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:文本到图像生成模式(TTIG)可以产生基于文字描述的图像,并已开始与专业创作者的工作相竞争,并引发关于创造性工作的未来、失业和版权问题的讨论。为了支持可持续地采用TTIG,我们必须对专业人员如何看待、采纳和使用TTIG提供丰富、可靠和透明的见解。Crucally尽管公开辩论浅浅、狭窄和缺乏透明度,学术工作侧重于研究TTIG在一般艺术家群体中的使用,而不是特定行业专业人员的看法和态度。在本文中,我们为芬兰视频游戏行业TTIG提供了定性的探索性访谈研究。通过对与14名游戏专业人员的半结构性访谈的模板分析,我们揭示了12个总体主题,分为49个关于专业人员对TTIG系统的认知、采纳和使用在游戏行业实践中的分主题。在(另外)角色和创造性过程的变化之后,我们的参与者(道德)反思可以作为行业内部讨论的参考,供决策者使用,作为所需的立法信息,并支持研究人员在游戏中使用。</s>