Play my thesis

The field of Artificial Intelligence (AI) has gained increased attention since the release of ChatGPT in late 2022. Following the popularity and wide application, several generative AI (GAI or GenAI) tools have been released, with capabilities of generating novel content such as text, images, audio, and video. Previous research has noted both opportunities and limitations with GAI for various fields. One field with high potential impact is the game industry and the subfield of serious games, where the purpose of the game extends that of pure entertainment. GAI could play an important role for design and development of serious games, where design teams are typically smaller (compared with big commercial games), and competences in game mechanics, graphics and other game resources can be limited. This paper explores the opportunities and limitations of GAI tools to support development of serious games. This is done through the development of a serious game, based on the author’s PhD thesis, where various GAI tools are used to generate game content such as in-game dialogue, graphics, and audio. Development of the game artefact, which is named ‘Computer Programming in Schools’, follows the process of a design science research (DSR) project where emphasis is placed on the design in one iteration of development. The author’s experiences of utilizing GAI tools during the development of the game were recorded in a researcher diary, together with screenshots and images from the game. In this paper, these experiences are discussed and compared to related research in order to seek the most salient opportunities and limitations for GAI to support design and development of serious games. The paper provides several hands-on examples of design and development of a serious game with GAI tools and concludes with a set of recommendations for the future use of GAI in game development.

Authors

Institutions

Publication Details

Journal
Proceedings of the International Conference on AI Research.
Published
2024-12-04
DOI
https://doi.org/10.34190/icair.4.1.3130
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Play my thesis

Niklas Humble
1 citations
Proceedings of the International Conference on AI Research.
Educational Games and Gamification
0.79
article

Play my thesis

Niklas Humble
article en
1 citations

Abstract

The field of Artificial Intelligence (AI) has gained increased attention since the release of ChatGPT in late 2022. Following the popularity and wide application, several generative AI (GAI or GenAI) tools have been released, with capabilities of generating novel content such as text, images, audio, and video. Previous research has noted both opportunities and limitations with GAI for various fields. One field with high potential impact is the game industry and the subfield of serious games, where the purpose of the game extends that of pure entertainment. GAI could play an important role for design and development of serious games, where design teams are typically smaller (compared with big commercial games), and competences in game mechanics, graphics and other game resources can be limited. This paper explores the opportunities and limitations of GAI tools to support development of serious games. This is done through the development of a serious game, based on the author’s PhD thesis, where various GAI tools are used to generate game content such as in-game dialogue, graphics, and audio. Development of the game artefact, which is named ‘Computer Programming in Schools’, follows the process of a design science research (DSR) project where emphasis is placed on the design in one iteration of development. The author’s experiences of utilizing GAI tools during the development of the game were recorded in a researcher diary, together with screenshots and images from the game. In this paper, these experiences are discussed and compared to related research in order to seek the most salient opportunities and limitations for GAI to support design and development of serious games. The paper provides several hands-on examples of design and development of a serious game with GAI tools and concludes with a set of recommendations for the future use of GAI in game development.

Proceedings of the International Conference on AI Research.Vol. 4(1)
Uppsala University (SE)
Industry, innovation and infrastructure
Openalex Percentile: Top 22%
Educational Games and Gamification
0.79
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.