Text-to-image generation (TTIG) models, a recent addition to creative AI, can generate images based on a text description. These models have begun to rival the work of professional creatives, and sparked discussions on the future of creative work, loss of jobs, and copyright issues, amongst other important implications. To support the sustainable adoption of TTIG, we must provide rich, reliable and transparent insights into how professionals perceive, adopt and use TTIG. Crucially though, the public debate is shallow, narrow and lacking transparency, while academic work has focused on studying the use of TTIG in a general artist population, but not on the perceptions and attitudes of professionals in a specific industry. In this paper, we contribute a qualitative, exploratory interview study on TTIG in the Finnish videogame industry. Through a Template Analysis on semi-structured interviews with 14 game professionals, we reveal 12 overarching themes, structured into 49 sub-themes on professionals' perception, adoption and use of TTIG systems in games industry practice. Experiencing (yet another) change of roles and creative processes, our participants' reflections can inform discussions within the industry, be used by policymakers to inform urgently needed legislation, and support researchers in games, HCI and AI to support the sustainable, professional use of TTIG to benefit people and games as cultural artefacts.
翻译:文生图生成(TTIG)模型作为创意人工智能的最新成果,能够根据文本描述生成图像。这些模型已开始与专业创意人士的作品相媲美,并引发了关于创意工作未来、失业问题、版权争议以及其他重要影响的讨论。为支持TTIG的可持续采纳,我们需要提供丰富、可靠且透明的见解,了解专业人士如何感知、采纳和使用TTIG。然而,关键问题在于,公众讨论流于表面、狭窄且缺乏透明度,而学术研究则聚焦于一般艺术家群体对TTIG的使用,尚未涉及特定行业专业人士的感知和态度。本文对芬兰电子游戏行业的TTIG进行了定性、探索性的访谈研究。通过对14位游戏专业人士的半结构化访谈进行模板分析,我们揭示了12个总体主题,这些主题被归纳为49个子主题,涵盖专业人士在游戏行业实践中对TTIG系统的感知、采纳与使用。面对(又一次)角色与创意过程的转变,参与者的反思可为行业内的讨论提供依据,供政策制定者用于制定亟需的法规,并支持游戏、人机交互与人工智能领域的研究人员,从而促进TTIG在造福人类和作为文化产物的游戏方面的可持续、专业化使用。