Text-to-image generation (TTIG) models can generate images based on a text description, and 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 others. To support the sustainable adoption of TTIG, we must provide rich, reliable and transparent insights into how professionals perceive, adopt and use TTIG. Crucally though, the public debate is shallow, narrow and lacking transparency, and academic work has focused on studying the use of TTIG in a general artist population, but not 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' (ethical) 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 sustainable, professional use benefit games as cultural artefacts.
翻译:文本到图像生成模型能够基于文本描述生成图像,其水平已开始与专业创意工作者相媲美,并引发了关于创意工作未来、失业问题及版权议题等讨论。为支持TTIG的可持续采纳,我们需提供关于专业人士如何感知、采纳及使用这一技术的丰富、可靠且透明的洞见。然而,目前公共讨论流于表面、视野狭窄且缺乏透明度,学术研究则聚焦于普通艺术家群体对TTIG的应用,并未深入考察特定行业专业人士的认知与态度。本文通过一项探索性定性访谈研究,考察芬兰电子游戏行业中的TTIG应用。基于对14位游戏行业专业人士的半结构化访谈模板分析,我们揭示了12个涵盖专业人员在游戏行业实践中感知、采纳和使用TTIG系统的总体主题,这些主题进一步细分为49个子主题。参与者感受到(又一次)角色与创作过程的转变,其(伦理)反思可为行业内部讨论提供参考,可协助政策制定者制定亟需的立法,并支持游戏、人机交互及人工智能领域的研究者推动可持续的专业化应用,使游戏作为文化载体获益。