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:文本生成图像(TTIG)模型是最近创造性人工智能的新成员,可以根据文本描述生成图像。这些模型已经开始超越专业创意工作者的作品,并引发了有关创意工作未来、失业、版权等重要影响的讨论。为了支持TTIG的可持续采用,我们必须提供丰富、可靠和透明的见解,了解专业人员如何感知、采用和使用TTIG。然而,当前的公共讨论是肤浅、狭隘和缺乏透明度的,学术研究始终关注的是对艺术家人群使用TTIG的研究,而不是特定行业的专业人员态度和观念的研究。在本文中,我们针对芬兰游戏产业进行一项定性的探索性访谈研究。通过对14名游戏业专业人员进行的半结构化访谈的模板分析,我们揭示了专业人员在TTIG系统的感知、采用和使用方面的12个大类主题,分为49个子主题。通过经历(又一次)角色和创意过程的变化,参与者的反思可以在业内引起讨论,在政策制定者制定急需的立法时发挥作用,并支持游戏、人机交互和人工智能研究者支持TTIG的可持续、职业化使用,让游戏成为文化艺术品受益。