# "An Adapt-or-Die Type of Situation": Perception, Adoption, and Use of Text-To-Image-Generation AI by Game Industry Professionals

arXiv: https://arxiv.org/abs/2302.12601 · HTML: https://mlsanity.com/paper/2302.12601/

## Key facts

- Cited by 11 papers in the map (data through 14 Oct 2026).
- Builds on 12 of its 102 references that are in the map.
- First posted on arXiv 24 Feb 2023.

## Builds on (most cited first, 12 of 12)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Language Models are Few-Shot Learners](https://mlsanity.com/paper/2005.14165/) (2020)
- [Denoising Diffusion Probabilistic Models](https://mlsanity.com/paper/2006.11239/) (2020)
- [High-Resolution Image Synthesis with Latent Diffusion Models](https://mlsanity.com/paper/2112.10752/) (2021)
- [Hierarchical Text-Conditional Image Generation with CLIP Latents](https://mlsanity.com/paper/2204.06125/) (2022)
- [Zero-Shot Text-to-Image Generation](https://mlsanity.com/paper/2102.12092/) (2021)
- [Power to the People? Opportunities and Challenges for Participatory AI](https://mlsanity.com/paper/2209.07572/) (2022)
- [Generating Images from Captions with Attention](https://mlsanity.com/paper/1511.02793/) (2015)
- [The Creativity of Text-to-Image Generation](https://mlsanity.com/paper/2206.02904/) (2022)
- [Large-scale Text-to-Image Generation Models for Visual Artists' Creative Works](https://mlsanity.com/paper/2210.08477/) (2022)
- [When happy accidents spark creativity: Bringing collaborative speculation to life with generative AI](https://mlsanity.com/paper/2206.00533/) (2022)
- [Environmental and Social Sustainability of Creative-Ai](https://mlsanity.com/paper/2209.12879/) (2022)

## Built on by (most cited first, 11 of 11)

- [When combinations of humans and AI are useful: A systematic review and meta-analysis](https://mlsanity.com/paper/2405.06087/) (2024)
- [Large Language Models and Games: A Survey and Roadmap](https://mlsanity.com/paper/2402.18659/) (2024)
- [T2I-FactualBench: Benchmarking the Factuality of Text-to-Image Models with Knowledge-Intensive Concepts](https://mlsanity.com/paper/2412.04300/) (2024)
- [The Ink Splotch Effect: A Case Study on ChatGPT as a Co-Creative Game Designer](https://mlsanity.com/paper/2403.02454/) (2024)
- [Towards Mode Balancing of Generative Models via Diversity Weights](https://mlsanity.com/paper/2304.11961/) (2023)
- [SketchFlex: Facilitating Spatial-Semantic Coherence in Text-to-Image Generation with Region-Based Sketches](https://mlsanity.com/paper/2502.07556/) (2025)
- [GenTune: Toward Traceable Prompts to Improve Controllability of Image Refinement in Environment Design](https://mlsanity.com/paper/2508.15227/) (2025)
- [AI Rivalry as a Craft: How Resisting and Embracing Generative AI Reshape Writing Professions](https://mlsanity.com/paper/2503.09901/) (2025)
- [RoBus: A Multimodal Dataset for Controllable Road Networks and Building Layouts Generation](https://mlsanity.com/paper/2407.07835/) (2024)
- [Unlocking Fair Use in the Generative AI Supply Chain: A Systematized Literature Review](https://mlsanity.com/paper/2408.00613/) (2024)
- [No Pixel Left Behind: Filling Gaps in Anime Colorization](https://mlsanity.com/paper/2609.00800/) (2026)

## Abstract (arXiv)

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.
