoption. Focusing on the interns’ resistance, negotiation, and reimagining, we show that the interns were actively developing a new professional culture both with and against generative AI. For the interns, their ethical commitments to fellow game developers and the future of their profession were as important as their practical concerns about usability, utility, and efficacy of GAI tools.

AI snapshot

Written from the paper’s full text.

TL;DR

This qualitative study followed 26 early-career game development interns in Mass Digi’s 2023 Summer Innovation Program as they were encouraged to use generative AI while making mobile games. It found that adoption was not straightforward: many interns resisted or limited GAI use, with artists especially concerned about ethics, ownership, and workflow fit, while programmers more often accepted coding assistants.

Key findings

  • Most interns were skeptical of GAI’s claimed benefits, and many refused to use it for development despite encouragement; the authors organize this resistance into four themes: workflow friction, ethics/agency/ownership, usability/utility/efficacy, and imagined GAI futures.
  • Programmers often found tools such as GitHub Copilot useful and integrated them into coding, sometimes replacing web searches; artists largely avoided GAI for final assets, citing copyright and training-data concerns, poor game-ready output, and difficulty fitting generated images into their process.
  • Artists responded more positively to hypothetical or emerging tools trained on voluntarily provided or owned data, such as Adobe Firefly, and to tools that assist rather than replace their work; some programmers saw GAI as an eventual workplace inevitability.
  • The study reports 26 interns across 4 teams, with 20 interviews conducted (4 group team interviews, 3 with the director, and 13 with volunteers representing 10 unique interns), averaging 9 minutes and about 1,500 words per transcript; analysis produced 73 quotes averaging 103 words.

Methods

  • The authors conducted an embedded qualitative study during the 11-week SIP from May to August 2023, combining daily participant observation in the studio with semi-structured interviews; all 26 interns and the managing director participated in interviews, and the program assigned interns to 4 teams making mobile games in Unity.
  • Data included field notes, interviews, and access to the program’s Ryver communication server; interviews were recorded, transcribed, and analyzed through two phases of manual thematic analysis in Microsoft Excel, first inductively coding recurring themes and later using “resistance to GAI” as a deductive lens.
  • The demographic survey was completed by 19 of 26 interns; respondents ranged in age from 18 to 31 (median 21, mean 20), represented 6 academic disciplines, and included 8 male, 4 female, 6 nonbinary, and 1 genderfluid respondents.

Limitations

  • The paper states that the study is limited to one program and offers only a snapshot of a larger international cohort; because interns were not required to use GAI, the authors could not examine reactions beyond reasons for continued resistance.
  • The paper also notes that the program’s scoping toward existing mobile genres means no insight into GAI as a game mechanic or for player experience, that GAI use was limited to tools found in the program (no video generation, only one audio-focused intern), and that the program cannot represent commercial industry pressures or longer timelines.
  • Evident from the text: interviews were short (about 9 minutes on average), many were voluntary and self-selected, the demographic survey had only 19 of 26 respondents, and the embedded researcher and authors were affiliated with Worcester Polytechnic Institute while SIP also operates at WPI, though the paper states the research remained independent.

Model-written summary. Check it against the paper before relying on it.

Integrity signals

Registry

Crossref · 10.1145/3613904.3641889

Cites

41 of 41 references verified0 citation errors · 0 not checkable

Statistics

Nothing to recompute.

Claims the paper makes

6 of 47 cited sources checked · 4 supported · 0 flagged · accuracy not yet measured

  • Premisecitation

    The rhetorical strategy of using 'tools' language is common not only for the interns and the authors but for researchers as well.

    “This is a common rhetorical strategy not only for the interns-and the authors of this paper-but for researchers as well [53,55].”
    Quote in the paperNot a substantial claim1 of 2 sources checked
    • cites [53] 53. Kevin Tang, Terra Mae Gasque, Rachel Donley, and Anne Sullivan. 2023. "It Has to Ignite Their Creativity": Opportunities for Generative Tools for Game Masters. In Proceedings of the 18th International Conference on the Foundations of Digital Games. Association for Computing Machinery, New York, NY, USA, 1-6. source
    • cites [55] 55. Veera Vimpari, Annakaisa Kultima, Perttu Hämäläinen, and Christian Guckels- berger. 2023. " An Adapt-or-Die Type of Situation": Perception, Adoption, and Use of Text-To-Image-Generation AI by Game Industry Professionals. arXiv preprint arXiv:2302.12601 (2023). source

      In §5.1 (p. 18), the researchers report that almost everyone they interviewed considered text-to-image AI another tool in their creative process, and they themselves use “tools” language. The paper does not establish that this is a common rhetorical strategy among researchers generally; that broader part of the claim is unsupported. (LLM, conf=0.78)

      Experimental — accuracy not yet measured
  • Findingown data

    The experiences and concerns expressed in group interviews (differences between programmers and artists, etc.) continued to be repeated in individual interviews in following weeks.

    “A major milestone occurred in week 4 of the program; shortly after the group interviews in week 3, the research team observed that the experiences and concerns expressed in these group interviews (differences between programmers and artists, etc.) continued to be repeated in individual interviews in following weeks.”
    Quote in the paperSubstantial claim
  • Findingown data

    For the interns, their ethical commitments to fellow game developers and the future of their profession were as important as their practical concerns about usability, utility, and efficacy of GAI tools.

    “For the interns, their ethical commitments to fellow game developers and the future of their profession were as important as their practical concerns about usability, utility, and efficacy of GAI tools.”
    Quote in the paperSubstantial claim
  • Findingnone given

    The case of GAI integration was not a straightforward adoption.

    “We present a case of GAI integration that was not a straightforward adoption.”
    Quote in the paperSubstantial claim
  • Findingnone given

    There was a disconnect between the observed perceptions of the interns and those of the program's directors regarding the potential benefit of using GAI technology.

    “Prompted by a disconnect between the observed perceptions of the interns and those of the program's directors-particularly regarding the potential benefit of using GAI technology-these questions shifted the focus from what the interns were doing to why they were doing it.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim. 46
  • May combine two claims. 38
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Researchers and developers have seen much success in bringing AI to bear on major problems in the industry, such as cheat detection in competitive games, as well as to improve common development processes such as playtesting, bug reporting, and other labor intensive aspects of game production.

    “Researchers and developers have seen much success in bringing AI to bear on major problems in the industry, such as cheat detection in competitive games [26], as well as to improve common development processes such as playtesting, bug reporting, and other labor intensive aspects of game production [17,42].”
    Quote in the paperNot a substantial claim1 of 3 sources checked
    • cites [26] 26. Aditya Jonnalagadda, Iuri Frosio, Seth Schneider, Morgan McGuire, and Joohwan Kim. 2021. Robust vision-based cheat detection in competitive gaming. Pro- ceedings of the ACM on Computer Graphics and Interactive Techniques 4, 1 (2021), 1-18. source
    • cites [17] 17. Stefan Freyr Gudmundsson, Philipp Eisen, Erik Poromaa, Alex Nodet, Sami Pur- monen, Bartlomiej Kozakowski, Richard Meurling, and Lele Cao. 2018. Human- like playtesting with deep learning. In 2018 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 1-8. source
    • cites [42] 42. Johannes Pfau, Jan David Smeddinck, and Rainer Malaka. 2017. Automated game testing with icarus: Intelligent completion of adventure riddles via unsupervised solving. In Extended abstracts publication of the annual symposium on computer- human interaction in play. Association for Computing Machinery, New York, NY, USA, 153-164. source
  • Probably not a substantial claim: may not pass S2 (checkable).

    Premisecitation

    Games sit at the intersection of computational technologies, design, media, and arts, making them a rich domain for studying both the creation and impact of generative AI.

    “As games sit at the intersection of computational technologies, design, media, and arts they are a rich domain for studying both the creation and impact of generative AI [31,55].”
    Quote in the paperNot a substantial claim1 of 2 sources checked
    • cites [31] 31. Antonios Liapis, Georgios N Yannakakis, and Julian Togelius. 2014. Computa- tional game creativity. 5th International Conference on Computational Creativity (ICCC) 2014.

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites [55] 55. Veera Vimpari, Annakaisa Kultima, Perttu Hämäläinen, and Christian Guckels- berger. 2023. " An Adapt-or-Die Type of Situation": Perception, Adoption, and Use of Text-To-Image-Generation AI by Game Industry Professionals. arXiv preprint arXiv:2302.12601 (2023). source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Recent studies investigate the impact of technology on design and creative workflows, and the potential for its usage as a design support tool.

    “This has resulted in a number of recent studies that investigate the impact of technology on design and creative workflows, and the potential for its usage as a design support tool (e.g.[2,11,20,24,58]).”
    Quote in the paperNot a substantial claim3 of 5 sources checked
    • cites [2] 2. Aakash Ahmad, Muhammad Waseem, Peng Liang, Mahdi Fahmideh, Mst Shamima Aktar, and Tommi Mikkonen. 2023. Towards human-bot collaborative software architecting with chatgpt. In Proceedings of the 27th International Conference on Evaluation and Assessment in Software Engineering. Association for Computing Machinery, New York, NY, USA, 279-285. source
    • cites [11] 11. Sebastian Deterding, Jonathan Hook, Rebecca Fiebrink, Marco Gillies, Jeremy Gow, Memo Akten, Gillian Smith, Antonios Liapis, and Kate Compton. 2017. Mixed-initiative creative interfaces. In Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, 628-635. source

      The Introduction and Background (page not available) discusses how mixed-initiative interfaces can support creative work, including accelerating iterative exploration. But this paper is a workshop proposal that describes potential benefits and research directions; our copy does not show it investigating technology’s actual impact on design or creative workflows. (LLM, conf=0.82)

      Experimental — accuracy not yet measured
    • cites [20] 20. Maria Hartikainen, Kaisa Väänänen, Anu Lehtiö, Saara Ala-Luopa, and Thomas Olsson. 2022. Human-Centered AI Design in Reality: A Study of Developer Companies' Practices: A study of Developer Companies' Practices. In Nordic human-computer interaction conference. Association for Computing Machinery, New York, NY, USA, 1-11. source
    • cites [24] 24. Nanna Inie, Jeanette Falk, and Steve Tanimoto. 2023. Designing Participatory AI: Creative Professionals' Worries and Expectations about Generative AI. In Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, 1-8. source
    • cites [58] 58. Georgios N Yannakakis, Antonios Liapis, and Constantine Alexopoulos. 2014. Mixed-initiative co-creativity. In 9th International Conference on the Foundations of Digital Games. Foundations of Digital Games, Fort Lauderdale, 1-8.

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingcitation

    The 2023 SIP intern cohort is more diverse than the games industry overall.

    “Self-reported demographic information from a survey sent out by the program's Managing Director-which was completed by 19 (out of 26) internsreveals that this group is more diverse than the games industry overall [28].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [28] 28. Shruti Kumar, Eva Kwan, Johanna Weststar, and Trevor Coppins. 2021. Diversity in the Game Industry Report. Developer Satisfaction Survey 2021 (2021).

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    Towards the second half of the program, new perspectives around GAI tools began to emerge.

    “Towards the second half of the program, as the practices of the interns became more ingrained, new perspectives around GAI tools began to emerge, allowing us to expand on our initial findings regarding tool usage.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Early career game developers are trying not only to navigate new technical capabilities, but also to develop ethical attitudes, investigate new workflows, and develop fluency in AI technologies.

    “Our findings show that early career game developers are trying not only to navigate new technical capabilities, but also to develop ethical attitudes, investigate new workflows, and develop fluency in AI technologies.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingcitation

    The artist interns in our study report harms to individual reputation, intellectual property, and financial risk.

    “Jiang et al. find that artists identify harms to individual reputation, intellectual property, and financial risk that the artist interns in our study also report [25], and makes recommendations for policy change and counter-AI technologies to counteract these harms.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Our study of the SIP community revealed predominantly a sense of resistance against the use of GAI and skepticism over both its utility and appropriateness.

    “Our study of this community revealed predominantly a sense of resistance against the use of GAI and skepticism over both its utility and appropriateness.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingnone given

    Programming interns initially had ethical concerns about GAI but changed their perspectives over time.

    “The use of this technology brought some ethical concerns at first, but programming interns changed their perspectives over time.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingreasoning

    The SIP interns actively responded to the possibilities and limits of GAI tools, unlike the popular hype in which GAI is imposed with anticipation of increased efficiency.

    “Although many in the game development industry have found themselves in a popular hype in which GAI is being 'imposed' on them with an anticipation of increased efficiency, the SIP interns actively responded to the possibilities and limits of GAI tools.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    Programmers seemed to accept GAI as an eventual inevitability.

    “And the programmers seemed to accept GAI as an eventual inevitability:”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    The early career game developers in the study see their future connected to others in the industry, unlike the methodological individualism of economic impact predictions.

    “Unlike the 'methodological individualism' of future predictions of economic impact, the early career game developers we worked with see their future connected to others in the industry.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingreasoning

    With this shift, GAI stopped registering as a potential ethical problem for programming interns' work, even though some continued to acknowledge ethical questions in non-programming applications.

    “With this shift, GAI stopped registering as a potential ethical problem for their work even though some of them continued to acknowledge ethical questions in non-programming applications of GAI.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Programmers found GAI tools to meaningfully assist in their workflows, increasing efficiency and quality of their work.

    “Programmers, in contrast, found GAI tools to meaningfully assist in their workflows, increasing efficiency and quality of their work.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Programming interns viewed bits of code as a solution to a problem rather than something that belongs to them, and therefore had fewer issues using technology trained on data that may have been scraped from the internet.

    “Programming interns expressed that they viewed bits of code as a solution to a problem rather than something that belongs to them, and therefore had fewer issues using technology trained on data that may have been scraped from the internet.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Artists perceived more vulnerability to lose jobs or to have a less satisfying and meaningful experience in performing their work, and expressed that the tools at their disposal were not designed for them.

    “Contrarily, artists perceived more vulnerability to lose jobs or to have a less satisfying and meaningful experience in performing their work; they also expressed that the tools at their disposal were simply not designed for them.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    SIP gave interns freedom to use GAI, with no requirement to do so.

    “One key difference between SIP and a more traditional professional workplace is the amount of freedom given to the interns.While they were all encouraged to use GAI, there was no requirement to do so.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    The interns showed initial resistance and continuing reluctance to use GAI.

    “Given the massive amount of media attention given to GAI, we were surprised to find the interns' initial resistance and continuing reluctance to use it.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    With the exception of some programmers, students largely rejected GAI as misaligned with their process, resulting in concerns about utility and efficacy.

    “With the exception of some of the programmers, who were capable of identifying similarities between using GAI and other forms of searching for solutions, students largely rejected GAI as being in misalignment with their process, resulting in concerns about both utility and efficacy.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingcitation

    The SIP director hoped to prepare interns for the uncertain future, in alignment with common motivations for incorporating AI into game design.

    “The SIP director hoped to prepare the interns for the uncertain future, in alignment with common motivations for incorporating AI into the game design process [9], but many interns interpreted the push for using GAI as motivated by managerial concerns for efficiency.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [9] 9. Michael Cook. 2022. Optimists at Heart: Why Do We Research Game AI?. In 2022 IEEE Conference on Games (CoG) (Beijing, China). IEEE, IEEE, 560-567. source
  • Classified as probably not a substantial claim.

    Findingown data

    Artists expressed viewpoints on data training and compensation practices.

    “Artists also expressed viewpoints on data training and compensation practices:”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S1 (asserted), S3 (load-bearing).

    Findingown data

    The SIP director expected the game industry to use GAI tools as long as they can do so without getting sued.

    “This was in contrast to the expectations of the director:”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    Some interns believed that those without the knowledge and experience necessary to leverage GAI may be left behind in professional contexts.

    “Some also believed that those without the knowledge and experience necessary to leverage this technology game may be left behind in professional contexts.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Artists grappled with more nuanced challenges; GAI tools available at the time for artists focused on generating the final artistic product, which interns struggled to integrate into their process without dramatically changing how they work.

    “The artists, on the other hand, grappled with more nuanced challenges; the GAI tools available at the time for artists were focused on generating the final artistic product, which the interns struggled to integrate into their process without dramatically changing how they work.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Programmers initially hesitated to integrate GAI tools into their workflow, but their viewpoint shifted when they found practical, easy-to-implement methods to leverage specific tools in support of their typical workflow.

    “While programmers hesitated to integrate GAI tools into their workflow initially, their viewpoint of the technology shifted when they found practical, easy-to-implement methods to leverage specific tools in support of their typical workflow.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    The interns did not use video generation tools, and there was only one intern responsible for audio content.

    “For example, the interns did not use video generation tools, and there was only one intern who was responsible for audio content.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    The interns often integrated their comments about ethical concerns with GAI with their practical concerns; this was especially notable for programmers, one of whom treated ethical concerns as easily overcome once they found utility.

    “We note that the interns often integrated their comments about ethical concerns with GAI with their practical concerns; this is especially notable for programmers, one of whom treated the ethical concerns as ones that were easily overcome once they found utility in the tools.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Study design and conductreasoning

    The collection of this data was expected to pose minimal to no risk to the research participants.

    “The focus of all recorded data was on professional activities from a public-facing organization, and therefore the collection of this data was expected to pose minimal to no risk to the research participants.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Study design and conductreasoning

    Participant observation provided critical context in analyzing the interview quotes and played a vital role in forming our conclusions.

    “While the data collection from participant observation did not generate quotable material for publication, these aspects of our research provided critical context in analyzing the interview quotes and played a vital role in forming our conclusions.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Premisecitation

    Developers have found limitations in the variety of content generators are able to produce; players are often capable of identifying patterns between generated content.

    “Furthermore, developers have found limitations in the variety of content generators are able to produce; players are often capable of identifying patterns between generated content [47].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [47] 47. Emily Short. 2016. Bowls of Oatmeal and Text Generation. https://emshort.blog/ 2016/09/21/bowls-of-oatmeal-and-text-generation/.

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S2 (checkable).

    Study design and conductreasoning

    Interviews with SIP participants and observation of the program were the most effective research method due to the highly contextual nature of the games industry.

    “Interviews with SIP participants and observation of the program were the most effective research method due to the highly contextual nature of the games industry.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Study design and conductnone given

    Each week of the 11-week program, the research team performed an iterative coding process-gathered field notes and interview data were reviewed, discussed, and coded, allowing each week's progress to inform further interpretation of the data.

    “Each week of the 11-week program, the research team performed an iterative coding process-gathered field notes and interview data were reviewed, discussed, and coded, allowing each week's progress to inform further interpretation of the data.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Study design and conductreasoning

    The research conducted by the authors remains independent, and our research activities did not interfere with SIP activities.

    “The research conducted by the authors remains independent, and our research activities did not interfere with SIP activities even though our conversations with the directors revealed an alignment between our research and the motivations of SIP.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Study design and conductreasoning

    The experiences of our embedded research better allowed us to capture the richness of perspectives conveyed in interviews, as well as elements that could not be captured in the interviews.

    “The experiences of our embedded research better allowed us to capture the richness of perspectives conveyed in interviews, as well as elements that could not be captured in the interviews.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Generative AI offers potential to expand the type of content that can be generated, such as more complex generative audio and music used to increase variety and interactivity of game music compared to non-generative methods, as well as the range of users that can make use of generators; producing content using GAI can take less programming expertise than PCG, instead relying on prompt design技能.

    “Generative AI offers potential to expand the type of content that can be generated, such as more complex generative audio and music used to increase variety and interactivity of game music compared to non-generative methods [44], as well as the range of users that can make use of generators; producing content using GAI can take less programming expertise than PCG, instead relying on prompt design”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [44] 44. Cale Plut and Philippe Pasquier. 2020. Generative music in video games: State of the art, challenges, and prospects. Entertainment Computing 33 (2020), 100337. source
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Premisereasoning

    Given the prevalence of PCG in games, it would be expected that many game developers would be familiar with some of the common ramifications of partially or fully-automating design processes.

    “Furthermore, given the prevalence of PCG in games, it would be expected that many game developers would be familiar with some of the common ramifications of partially or fully-automating design processes.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation

    Generative Artificial Intelligence (GAI) stands to significantly impact labor and design practices across a wide variety of industries.

    “Generative Artificial Intelligence (GAI) stands to significantly impact labor and design practices across a wide variety of industries [4,22,36].”
    Quote in the paperSubstantial claim0 of 3 sources checked
    • cites [4] 4. Janna Anderson and Lee Rainie. 2023. As AI Spreads, Experts Predict the Best and Worst Changes in Digital Life by 2035.

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites [22] 22. John Howard. 2019. Artificial intelligence: Implications for the future of work. American journal of industrial medicine 62, 11 (2019), 917-926. source
    • cites [36] 36. Michael Muller, Lydia B Chilton, Anna Kantosalo, Charles Patrick Martin, and Greg Walsh. 2022. GenAICHI: generative AI and HCI. In CHI conference on human factors in computing systems extended abstracts. Association for Computing Machinery, New York, NY, USA, 1-7. source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    PCG is also used for co-creativity tools to assist with tasks such as level creation, and support tools have emerged to make these systems easier to understand.

    “PCG is also used for co-creativity tools to assist with tasks such as level creation [30], and support tools have emerged to make these systems easier to understand [10].”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites [30] 30. Antonios Liapis, Georgios N Yannakakis, and Julian Togelius. 2013. Sentient sketchbook: computer-assisted game level authoring. 8th International Conference on the Foundations of Digital Games (2013).

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites [10] 10. Michael Cook, Jeremy Gow, Gillian Smith, and Simon Colton. 2021. Danesh: Inter- active tools for understanding procedural content generators. IEEE Transactions on Games 14, 3 (2021), 329-338. source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Creating a useful generator can often take just as much, or more, work than a hand-crafted alternative.

    “Creating a useful generator can often take just as much, or more, work than a hand-crafted alternative [48].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [48] 48. Tanya Short and Tarn Adams. 2017. Procedural generation in game design. CRC Press. source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Study design and conductnone given

    This study design was reviewed and approved by Worcester Polytechnic Institute's Institutional Review Board, and all interns and directors completed the informed consent process at the beginning of the program.

    “This study design was reviewed and approved by Worcester Polytechnic Institute's Institutional Review Board, and all interns and directors completed the informed consent process at the beginning of the program.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Study design and conductreasoning

    The interviewer was able to jump into the conversation with focused discussions, leading to dense data.

    “For that reason, the interviewer was able to jump into the conversation with focused discussions, leading to dense data.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    GAI is being adopted into many mature industries at a large scale.

    “Taken together, we provide a snapshot of the formation of the emerging professional culture at a time when GAI is being adopted into many mature industries at a large scale: [6,40].”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites [6] 6. Matthias Bastian. 2023. Gaming executives embrace AI tools with open arms. https://the-decoder.com/gaming-executives-embrace-ai-tools-with-open-arms/.

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites [40] 40. Sabrina Ortiz. 2023. More developers are coding with AI than you think, Stack Overflow survey finds. https://www.zdnet.com/article/more-developers-are- coding-with-ai-than-you-think-stack-overflow-survey-finds/.

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Premisenone given

    Development practices vary widely from workplace to workplace, and the workflows of individual developers are difficult to be meaningfully quantified for a comparison.

    “Development practices vary widely from workplace to workplace, and the workflows of individual developers are difficult to be meaningfully quantified for a comparison.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Study design and conductnone given

    Recordings were transcribed using the Descript app and edited to verify accuracy of the transcription.

    “Recordings were then transcribed using the Descript app and edited to verify accuracy of the transcription.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Study design and conductnone given

    The particular identity of the intern participants had no significant impact on the research findings.

    “However, given the particular identity of the intern participants had no significant impact on the research findings, we decided to keep the identity of quoted interns anonymous.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    PCG has often been used in games to automatically generate large amounts of content and increase variety of content.

    “PCG has often been used in games to automatically generate large amounts of content and increase variety of content [21,46].”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites [21] 21. Mark Hendrikx, Sebastiaan Meijer, Joeri Van Der Velden, and Alexandru Iosup. 2013. Procedural content generation for games: A survey. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM) 9, 1 (2013), 1-22. source
    • cites [46] 46. Noor Shaker, Julian Togelius, and Mark J Nelson. 2016. Procedural content generation in games. (2016). source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    There is significant concern regarding AI systems' social and environmental impact, as well as the underlying politics of AI design, implementation, and advocacy.

    “There is significant concern regarding AI systems' social and environmental impact, as well as the underlying politics of AI design, implementation, and advocacy [8].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [8] 8. Emily M Bender, Timnit Gebru, Angelina McMillan-Major, and Shmargaret Shmitchell. 2021. On the dangers of stochastic parrots: Can language models be too big?. In Proceedings of the 2021 ACM conference on fairness, accountability, and transparency. Association for Computing Machinery, New York, NY, USA, 610-623. source
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Premisenone given

    The studio we study is an especially rich domain for studying the impact of GAI tools because its history provides a reasonable baseline for comparison.

    “While our research data comes from studying a game production studio, the studio we study is an especially rich domain for studying the impact of GAI tools because its history provides a reasonable baseline for comparison.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisereasoning

    SIP offers a fruitful ground to explore the reception of GAI in the upcoming generations of the games industry because of its exclusive focus on professional development.

    “Because of its exclusive focus on professional development, SIP offers a fruitful ground to explore the reception of GAI in the upcoming generations of the games industry.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Many motivations for GAI in the industry-including reduction of labor costs, enabling new business models, increasing access to game creation, creating new game genres-are ones identified by Cook as common motivations for studying AI in games.

    “Many of the motivations for GAI in the industry-including reduction of labor costs, enabling new business models, increasing access to game creation, creating new game genres-are ones identified by Cook as common motivations for studying AI in games [9].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [9] 9. Michael Cook. 2022. Optimists at Heart: Why Do We Research Game AI?. In 2022 IEEE Conference on Games (CoG) (Beijing, China). IEEE, IEEE, 560-567. source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Roblox is integrating generative AI tools to all aspects of their design tools.

    “For example, the popular game Roblox is integrating generative AI tools to all aspects of their design tools [52]”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [52] 52. Daniel Sturman. 2023. Revolutionizing Creation on Roblox with Generative AI. https://blog.roblox.com/2023/09/revolutionizing-creation-roblox/.

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    There is a long history of the use of AI tools in game development, both for supporting the development process and integrating into play experiences.

    “There is a long history of the use of AI tools in game development, both for supporting the development process and integrating into play experiences [48].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [48] 48. Tanya Short and Tarn Adams. 2017. Procedural generation in game design. CRC Press. source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Within software development, GAI shows promise in a variety of contexts through automating test case development, debugging, problem-solving, and maintaining legacy code.

    “Within the field of software development, a core part of the game industry, GAI shows promise in a variety of contexts through automating test case development, debugging, problem-solving, and maintaining legacy code [12].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [12] 12. Christof Ebert and Panos Louridas. 2023. Generative AI for Software Practitioners. IEEE Software 40, 4 (2023), 30-38. source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Computational processes shape the way we think and behave.

    “Computational processes shape the way that we think and behave [54];”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [54] 54. Sherry Turkle. 2004. How Computers Change the Way We Think. The Chronicle Review 50, 21 (2004), B26.

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Interpretationcitation

    From the study's perspective, predictions by consulting companies, business magazines, and futurists look techno-determinist, focusing on the individual user of GAI and overlooking the cultural identities and values that shape a professional community.

    “From the perspective of our study, these predictions look rather techno-determinist, as they tend to focus on the individual user of GAI, overlooking the cultural identities and values that shape a professional community.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [33] 33. Mckinsey and Company. 2023. What's the future of generative AI? An early view in 15 charts. https://www.mckinsey.com/featured-insights/mckinsey-explainers/ whats-the-future-of-generative-ai-an-early-view-in-15-charts.

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Interpretationown data

    Most SIP programmers showed a greater affinity to benefit from GAI because the currently available tools integrated easily into their workflow, resulting in minimal friction.

    “We posit that this is a reason why most of the SIP programmers showed a greater affinity to benefit from GAI; many of the programmers expressed that the currently available tools integrated easily into their workflow, resulting in minimal friction.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    Treating generators as materials or as media provides an avenue for empowering artists in creative expression and a richer framework for conceptualizing GAI's role and the design of technologies creators wish to use.

    “Treating generators as materials or as media provides both an avenue for empowering artists in creative expression and provides a richer framework for conceptualizing the role GAI can play and the design of technologies that creators wish to use.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning

    Ethics becomes a design concern, and design becomes an ethical question.

    “Here, what we see is a blurring of the boundary between ethical inquiry and design inquiry.Ethics becomes a design concern, and design becomes an ethical question.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Study design and conductreasoning

    This dynamic approach to fieldwork enriched our interview data, allowing us to better capture the depth of the interns' experiences.

    “This dynamic approach to fieldwork enriched our interview data, allowing us to better capture the depth of the interns' experiences.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Interpretationreasoning

    GAI will have an impact on game developers' shared visions, but game developers actively filter such potential impacts through their interactions with each other in professional spaces from educational programs to Discord channels.

    “GAI will have an impact on these visions, but game developers actively filter such potential impacts through their interactions with each other in professional spaces from educational programs to Discord channels.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Game developers' shared vision determines what constitutes valuable experiences in games.
    • Rests on an assumption: GAI will have an impact on game developers' shared visions.
  • May combine two claims.

    Interpretationown data

    GAI has differing amounts of friction for existing workflows in the field, introduces ethical concerns related to agency and ownership, and remains difficult for this audience to use meaningfully.

    “GAI has differing amounts of friction for existing workflows in the field, introduces ethical concerns related to agency and ownership, and remains difficult for this audience to use meaningfully.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Interpretationown data

    The interns' comments suggest that what is needed is a future of GAI that honors current practices and values held by creators, including respect for existing norms of attribution, ownership, and creator agency.

    “The interns' comments-particularly comments by the artists who expressed positive attitudes toward theoretical GAI tools that aligned with their workflows and values-suggest that what is needed is, instead, a future of GAI that honors the current practices and values held by creators, including a respect for existing norms of attribution, ownership, and creator agency.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    The community of potential users, how we educate this community to think about and understand GAI, and how we design the tools are deeply interrelated.

    “Designing them cannot happen in isolation, however; the community of potential users, how we educate this community to think about and understand GAI, and how we design the tools are deeply interrelated.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning

    The interns' resistance to GAI reflects their skepticism about new ways of thinking and their fear of GAI's dominance in the field.

    “we interpret the interns' resistance to GAI as a reflection of their skepticism about these new ways of thinking, as well as their fear of GAI's dominance in the field.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Study design and conductown data

    The scope of the study was limited to this particular program, providing only a snapshot of a much larger, international cohort of university students preparing to enter the games industry.

    “The scope of the study was limited to this particular program; though it draws students from a number of disciplinary contexts and from different institutions, this is only a snapshot of a much larger, international cohort of university students preparing to enter the games industry.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Study design and conductreasoning

    An investigation of this program cannot provide a complete and clear assessment of the state of GAI tools in the games industry, where development projects face commercial pressures, extended project timelines, and a professional environment not designed to facilitate personal or collective growth.

    “Furthermore, an investigation of this program cannot provide a complete and clear assessment of the state of GAI tools in the games industry, where development projects face commercial pressures, extended project timelines, and a professional environment that is not specifically designed to facilitate personal or collective growth.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Study design and conductnone given

    The investigation and use of the term 'GAI' is limited to the GAI uses found in the program.

    “Additionally, our investigation and use of the term 'GAI' is limited to the GAI uses found in the program.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Study design and conductown data

    The interns were not required to use GAI, so it was not possible to gain insight into reactions to GAI beyond the reasons for their continued resistance.

    “The interns were not required to use GAI, so it was not possible to gain insight into reactions to GAI beyond the reasons for their continued resistance to the technology.”
    Quote in the paperNot a substantial claim
68 of 68
  • The paper relies on this without support.

    Many intersecting aspects of game development are likely to be transformed with recent GAI advances, with the potential to radically alter the future of work in games and adjacent creative industries.

    “Since so many intersecting aspects of game development are likely to be transformed with recent GAI advances, with the potential to radically alter the future of work in games and adjacent creative industries, they are also a promising domain for investigating the impact of these advances on young and emerging professionals.”
  • The paper relies on this without support.

    The impacts of GAI in game development remain relatively underexplored.

    “GAI applications are in common usage worldwide, yet the impacts of this technology in game development remain relatively underexplored.”
  • The paper relies on this without support.

    Computer scientists are trained through disciplinary education to understand their craft as iterative and modular, and their workflow as breaking down problems into solvable sub-problems.

    “Computer scientists are, through their disciplinary education, trained to understand their craft as iterative and modular, and their workflow as one of breaking down problems to solveable sub-problems.”
  • The authors state this as an assumption.

    The SIP interns are a microcosm of the upcoming generation of creative professionals.

    “In this section, we explore the implications of their multi-faceted resistance to GAI by viewing the SIP as a microcosm: 1) for the upcoming generation of creative professionals, 2) for uptake of GAI tools in a multidisciplinary community, and 3) for students studying game design and development in higher education.”
  • The paper relies on this without support.

    The interns will become the first 'AI-native' generation of game developers.

    “The interns will become the first 'AI-native' generation of game developers.”
  • The paper relies on this without support.

    GAI will very likely become part of the work the interns do in the games industry, and its usage may not be optional.

    “It is very likely that GAI will become part of the work they do in the games industry, an environment that will potentially not make its usage optional.”
  • The paper relies on this without support.

    Professional cultures mediate design imagination in game development.

    “professional cultures also mediate design imagination in game development.”
  • The paper relies on this without support.

    Game developers' shared vision determines what constitutes valuable experiences in games.

    “From the framework of game design, game developers' shared vision determines what constitutes valuable experiences in games.”
  • The paper relies on this without support.

    Tools are commonly viewed as passive, manipulable, and unthreatening.

    “Yet, tools are commonly viewed as passive, manipulable, and unthreatening”
  • The paper relies on this without support.

    GAI will have an impact on game developers' shared visions.

    “GAI will have an impact on these visions”
10 of 10

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

  • The integration of generative AI in game design and development presents both opportunities and challenges, yet much of the current discourse has been shaped by theoretical analyses or data collected through online forms, with limited direct engagement with practitioners.

    “The integration of generative AI in game design and development presents both exciting opportunities and significant challenges, yet much of the current discourse has been shaped by theoretical analyses or data collected through online forms, with limited direct engagement with the practitioners at the forefront of this technological shift.”

    From Generative AI in Game Design: Enhancing Creativity or Constraining Innovation? (2025) · cites this paper as Boucher et al. 2024

    Split into 2 atoms — 1 confirmed, 1 partially supported, 0 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.

    Experimental — accuracy not yet measured
  • The most notable exceptions are Boucher et al. [5], who situate their findings within debates on authorship and labour in- and outside games, and Alharthi [2], who primarily relates to empirical studies to link production practices with broader questions of creativity and industry adoption.

    “The most notable exceptions are Boucher et al. [5], who situate their findings within debates on authorship and labour in- and outside games, and Alharthi [2], who primarily relates to empirical studies to link production practices with broader questions of creativity and industry adoption.”

    From Generative AI in Game Development: A Qualitative Research Synthesis (2026) · cites this paper as [5]

    Split into 2 atoms — 1 confirmed, 0 partially supported, 0 disputed, 0 misattributed, 1 unverifiable. Expand the claim to see per-atom verdicts.

    Experimental — accuracy not yet measured
  • Programmers generally welcome AI tools, viewing code as functional, while artists are cautious, fearing copyright issues and loss of creative control, and worry that AI might replace human creativity.

    “Programmers generally welcome AI tools, viewing code as functional. In contrast, artists are cautious, fearing copyright issues and loss of creative control, and worry that AI might replace human creativity.”

    From Sketchar: Supporting Character Design and Illustration Prototyping Using Generative AI (2024) · cites this paper as [8]

    Sections 4.1 and 5.2 report that programming interns became more accepting of generative AI and viewed code as a solution rather than personal creative work. Sections 4.2 and 5.1 describe artists’ copyright concerns, emphasis on agency and authorship, and fear that AI tools could replace them. The claim presents these findings as applying to programmers and artists generally, whereas the paper’s findings concern early-career game-development interns. (LLM, conf=0.84)

    Experimental — accuracy not yet measured
  • Taken together, the findings suggest that ethical ambivalence toward generative AI is not rooted in technological conservatism, but in a desire to protect the visibility of human authorship, ensure equitable labor practices, and uphold the cultural and professional standards of game design.

    “Taken together, these findings suggest that ethical ambivalence toward generative AI is not rooted in technological conservatism, but in a desire to protect the visibility of human authorship, ensure equitable labor practices, and uphold the cultural and professional standards of game design (Boucher et al. 2024; Singh et al. 2024).”

    From Generative AI in Game Design: Enhancing Creativity or Constraining Innovation? (2025) · cites this paper as Boucher et al. 2024

  • Boucher et al. [5] studied a US university summer programme simulating commercial game development with small, diverse intern teams.

    “Boucher et al. [5] studied a US university summer programme simulating commercial game development with small, diverse intern teams.”

Cites

Flagged first, then by citations

Research works printed but not linked: 5

  1. Janna Anderson and Lee Rainie. 2023. As AI Spreads, Experts Predict the Best and Worst Changes in Digital Life by 2035.
  2. Shruti Kumar, Eva Kwan, Johanna Weststar, and Trevor Coppins. 2021. Diversity in the Game Industry Report. Developer Satisfaction Survey 2021 (2021).
  3. Antonios Liapis, Georgios N Yannakakis, and Julian Togelius. 2013. Sentient sketchbook: computer-assisted game level authoring. 8th International Conference on the Foundations of Digital Games (2013).
  4. Antonios Liapis, Georgios N Yannakakis, and Julian Togelius. 2014. Computational game creativity. 5th International Conference on Computational Creativity (ICCC) 2014.
  5. Georgios N Yannakakis, Antonios Liapis, and Constantine Alexopoulos. 2014. Mixed-initiative co-creativity. In 9th International Conference on the Foundations of Digital Games. Foundations of Digital Games, Fort Lauderdale, 1–8.

Cited by

Sorted by citations

Authors
Boucher, J. D., Smith, G., & Telliel, Y. D.
Affiliations
Worcester Polytechnic Institute (US)
Venue
Proceedings of the CHI Conference on Human Factors in Computing Systems
Publisher
ACM
Published
2024-05-11
Pages
1-13
OpenAlex
W4396832950
Cited by
30
References
29
Citations by year
2026: 10 · 2025: 18 · 2024: 2
FWCI
39.36
Type
conference paper
Language
en
Open access
Locations
CHI Conference on Human Factors in Computing Systems (publishedVersion)
Funders
NSF (National Science Foundation) (DGE-1922761)
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Safety Research › Ethics and Social Impacts of AI
  • Physical Sciences › Computer Science › Information Systems › Software Engineering Techniques and Practices
Keywords
generative AI, game development, mobile game design, professional development programs, developer perceptions, creative process, professional identity, technology adoption, resistance to AI, moral skepticism, professional culture

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Claims read by deepseek-v4.1-flash under definition version 3 (extract-v3) on 2026-10-12.

Classified by jev-1.13-20260917 (gold-guideline-v0.2) on 2026-10-12.

Cited sources are checked by gpt-6-sol.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

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