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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Examining the Trajectory of Early Professionals' use of Generative AI in the Game Development Process from 2023 to 2024</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Josiah Boucher</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Max Chen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gillian Smith</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yunus Doğan Telliel</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Worcester Polytechnic Institute (WPI))</institution>
          ,
          <addr-line>100 Institute Road, Worcester MA</addr-line>
          ,
          <country country="US">U.S.A</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper describes an in-progress examination of the diferences in observed perceptions and usability of generative AI (GAI) in MassDigi's Summer Innovation Program (SIP) from 2023 to 2024. SIP is a professional development program where teams of interns create mobile games in the Unity game engine over an 11-week period. Following a previous study using ethnographic methods to examine this topic in summer 2023, a similar study conducted in summer 2024 found dramatically diferent results. Where previously, interns broadly resisted the adoption of methods that incorporated GAI, the 2024 cohort was found to embrace the tools. This paper presents the diferences in findings, explores possible explanations for these diferences, and presents potential paths of research to further investigate the trajectory of GAI adoption amongst creative professionals. We also present four variables that may influence GAI adoption: experience, cultural context, proportion of artists within a community, and shifting societal paradigms.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Generative AI</kwd>
        <kwd>GAI Adoption</kwd>
        <kwd>Games/Play</kwd>
        <kwd>Qualitative Methods</kwd>
        <kwd>Professional Communities</kwd>
        <kwd>Future of GAI</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The continued adoption of generative AI (GAI) practices
across a range of industries is resulting in increased need for
research to better understand the contextual impact of this
technology in specific workplaces. Particularly, workers in
creative industries have been reported to be seeing
disruption as companies seek to replace tasks traditionally held
by artistic practitioners, or otherwise implement these tools
into existing workflows [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]. The authors of this paper
have previously pursued threads of research studying the
ongoing impact of GAI on the games industry. We value
games as a site of study for the impact of GAI systems
because they sit at the intersection of technological and design
interests, media, and arts. In addition, many aspects of game
development are vulnerable to potential changes caused by
GAI, making it an ideal domain to think closely about GAI
techniques [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        This paper focuses on two studies of MassDigi’s
Summer Innovation Program (SIP)- one from the summer of
2023, and one work-in-progress study from the summer of
2024. SIP is a long-established professional development
program where young professionals seeking to enter the
games industry work in teams to develop games at a rapid
pace. Our 2023 study examined the perceptions and
usability of GAI in this program [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. SIP was a fruitful ground
to explore the adoption and reactions to GAI within the
games industry- especially amongst its younger
membersbecause of the program’s exclusive focus on professional
development. Over the summer of 2024, we conducted
another study of this program, expanding on previous work
seeking to understand professional development concerns
and aspirations of this group [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Across these two years
of studying this program’s cohort, we observed a potential
11th Experimental Artificial Intelligence in Games Workshop, November
19, 2024, Lexington, Kentucky, USA.
* Corresponding author.
† These authors contributed equally.
$ jdboucher@wpi.edu (J. Boucher); mjchen@wpi.edu (M. Chen);
gmsmith@wpi.edu (G. Smith); ydtelliel@wpi.edu (Y. D. Telliel)
0009-0002-6865-9031 (J. Boucher); 0000-0002-2738-6017 (M. Chen);
0000-0002-2765-7702 (G. Smith); 0000-0001-5651-7349 (Y. D. Telliel)
© 2024 Copyright for this paper by its authors. Use permitted under Creative Commons License
Attribution 4.0 International (CC BY 4.0).
shift in the trajectory of GAI adoption. While the 2023 SIP
participants were largely skeptical about the use of GAI in
their workflows, the 2024 cohort seemed to embrace it with
minimum to zero resistance. This paper investigates the
diferences between these two studies and the cohorts they
examined, exploring potential explanations for this change
and potential paths of research to trace the trajectory of GAI
adoption in the games industry and other creative spaces
moving forward. Upon recognizing the uptick in GAI
adoption, our 2024 study added additional interview questions
to provide data for a more direct comparison, and this paper
identifies variables that distinguish the studies. The
purpose of this paper is to prepare for a more in-depth study
in the future, identifying a foundation of inquiry that may
be developed into a framework for studying GAI adoption
among multiple cohorts.
This paper compares experiences of game development
interns in the SIP by using previous work of the authors. These
studies examined the SIP interns’ practices of adopting
generative AI tools [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and synthesized SIP postmortems to
understand student development concerns [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. We are
interested in building a comprehensive framework for a study of
GAI’s impact and adoption within games industry
environments, and therefore position our work relative to similar
studies of collective sentiments (i.e., perceptions, attitudes,
and aspirations) toward and adoption of GAI in creative
industries. We are interested in both how creative
practitioners feel about the presence of GAI in their spaces, as
well as how GAI systems are impacting their day-to-day
workflows.
      </p>
      <p>
        The presence of GAI in creative work has prompted
significant concern. Bender et al. acknowledge the potential
social and environmental impact of LLMs, as well as concern
regarding the underlying politics of AI design,
implementation, and advocacy [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Fischer argues GAI’s embedded
systemic bias, risk of plagiarism and misinformation, and
and its environmental costs pose a fundamental threat to
design and development [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. These concerns are ampliefid
in the context of a creative industry, such as game
development. Artists, in particular, identify harms to individual
reputation, intellectual property, and financial risk [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Our
2023 study shows similar concerns from rising games
industry artists, manifesting as resistance to adoption of GAI
practices in their workflows [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        Despite all of the fear, concern, and potential for harm
presented by GAI systems, many recognize its potential
value for enhancing creative work. Vimpari et al. find that
alongside feeling concerned and overwhelmed, games
industry professionals are also excited about the prospect of
introducing image synthesis into their workflows [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Our
2023 study showed similar excitement, with programmers
warming to GAI tools such as Github Copilot [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] and artists
displaying cautious optimism towards tools that augment
their workflow, rather than replacing it. At the time of the
study, Adobe Firefly [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] had not yet been released to the
public, but artists of the cohort referenced its ofered tools
as the sort of thing they hoped to see from GAI [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
Ultimately, exploration of the exact challenges, potential impact,
and implications associated with GAI’s presence in creative
spaces is still ongoing [
        <xref ref-type="bibr" rid="ref12 ref13">12, 13</xref>
        ].
      </p>
      <p>
        We recognize the historical role games have played in
the development of harmful technologies. For example,
Cook highlights the long history of games research’s link
to imperialism, war, and pressures from the interests of
capitalism, calling for researchers to resist such connections
[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. We echo the sentiments of others that have warned
about the role games may play in the development of AI and
the urge to resist continuation of connections to harmful
practices [
        <xref ref-type="bibr" rid="ref15 ref16">15, 16</xref>
        ]. We consider the resistance artists have
displayed to GAI in our studies to be a critical layer of
defense against unethical GAI futures.
      </p>
    </sec>
    <sec id="sec-2">
      <title>3. Methodology</title>
      <p>Our 2023 study sought to identify GAI’s potential impact
on games industry workflows and challenges of
integrating GAI into creative processes. The study also focused
on interns’ general perspectives, especially regarding the
ethical implications of GAI’s presence in the industry. Our
research questions investigated interns’ assumptions about
GAI, their general perspectives, if and how they were
using GAI for their work in the program, and what impact
incorporating GAI into workflow had.</p>
      <p>This 2023 study collected qualitative data using a
combination of semi-structured interviews and observation through
ifeldwork to answer these questions. Throughout the
program, individuals from the program volunteered for a total
of 20 short interviews with an average duration of about 10
minutes. Our embedded researcher was present for much of
the programs duration, attending events, conversing with
teams, and observing the working environment. Thematic
coding was used to conduct qualitative data analysis on
interviews and field notes.</p>
      <p>Our 2024 study was a part of a separate research project
focusing on assessing the situated learning experience. The
curiosity towards the change in viewpoints of the adoption
of GAI originated from researchers’ observation: while the
cohort was provided with the same level of guidance and
encouragement on using or critiquing GAI, a significantly
higher portion of the developers were using GAI. A portion
of the interviews were dedicated to the same GAI-focused
interview questions covered in the 2023 study.</p>
      <p>Each of the 2024 teams participated in a 60-minute session
about game design decisions, team collaboration, and
communication. Although GAI was not the main topic in the
team interviews, they were prompted to talk about its use
in the team. Each individual also took part in a 30-minute
session, with 20 minutes focusing on the situated learning
experience, and the final 10 minutes addressing their
general perspectives and assumptions about GAI, if and how
they were using GAI for their work in the program, ethical
considerations regarding its adoption, and the impact of
incorporating GAI into their workflow. Upon our researcher’s
observation of the disparity between GAI adoption rates
from 2023 to 2024, the 2024 study incorporated the interview
questions from 2023 into this process to provide a better
point of comparison.</p>
      <p>Interviews with research participants and field work were
the most efective research methods for both studies due to
the highly contextual nature of the working environment,
and the games industry more generally. Workflows and
practices vary greatly not only across workplaces, but across
teams or individuals within a particular site. Because of the
integrated nature of our researchers in these studies, as well
as the shared program of study’s consistent track record,
we were able to gather valuable insights into the diferences
of these cohorts despite the distinct research paths of each
study.</p>
      <sec id="sec-2-1">
        <title>3.1. Diference in Cohorts</title>
        <p>While SIP has a long-established record, showing its
consistency for hiring interns and producing games, we have
identified three primary variables that distinguish the 2023
and 2024 cohorts. First, the 2023 group was primarily pulled
from applicants attending accredited colleges in the United
States, while the 2024 group comes from students or recent
graduates attending schools in the United Arab Emirates.</p>
        <p>The second key diference was the number of artists in
each group. While both cohorts had close to 25 members
overall, the 2023 group had 2-3 artists per team (across 6
teams), while the 2024 group had 2-3 artists with suficient
professional training in the entire collective – meaning 2024
had about one-sixth as many artists.</p>
        <p>Finally, our third observed distinction is that the program
director claimed the 2024 interns were generally less
experienced. They held fewer degrees, and did not have as
much practice developing games. Our study revealed 46.2%
had never developed a game before, and 61.5% had never
used the Unity game engine before though we do not have
similar metrics for the 2023 group.</p>
        <p>Despite these diferences, we consider these studies
worthwhile to compare. The purpose of this paper is to
identify a path towards a future research endeavor, rather than to
produce conclusive results. Highlighting these diferences
allows us to identify variables that are worth investigating
further as we consider the cause of potential increased or
decreased adoption of GAI systems within populations.</p>
      </sec>
      <sec id="sec-2-2">
        <title>3.2. Diference in GAI Perceptions and</title>
      </sec>
      <sec id="sec-2-3">
        <title>Adoption</title>
        <p>The observation that incited our interest for this paper,
which we view as the most interesting finding we present
here, is the increased adoption of GAI amongst the 2024 SIP
participants compared to the previous year’s cohort. Every
2024 team made use of GAI for some aspect of the process
including brainstorming, programming assistance,
grammar checking (most of the 2024 participants were not native
English speakers), references for art, and searching for
educational or development resources. Additionally, many of
the artistic assets in the published versions of the games are
sourced from AI-generated content. This was a stark
contrast to the 2023 cohort, where none of the published games
used AI-produced art in the final product in any capacity
and integration of GAI practices in development workflows
was both minimal and heavily resisted.</p>
        <p>Despite the increased integration of GAI workflows, the
artists of the 2024 program still reacted negatively to the
technology, in a manner similar to our observations from
2023. This led to conflict amongst team members at times.
For instance, towards the end of the 2024 program, an artist
refused to make a requested change to some artistic assets,
and the team’s producer had to use an AI-generated
placeholder until the day before the game launched, leading to
negative impact for team relations. Both years, we also
observed that SIP participants frequently had private
conversations about GAI throughout the duration of the program
where they were more willing to share strong opinions,
both negative and positive, but were more reserved in team
meetings.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>4. Discussion</title>
      <p>From our observations across these two years of this
program, we identify four variables that may influence
adoption and perceptions of GAI within communities
of creative practitioners: 1) experience, knowledge, and
technical training; 2) cultural context of communities;
3) proportion of artists within a community; and 4)
shifting societal paradigms. These variables will serve as
coordinates for a larger study, providing a starting point to
establish a framework for analyzing GAI adoption across
multiple cohorts.</p>
      <sec id="sec-3-1">
        <title>Experience, Knowledge, and Technical Training</title>
        <p>
          Through observation from our in-progress 2024 study
of the SIP interns, as well as our previous 2023 study, we
recognize the pressures of a professional games industry
environment to produce quality content at a rapid pace.
While the 2023 group found that generative tools did not
meaningfully increase either quality or eficiency of their
work, they also had a stronger foundation of knowledge to
work from. Especially amongst artists, they had established
artistic practices that allowed them to produce what they
wanted, and they had the knowledge to evaluate specific
places in the development pipeline where AI-generated
content would cause issues. With fewer artists and less
practice, the 2024 cohort did not have this benefit- especially
for the production of art assets, and therefore may have
had more to gain from the introduction of GAI into their
practices than their 2023 counterparts. Supporting this
possibility, Ling et al. highlight how creative practitioners
without artistic backgrounds find more value in integrating
generative systems into their workflows [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>Cultural Context of Communities</title>
        <p>
          We also recognize that the experience of these interns is
situated in the context of culture. The 2024 SIP participants
from the UAE were not only navigating a professional
game development environment for the first time, but also
adjusting to life in a foreign country- obtaining kitchen
supplies, commuting, and communicating are all examples
of day-to-day tasks these interns were dealing with on
top of their professional development concerns. While it
is unclear the exact role this may have played regarding
the interns’ adoption of GAI practices in their
workflowssuch clarity is beyond the scope of this paper- we observed
the members of the program did use generative tools to
assist with this transition. This observation reiterates the
value of investigating niche contexts of GAI
applicationnot only across a variety of domains, but across a variety
of populations within a domain, and even within an
individual community. Avci identifies a correlation
between demographic elements and acceptance of GAI
technologies [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]– studies such as this one support the
value of investigating a broad range of populations.
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>Proportion of Artists Within a Community</title>
        <p>
          Our 2023 study- and others that consider the perceptions
and reactions artists have to GAI in creative spaces [
          <xref ref-type="bibr" rid="ref19 ref20">19,
20</xref>
          ]recognized artists as the primary force resisting GAI
adoption. Because of this, we find the quantity of artists
in each group particularly interesting, with the 2023
population including nearly six times as many interns with
a role dedicated to art production compared to the 2024
group. While we cannot draw a clear point of connection
between these numbers and the increased utilization of GAI
in 2024, we see this as a fruitful ground for future research.
Especially because our 2023 study found the available
GAI tools ill-suited for integration in artistic workflow,
we value the perceptions of creative practitioners whose
work does not align with existing options. Watching how
the proportion of artists in a community influences GAI
adoption across diferent groups over time may provide an
indication of how generative systems and their designers
are adapting to the demands of users.
        </p>
      </sec>
      <sec id="sec-3-4">
        <title>Shifting Societal Paradigms</title>
        <p>We also recognize that the development of GAI
technologies and systems is continuing to grow rapidly. Indeed,
in the year that has passed from one study to the next,
much has changed. The perception and adoption of GAI
are situated not only within the culture of a community,
but more broadly within global socio-technical paradigms.
As GAI continues to grow- especially as many generative
systems are advertised for use by the general
publicexposure to generative systems becomes more likely,
potentially influencing developers interest and willingness
to make use of it.</p>
        <p>These variables highlight the trajectory of GAI perception
and adoption amongst a population over the course of time
as a valuable site of future study. Therefore, we plan to
conduct a follow-up study of the SIP in the summer of 2025,
using these four variables to trace this trajectory over time.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>5. Conclusions &amp; Future Work</title>
      <p>This comparison of our 2023 and 2024 studies of SIP
reiterates the need for investigation of GAI’s influence in a
variety of niche domains of study, as well as the value of
investigating a multitude of populations within a
particular domain. Interviews with program participants across
two years revealed a dramatic shift in willingness to
introduce generative systems into game development practices,
highlighting the contextual influences of GAI adoption and
perception.</p>
      <p>The two studies we discuss in this paper both focus on
the same program. However, these studies were neither
designed to investigate the same research questions, nor
to have their findings compared. The scope of this inquiry
presents valuable insights from our observations regarding
future research paths, but cannot provide clear correlation
or rigorously informed analysis.</p>
      <p>We plan to continue our investigation of SIP, focusing
on the continued trajectory of GAI adoption. We hope to
see future studies that highlight the inuflence of experience,
culture, presence of artists, and social paradigms on the
adoption and reception of generative systems.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgments</title>
      <p>This material is based upon work partially supported by the
National Science Foundation (NSF) under Grant No
DGE1922761. Any opinions, findings, and conclusions or
recommendations expressed in this material are those of the
authors and do not necessarily reflect the views of the NSF.
We would like to thank Monty Sharma, Tim Loew, Walt
Yarbrough, and all of the participants of MassDigi’s 2023
and 2024 Summer Innovation Program.</p>
    </sec>
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