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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Design Experiment on the Poème Électronique</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Vittorio Murtas</string-name>
          <email>vittorio.murtas@unito.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vincenzo Lombardo</string-name>
          <email>vincenzo.lombardo@unito.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer Science, University of Turin</institution>
          ,
          <addr-line>Via Pessinetto 12, 10149, Turin</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <abstract>
        <p>This article presents a design experiment investigating whether and how cultural heritage values may emerge in the development of a serious game created through generative AI. Centered on Edgar à GoGo-a game based on Edgar Varèse's Poème Électronique-the study explores whether meaningful aspects of the heritage item can take shape in the game's components, even in the absence of explicitly formalized values. The game concept was generated using ChatGPT within the Co.Lab design framework, followed by a prototyping phase in which the authors, acting as developers, posed implementation-driven clarification questions. The resulting prototype was evaluated by experts familiar with the original work, whose feedback highlighted both latent value alignments and critical omissions. While some values weakly emerged through the AI's design logic, others were absent, prompting reflective discussion. The study proposes a hybrid, iterative approach to value-sensitive design in cultural heritage games, positioning expert evaluation as a crucial layer for value articulation and refinement.</p>
      </abstract>
      <kwd-group>
        <kwd>generative AI</kwd>
        <kwd>game design</kwd>
        <kwd>serious games</kwd>
        <kwd>cultural heritage</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Serious (or applied) games is the use of full-fledged games in a non-gaming context [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Their use has
expanded across a wide range of domains—including health [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], heritage [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], social issues [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], and
training [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]—thanks to their capacity to engage users through interactive and immersive experiences.
In the cultural heritage field, they are increasingly used to promote tourism [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] and deepen public
understanding of both tangible and intangible heritage [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. At the heart of such games lies a key
objective: to convey the cultural heritage values (CHValues) that communities and experts associate
with heritage—whether historical, symbolic, aesthetic, or spiritual.
      </p>
      <p>
        While the notion of value is rooted in economic and ethical theory, in the heritage context it plays
a central—albeit contested—role. CHValues are used by institutions to justify conservation decisions
through structured assessments that highlight dimensions such as historical, aesthetic, or spiritual
relevance: the set of values attributed to heritage items [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. For instance, the Arch of Constantine in
Rome is valued not only for its historical importance but also for its symbolic and spiritual associations.
      </p>
      <p>
        In the design of serious games for cultural heritage, the drive to maximize engagement and
interactivity [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] can easily overshadow the deeper cultural, symbolic, or emotional meanings associated
with heritage items. This creates a risk of what we might term value dilution, where heritage becomes a
decorative backdrop. While other types of instructional content—such as historical facts or procedural
knowledge—are routinely mapped onto game elements through structured design frameworks [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ],
values pose a diferent challenge. They are often implicit, context-dependent, and dificult to encode, yet
they are crucial to understanding why heritage matters. Despite their importance, most design
frameworks for serious games in cultural heritage—namely, guidelines and structures that assist designers in
shaping the gameplay experience [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]—do not provide explicit mechanisms for incorporating cultural
heritage values. Recent reviews have shown that these frameworks primarily emphasize knowledge
Proceedings of AI4HGI ’25, the First Workshop on Artificial Intelligence for Human-Game Interaction at the 28th European
      </p>
      <p>CEUR
Workshop</p>
      <p>
        ISSN1613-0073
transmission, player engagement, and technical development, while the systematic integration of values
remains largely overlooked [
        <xref ref-type="bibr" rid="ref10 ref12 ref13">12, 13, 10</xref>
        ]. As a result, the inclusion of CHValues is typically left to the
discretion of individual designers, which raises concerns about their inconsistent or superficial treatment
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. This highlights a pressing need for a more deliberate and structured approach to meaningfully
embed heritage values within the design process of serious games.
      </p>
      <p>
        This paper presents an experiment to investigate further the values-mapping topic and, in particular,
the emergence of values through the design of a serious game. We adopted the Co.Lab framework [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ],
a validated and generalizable model [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] applicable to a wide range of serious games, including those
focused on heritage. Co.Lab takes a structuralist approach, dividing the design into discrete
components—such as learning mechanics, game mechanics, rules, goals, and interface—each supported by
clear definitions and practical guidelines. It is intended as a collaborative tool to guide multidisciplinary
teams.
      </p>
      <p>To ensure control, rapid iteration, and interpretive neutrality, we used ChatGPT as a surrogate game
designer, guiding it to fill the Co.Lab framework. The use of AI allowed us to observe where and how
values might emerge during concept generation in a reproducible and bias-controlled setting.</p>
      <p>We applied this approach to a case study: Edgar à Gogo, a game based on Edgar Varèse’s Poème
Électronique, an electroacoustic work premiered at the 1958 Brussels World’s Fair in the Philips Pavilion.
The show presented in the pavilion included images and lighting efects (Le Corbusier), “organized sound”
from 350 speakers on “sound paths” (Edgar Varèse), and Yannis Xenakis’s hyperbolic paraboloid-shaped
walls. As Varèse’s only purely electronic composition, the piece was built through tape manipulation and
spatial difusion. Although it lacks a traditional score, its structure reflects many of the compositional
principles found in his instrumental works, particularly in the use of contrast, gesture, and spatialized
sound [15].</p>
      <p>The game concept document was generated by ChatGPT based on its knowledge of the piece and
later implemented by the authors. Our aim was to analyze whether and where cultural values could
emerge in an AI-generated design without being explicitly supplied. The study followed a three-phase
structure:
1. Concept generation via Co.Lab with ChatGPT;
2. Technical prototyping through clarification prompts;
3. Expert evaluation to identify emergent and missing values.</p>
      <p>This study investigates whether a generative AI can autonomously identify and integrate cultural
heritage values (CHValues) within the design of a serious game, or whether such values only emerge
when experts reinterpret its outputs. Rather than aiming for best practices, we staged a deliberate
absence: we instructed a generative AI (ChatGPT) to design a game using the Co.Lab framework, relying
on general knowledge about the Poème Électronique. Our goal was to test whether cultural values
might still emerge—and where—in the resulting design. By analyzing the prototype and gathering
expert feedback, we examined both which values emerged and which were absent, treating both as
indicators for guiding future design iterations.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Works</title>
      <p>In the context of heritage, serious games ofer diverse approaches to embedding values. In Never Alone
(E‑Line Media, 2014), developed in collaboration with the Iñupiat community (Alaska) and the Cook
Inlet Tribal Council, the game conveys strong symbolic, spiritual, and social values through indigenous
myths, language, and cosmology, fostering cultural transmission and identity recognition. Serious
games like Attentat 1942 and Svoboda 1945 (Charles Games, 2017–2021) ofer a more explicit integration
of historical and communal values. Drawing on survivor interviews, archival materials, and interactive
storytelling, they immerse players in ethically and emotionally complex histories of war and occupation.
These games foreground the contested nature of memory and identity within society, articulating social
and symbolic values that emerge through engagement with lived experiences and personal narratives
rather than abstract historical facts [16, 17]. The presented examples show the efective participation of
communities (or their experiences) in the process of values mapping.</p>
      <p>
        These examples illustrate that cultural heritage values can be communicated through a game’s
narrative, mechanics, visuals, or their integration. However, despite promising cases, such intentional
and coherent mappings of values remain rare. Many serious games still prioritize factual accuracy
or visual authenticity [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] while neglecting the deeper value systems that give heritage its cultural
significance. Other games do not consider communities’ values but only the experts’ ones. Many other
games use cultural heritage as an inspiration, leaving the values interpretation largely to the player.
As Goud observes [17], key questions such as “Why does this heritage matter?” and “Whose values are
represented?” are often left unaddressed. This points to a critical disconnect: representing cultural
elements does not equate to engaging meaningfully with the values they entail. Without deliberate
design strategies that surface, contextualize, and negotiate these values, their inclusion risks being
superficial, incidental, or even distorted. There is, therefore, an urgent need for structured frameworks
that support developers in systematically identifying, prioritizing, and embedding heritage values into
game design—ensuring cultural transmission that is not only engaging but also meaningfully grounded.
      </p>
      <p>
        In the field of serious games for cultural heritage, few design frameworks exist, and those
available—such as those by Andreoli [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] and Antoniou [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]—tend to be high-level, ofering minimal guidance,
examples, or documentation. They often rely heavily on the designer’s intuition and creative efort,
leaving room for subjectivity and inconsistent communication of heritage values. In contrast, structured
frameworks have emerged in the broader, more generic, serious games field. The Co.Lab framework
proposes 21 structured design elements, beginning with problem definition and contextual constraints,
followed by the game-based learning solution, and ending with assessment. Co.Lab has been validated,
is well-cited, and is available in an online collaborative format. Its modular, systemic approach allows
teams to adapt the framework to their needs, supported by a suggested workflow to guide less
experienced designers. Crucially, its structure and interdependencies make it a strong candidate for future
adaptation to explicitly and systematically integrate cultural heritage values. The output of Co.Lab is a
concept document in which the content can be further explored for the development of a prototype.
      </p>
      <p>While structured frameworks like Co.Lab ofer a robust foundation for embedding values into serious
game design, recent advances in generative AI—particularly Large Language Models (LLMs) such as
ChatGPT—provide new tools for supporting specific stages of the design process. LLMs have been
applied in procedural content generation, as seen in MarioGPT and GAVEL, and as design assistants
aiding in ideation, prototyping, and mechanic refinement [ 18, 19, 20]. In these contexts, LLMs are not
intended to replace human creativity but to assist it—particularly by reducing the influence of external
biases, such as personal preferences toward certain themes or genres (e.g., a designer’s attitude toward
electronic music). Their ability to respond consistently to structured prompts allows for more controlled
experimentation, especially when dealing with culturally sensitive or contested content [21, 22]. For
this reason, LLMs ofer a useful lens for investigating how cultural values surface in design pipelines,
including which components of the Co.Lab framework are engaged when value inputs are made explicit
versus when they are omitted, as explored in the experiment presented in this paper.</p>
    </sec>
    <sec id="sec-3">
      <title>3. A Serious Game on the Poème Électronique</title>
      <p>To investigate the mapping of cultural values in game design, our experiment focused specifically
on a case study, the musical dimension of the Poème Électronique by Edgard Varèse. The piece was
composed for the Philips Pavilion at the 1958 Brussels World’s Fair, one of the first ever multimedia
environments designed by Le Corbusier and Xenakis to integrate architecture, sound, and image.
The pavilion itself functioned as a resonant instrument: over 350 loudspeakers were embedded in its
curved surfaces, enabling Varèse’s electronic sounds to move dynamically through space. Although full
documentation of the spatial control is missing, recent reconstruction eforts—such as those by the VEP
Project [15, 23]—have relied on archival recordings, sketches, and modern digital tools to approximate
the intended spatial efects. These eforts suggest that Varèse approached spatialization as a means of
structuring the piece, using spatial distribution to highlight contrasts in sound material and to define
distinct sonic regions within the performance environment. The piece itself consists of a meticulously
organized sequence of “sound objects,” divided into three mono tapes categorized by Varèse and later
by Philips engineers into distinct types with diferent (often onomatopoeic) labels that reference the
original recorded sound sources [15, 24]. A possible taxonomy of the 142 sound fragment names, their
duration, and their “sound route” [15] was realized in the context of the VEP project (see an excerpt in
Table 1).</p>
      <p>Start
0
5.4
11.733
16.466
...</p>
      <p>Name
bell-1
bell-2
lowbell
wblock-1
...</p>
      <p>Tape</p>
      <p>The significance of the musical piece is an ideal testbed for prompting ChatGPT to generate design
responses informed by the Co.Lab framework. In this initial phase, the model was provided with
minimal factual information about the composition (the fact that it can be segmented into single sounds)
and project-specific knowledge from the VEP project (the table discussed above). No explicit definition
of cultural values was provided—allowing us to observe which value-related elements, if any, would
emerge spontaneously in the generated game concept. Rather than tasking the model to invent a
new heritage scenario, we constrained it to an existing artwork to isolate how values emerge within a
predefined cultural framework. The outputs from this phase will serve as a baseline for comparison
in a subsequent iteration of the experiment, in which clearly articulated values—derived from the
analysis of the current output—will be made explicit to the model. This approach not only tests the
creative afordances of generative AI but also informs broader reflections on how cultural values can be
encoded—and decoded—within design tools.</p>
      <sec id="sec-3-1">
        <title>3.1. Methodology</title>
        <p>Our methodology involves the use of ChatGPT-4o to generate a concept document for a serious game
based on the Poème Électronique, using structured prompts informed by the workflow proposed in
the Co.Lab framework (Phase 1). Once the initial concept is produced, a series of follow-up prompts
are issued to ChatGPT to clarify specific design elements relevant to the development of a working
prototype, which is then implemented in Unity 6 (Phase 2). Finally, the resulting prototype is evaluated
by three expert reviewers, who are asked to reflect on both the values represented within the game and
those that could be potentially incorporated into the design process. The following sections detail the
experimental design and its three phases.</p>
        <p>Our experimental design is structured around role-based interactions between ChatGPT and the
authors, following the approach proposed by Tyni et al. [21]. To scafold the design process, we adopted
the use of personas—fictional professional profiles—to guide the model’s behavior. In both phases of the
experiment, interactions with ChatGPT were consistently initiated using the role-based instruction:
“Act as a professional game designer working within the Co.Lab framework for serious games. Each prompt
will restrict your task to defining components of the Co.Lab framework.” .</p>
        <p>While Phase 1 focuses on generating core design components such as mechanics, interactions, and
feedback systems, Phase 2 extends the model’s role to cover aesthetic and artistic decisions, aligning
more closely with the responsibilities of an art director. This role shift is necessary to support the
implementation of a playable prototype and ensure visual coherence with the game’s conceptual
foundations.</p>
        <sec id="sec-3-1-1">
          <title>3.1.1. Phase 1 – Concept Generation</title>
          <p>The first phase of the study focused on generating a complete game concept by systematically applying
the Co.Lab framework through a sequence of structured prompts. Rather than engaging in open-ended
dialogue, we adopted a modular prompt–response format. To standardize the interaction, every prompt
includes the following core components:
• Step: The specific Co.Lab component to be generated (e.g., Context, Game Universe, Learning</p>
          <p>Goals). It defines the design focus for the current prompt.
• Example: A short sample output taken from another project or scenario, used to illustrate the
expected structure, level of detail, and tone of the response.
• Definition: The oficial Co.Lab description of the selected component. It clarifies the purpose
and scope of the element to be designed and often explains how it contributes to the overall
framework.
• Guidelines: A list of targeted instructions that restrict or direct the content of the response.</p>
          <p>These focus on specific sub-dimensions to include or exclude, helping to reduce ambiguity and
guide the AI toward a useful and implementable output.
• Key Questions: A set of focused, directive questions used to prompt reflection on relevant
aspects of the design element. These questions are aligned with the guidelines and help structure
the AI’s reasoning.
• Given Knowledge: Optional, project-specific background information and constraints that the
model should take into account. These details replace the need for assumptions and allow the
model to produce a grounded and context-aware output.</p>
          <p>To prevent memory contamination across prompts, we used ChatGPT in temporary session mode,
which clears all contextual memory at the end of each session. All prompts and responses were
systematically recorded1 to ensure transparency and allow for future replication. It is worth noting that
the “Given Knowledge” field was used only in the initial “Context” step, where the authors provided the
taxonomy of sound fragments derived from the VEP project, along with a few other design constraints.</p>
          <p>Each Co.Lab component was generated once and re-prompted only to clarify underspecified items;
no multiple creative iterations were run. The only Co.Lab component intentionally omitted for this
experiment was the “Pedagogical Scenario,” as suggested by the framework’s authors, since the game is
not intended for use within a formal educational setting. Once all components were completed, we
generated six illustrative storyboards to simulate the user experience.</p>
        </sec>
        <sec id="sec-3-1-2">
          <title>3.1.2. Phase 2 - Technical Prototyping</title>
          <p>The second phase focuses on the development of a functional prototype using Unity, as suggested by
ChatGPT itself during the concept phase. The goal is to implement a minimal version of the game
capable of demonstrating core mechanics and allowing expert users to experience and evaluate the
design. This phase follows an approach similar to that described by Anjum et al. [20], in which a video
game is developed entirely through iterative prompting with ChatGPT, focusing on
implementationoriented aspects of design. To support consistency across interactions, we employ ChatGPT’s “Project”
feature, which allows shared knowledge to persist across multiple chats. The knowledge base provided
to the model consists of the concept document generated in Phase 1 and the VEP sounds table, ensuring
continuity and fidelity to the original design vision.</p>
          <p>
            While the Co.Lab framework enables structured concept generation, its design abstractions are not
always suficient for implementation: the authors suggest continuous iterative steps that polish the
document and help the subsequent development [
            <xref ref-type="bibr" rid="ref11">11</xref>
            ]. To bridge this gap, we introduce a process
we term gap mapping. Gap mapping refers to the systematic identification of missing technical or
1Available at: https://docs.google.com/presentation/d/1OXLZMKMFrdeSeLnaUV4Ow_X7kkEjT87bKPWqiH_0KBI/edit?usp=
sharing
behavioral specifications within the outputs of each Co.Lab component. For each section of the concept
document, we evaluated whether the information provided was suficient to inform implementation
within the Unity engine. When information was missing, ambiguous, or underspecified, a clarification
prompt was generated and submitted to ChatGPT. For example, if the Game Universe section defined
the tone and setting but omitted camera position, a specific prompt was issued: “Where is the player
camera placed?”.
          </p>
          <p>All clarification questions were retrospectively mapped to their corresponding Co.Lab components
and compiled into a checklist (Appendix Table 2), which can be reused in future projects to systematically
identify implementation-critical gaps.</p>
        </sec>
        <sec id="sec-3-1-3">
          <title>3.1.3. Phase 3 – Expert Evaluation</title>
          <p>In the final phase, the prototype is evaluated by three domain experts (scholars in musicology, sound
design, and heritage) with specialized knowledge of the Poème Électronique. The three experts had
no prior involvement in the development of the prototype. The evaluation is conducted through a
structured feedback session, during which each expert individually interacts with the prototype, and
then, as a group discussion, three guiding questions are answered:
• What aspects of the original work are meaningfully represented in the game?
• What aspects of the original work are missing or underdeveloped?
• Where and how do you perceive the presence of cultural heritage value?</p>
          <p>These open-ended prompts encourage reflection not only on fidelity to the original heritage item
but also on the interpretive richness and communicative potential of the prototype. Future evaluations
could complement open-ended questions with Likert-scale ratings to quantify perceived fidelity and
value representation.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Results</title>
      <sec id="sec-4-1">
        <title>4.1. Analysis of the Concept Document</title>
        <p>The prototype game, titled Edgar à Gogo, is structured as a short, interactive experience designed to
familiarize the player with the sonic world of Varèse’s Poème Électronique. The player is tasked to
explore “the world of sound” through four distinct levels. The first level focuses on exploring, unlocking,
and recognizing sounds that are represented as physical solid floating objects in an empty space; the
second one is about manipulating (changing pitch, volume, panning, and reverb) one or more sounds
(unlocked from the previous level); the third one is about composing a personal version of the Poème
(always with the unlocked sounds); finally, the fourth one is a turn-based multiplayer version of the
third level (with sharing and social features).</p>
        <p>Cognitively, the game aims to enhance players’ understanding of key features of the musical piece,
including sound texture, spatialization, and experimental electronic composition techniques. Players are
expected to grasp how sound is organized in space and how diferent sonic elements interact within a
tridimensional environment. On a practical level, the game enables users to interact with and manipulate
sonic fragments through digital tools, guiding them toward the creation of short compositions and
the resolution of sound-based puzzles. Finally, the game fosters interpersonal and afective skills by
encouraging collaborative decision-making (particularly in shared physical settings in the multiplayer
level), developing critical and creative listening habits, and deepening appreciation for the artistic and
historical significance of experimental electronic music.</p>
        <p>Mechanically, the game combines basic point-and-click interaction with simple puzzle solving and
auditory recognition. For example, players may be tasked with classifying sounds, navigating through a
sound-driven environment, or matching sound fragments to a given target sound. Feedback is provided
through color-coded cues and progression through levels. Although the game lacks explicit scoring or
time-based challenges, it encourages attentive listening and curiosity-driven exploration.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Analysis of the Technical Specifications</title>
        <p>During this phase, several features outlined in the concept document were further developed, addressing
ambiguities and high-level descriptions that had remained unresolved in the previous stage. For instance,
the progression logic between levels was unclear, as was the number and nature of the puzzles present
in Level 1. Likewise, some fundamental aspects of player interaction—such as camera placement and
parameters or the mechanics of locomotion and interaction—were not specified in the original concept
and required explicit clarification.</p>
        <p>The concept document envisioned a sound space populated by physical objects, each associated with
a distinct sound fragment from the Poème Électronique. As previously stated, to minimize authorial
decisions, even the selection of sound fragments was delegated to ChatGPT. This choice led the model
to make both aesthetic and semantic assumptions based on the onomatopoeic names of the sounds.
From a dataset of 142 extracted segments, ChatGPT selected 12 and defined their visual representation
and interactive behavior. For example, the sound “WBlock” was represented as a jagged tetrahedron
with rapid vibrations—choices that likely stem from the short duration and percussive nature implied
by the sound’s name (probably interpreted as wooden blocks). Finally, the model also introduced a
distinction between “dormant” and “active” sounds: the former only emit audio upon player interaction,
while the latter loop continuously from the start of the game (this was a clarification on the concept of
“unlocking” sounds).</p>
        <p>In Image 1, a comparison is shown between the storyboard (created in Phase 1) and the prototype
developed in the current phase. As illustrated, the prototype adopts a first-person camera
perspective—evidenced by the mouse pointer at the center of the image—with a horizontal and frontal view
of the objects, which contrasts with the perspective used in the storyboard. The sound fragments
(represented by the solid objects) are color-coded and exhibit distinctive shapes, whereas the storyboard
only featured basic forms such as cubes, spheres, and a pyramid.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Expert Feedback</title>
        <p>The evaluation sessions with domain experts surfaced both afirmations of fidelity to the original work
and constructive critiques pointing to missing or underdeveloped cultural dimensions. The experts
recognized that the prototype efectively reflects certain compositional features of the Poème Électronique,
such as its fragmentation into discrete sound units and the use of spatial difusion. However, several
limitations emerged, which together form a valuable foundation for defining cultural heritage values to
be explicitly incorporated in future iterations.</p>
        <p>First, experts stressed the need to distinguish between diferent representational layers of the original
work: the original sounds and their gamified treatment. A recurring request was the inclusion of a
“reset” and “compare” function, allowing users to restore each sound (after the manipulation) to its
unaltered form and also compare the altered version to the original sound. Without such mechanisms,
the exploratory and compositional aspects risk conflating player interventions with the original sonic
identity.</p>
        <p>Second, experts highlighted the importance of temporal context in understanding the cultural value
of the piece. The Poème Électronique is not only a collection of sounds but also a carefully sequenced
narrative. The prototype currently treats sound fragments as isolated entities, neglecting their placement
in Varèse’s compositional structure. Suggestions included visualizing adjacent or repeated fragments to
reflect their actual ordering and recurrence.</p>
        <p>Third, the metaphor of a “soundspace”—a 3D abstract environment populated by interactive sound
objects—was received with skepticism. Experts found the environment visually evocative of the Philips
Pavilion, particularly in its dark color palette and pulsing lights. However, they also criticized its lack
of a clear organizational logic. The density and proximity of sound sources generated auditory clutter,
impeding close listening and analysis. The experts proposed alternative spatial arrangements based on
perceptual criteria (e.g., duration, timbre, category).</p>
        <p>A particularly salient suggestion was to anchor the game design in historical metaphors, such as
simulating a 1950s tape editing studio, to evoke the production conditions of the original work. This
would allow for richer engagement with the material and greater contextualization of its cultural
significance.</p>
        <p>Finally, in the composition phase, experts asked for greater visual and semantic coherence between
in-game elements; for example, ensuring that the visual appearance of fragments in the composition
timeline matches their in-environment representations. They also requested clearer playback indicators,
such as highlighting the fragment currently being played and showing its remaining duration.</p>
        <p>Collectively, these insights reveal a set of emergent but weakly supported values in the current
prototype, including (1) preservation of original sonic identity, (2) sequencing and temporal context,
(3) intelligibility and clarity of spatialization, and a proposal of (4) historical fidelity to the production
context. These values—while latent—were not suficiently scafolded by the game’s current mechanics
and interface. They will serve as guiding constraints in a future iteration where values are explicitly
modeled in the design pipeline.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Discussion</title>
      <p>This study investigated whether cultural heritage values could emerge in a design process where those
values were not explicitly defined but instead mediated through a structural framework (Co.Lab) and a
generative AI model (ChatGPT). The findings suggest that some values did emerge, but in fragmented,
weak, or ambiguous forms. These included the identity of individual sound fragments, the idea of
original sequencing, and the spatial or material characteristics of the Poème Électronique. However, their
emergence was highly contingent on the AI’s interpretive behavior and not structurally guaranteed by
the design process.</p>
      <p>We introduce the notion of value emergence to describe this phenomenon: values can emerge through
the interplay of instructional content, interaction logic, and representational choices, even in the absence
of formal modeling. In our case, the Co.Lab framework served as a neutral scafold, and ChatGPT
operated using associations encoded in its training data. These were suficient to produce culturally
suggestive design components—but not to ensure their coherence, accuracy, or pedagogical depth.</p>
      <p>For example, ChatGPT interpreted the filenames of sound fragments as semantic cues, mapping them
onto visual and spatial attributes such as color, shape, and position. Percussive-sounding names led to
angular forms; lighter names were linked to smaller, higher-positioned objects. This reflects a genuine
but limited efort to construct communicative coherence. The AI attempted to fill semantic gaps but did
so with insuficient cultural grounding.</p>
      <p>Crucially, it was the absence of deeper cultural values—such as the sequencing logic of the original
composition or the symbolic context of its historical performance—that prompted the most insightful
expert feedback. Experts were able to articulate what was missing precisely because the prototype made
those gaps visible. In this way, the game acted not only as a playable artifact but also as a discursive
probe, capable of eliciting reflection and value definition through its limitations.</p>
      <p>This leads to an important design insight: value emergence is not equivalent to value embodiment.
While some aspects of cultural meaning may arise spontaneously through inference or association,
others—especially those related to historical context, symbolic intent, or sequencing—require intentional
modeling. AI, when unprompted, may ofer a coherent structure, but not necessarily a culturally faithful
one.</p>
      <p>More broadly, this experiment demonstrates that value absence can be as informative as presence.
A game that fails to convey certain values can still function as a powerful starting point for expert
dialogue and co-design. Rather than assuming that cultural fidelity must be fully built in from the start,
we might also design for revelation through absence—using generative tools not only to prototype
content but also to diagnose which values need to be made explicit in future iterations.</p>
      <p>In sum, this experiment demonstrates that value emergence—while conceptually intriguing—is
insuficient for ensuring cultural fidelity in serious games. Instead, we argue for a hybrid, iterative
approach in which generative tools serve as catalysts for expert reflection, enabling the systematic
articulation of values to be embedded in future design cycles.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusions and Future Works</title>
      <p>This study explored whether and how cultural heritage values can emerge in the design of a serious
game developed using generative AI without explicit value modeling. By combining the Co.Lab design
framework with ChatGPT’s generative capabilities, we produced a playable prototype of Edgar à GoGo,
a game based on Varèse’s Poème Électronique. Through a three-phase process—concept generation,
technical prototyping, and expert evaluation—we analyzed how values emerged, were omitted, or were
implicitly approximated by the AI.</p>
      <p>Our findings indicate that while some values (e.g., the identity of individual sound fragments, the
immersive structure of the original performance) did emerge in limited or fragmented forms, other
crucial aspects (e.g., historical sequencing, symbolic intent, and production context) remained absent.
These gaps, however, proved generative: they allowed experts to articulate what was missing and
thereby identify a candidate set of values to be explicitly modeled in future iterations.</p>
      <p>We argue that value emergence—the spontaneous emergence of cultural values without formal
instruction—is possible but insuficient for values-sensitive design. It ofers a starting point, not an
endpoint. For heritage games, where cultural fidelity and interpretive depth are essential, values must
be deliberately embedded in the design process.</p>
      <p>Generative AI, when paired with structured frameworks like Co.Lab, can function as both a creative
partner and a diagnostic tool. It provides a neutral scafold through which assumptions become visible,
gaps can be located, and expert dialogue can be initiated. The resulting game is not only an artifact but
also a prompt for co-design—a platform for surfacing and negotiating the cultural values to be mapped.</p>
      <p>In future work, we will test this approach in a second iteration of Edgar à GoGo, where the values
identified through expert feedback will be made explicit and formally introduced into the Co.Lab
components. This will allow us to compare value emergence and value embodiment directly and to
refine a replicable, hybrid workflow that integrates AI, design frameworks, and expert evaluation in
the service of cultural heritage communication. Future replications will explore prompt variability
and model robustness across iterations. While this study relied on ChatGPT-4o, alternative models
could yield distinct interpretations of cultural values due to diferences in training data and instruction
tuning.</p>
    </sec>
    <sec id="sec-7">
      <title>Declaration on Generative AI</title>
      <p>The game concept document and the subsequent technical questions were realized with ChatGPT 4o,
which acted as a game designer for the whole experiment.
[15] R. Dobson, J. Fitch, K. Tazelaar, A. Valle, V. Lombardo, Varèse’s poème Électronique regained:
Evidence from the vep project, International Computer Music Conference Proceedings 2005 (2005).</p>
      <p>URL: http://hdl.handle.net/2027/spo.bbp2372.2005.164.
[16] V. Šisler, Contested memories of war in czechoslovakia 38-89: Assassination: Designing a serious
game on contemporary history, Game Studies 16 (2016). URL: https://gamestudies.org/1602/
articles/sisler.
[17] S. Goud, Value Communication for Cultural Heritage: Operational Workflow for Digital
Environments, Phd thesis, University of Turin, Turin, Italy, 2023. Available on https://hdl.handle.net/2318/
1952441.
[18] P. Sweetser, Large Language Models and Video Games: A Preliminary Scoping Review, in:
ACM Conversational User Interfaces 2024, ACM, New York, NY, USA, 2024, pp. 1–8. URL: https:
//dl.acm.org/doi/10.1145/3640794.3665582. doi:10.1145/3640794.3665582.
[19] R. Gallotta, G. Todd, M. Zammit, S. Earle, A. Liapis, J. Togelius, G. N. Yannakakis, Large Language
Models and Games: A Survey and Roadmap, IEEE Transactions on Games (2024) 1–18. URL:
https://ieeexplore.ieee.org/document/10680313/. doi:10.1109/TG.2024.3461510.
[20] A. Anjum, Y. Li, N. Law, M. Charity, J. Togelius, The Ink Splotch Efect: A Case Study on
ChatGPT as a Co-Creative Game Designer, in: Proceedings of the 19th International Conference
on the Foundations of Digital Games, ACM, New York, NY, USA, 2024, pp. 1–15. URL: https:
//dl.acm.org/doi/10.1145/3649921.3650010. doi:10.1145/3649921.3650010.
[21] J. Tyni, A. Turunen, J. Kahila, R. Bednarik, M. Tedre, Can ChatGPT Match the Experts? A
Feedback Comparison for Serious Game Development, International Journal of Serious Games
11 (2024) 87–106. URL: https://journal.seriousgamessociety.org/index.php/IJSG/article/view/744.
doi:10.17083/ijsg.v11i2.744.
[22] P. L. Lanzi, D. Loiacono, ChatGPT and Other Large Language Models as Evolutionary Engines for
Online Interactive Collaborative Game Design, in: Proceedings of the Genetic and Evolutionary
Computation Conference, ACM, New York, NY, USA, 2023, pp. 1383–1390. URL: https://dl.acm.
org/doi/10.1145/3583131.3590351. doi:10.1145/3583131.3590351.
[23] V. Lombardo, A. Valle, J. Fitch, K. Tazelaar, S. Weinzierl, W. Borczyk, A
virtualreality reconstruction of poème électronique based on philological research,
Computer Music Journal 33 (2009) 24–47. URL: https://doi.org/10.1162/comj.2009.33.2.24.
doi:10.1162/comj.2009.33.2.24.
arXiv:https://direct.mit.edu/comj/articlepdf/33/2/24/1855306/comj.2009.33.2.24.pdf.
[24] L. Izzo, Edgard Varèse’s Poème Électronique: From the Sketches to the Sound
Spatialization, Computer Music Journal 47 (2023) 5–28. URL: https://direct.mit.edu/comj/article/47/4/5/
127576/Edgard-Varese-s-Poeme-Electronique-From-the. doi:https://doi.org/10.1162/COMJ_
a_00700.</p>
      <p>Co.Lab Step
Game Mechanics
Game Mechanics
Game Mechanics
Game Mechanics / Interactions
Game Mechanics / Interactions
Game Mechanics / Interactions
Game Mechanics / Interactions / Goals and
Rules
Game Structure / Game Mechanics
Game Structure / Game Universe
Game Universe / Interfaces and UX
Game Universe / Interfaces and UX
Game Universe / Interfaces and UX
Game Universe / Interfaces and UX / Game
Mechanics
Goals and Rules
Goals and Rules
Goals and Rules
Goals and Rules / Incentives
Interactions / Goals and Rules
Interfaces and UX
Interfaces and UX
Interfaces and UX
Interfaces and UX
Interfaces and UX
Interfaces and UX
Interfaces and UX
Interfaces and UX
Interfaces and UX / Goals and Rules
Interfaces and UX / Goals and Rules
Interfaces and UX / Interactions
Interfaces and UX / Interactions
Interfaces and UX / Interactions / Goals and</p>
      <p>Rules</p>
      <p>Question
What does it mean to activate a fragment?
Which and how many sound fragments are present in the
scene?
Where and how can the player move?
Puzzle Matching - What sounds are associated with the
three buttons? What is the target to identify?
Puzzle Matching - What happens when the user clicks on
the corresponding hub?
How do the objects behave when clicked (in proximity)?
What sounds are available in the composition interface?
Can they be modified?
How does the player proceed from level 1 to level 2?
Is the environment shared across levels?
What does the abstract environment (soundspace) look
like?
Are the fragments solid objects? What do they look like?
Where is the camera positioned?
Where are the fragments positioned in the scene? Which
are active and which are dormant?
What is the player expected to do in the second level?
What is the player expected to do in the third level?
What is the role of the puzzle hubs in level 2?
Puzzle Matching - Which new fragments are unlocked?
Puzzle Spatialization - What is the response and feedback
logic (attempts, errors, success)?
Can the camera rotate freely vertically and horizontally?
What does the mouse cursor look like?
What is the scale of the fragments?
What are the rotation parameters of the fragments?
What spatialization parameters do the fragments have?
Puzzle Spatialization - What does the UI look like? +
LAYOUT
What is the appearance and position of the portal to go
from one level to another?
What is the layout of the composition interface?
Can multiple fragments be inserted into the same slot?
Is the composition interface fullscreen? Can the user still
explore the environment?
List all feedback elements (conveyance)
Do all puzzles trigger an overlay UI in which the puzzle is
played?
Puzzle Matching - What happens to the hub after
completion? Both in failure and success?</p>
    </sec>
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