Nov 2026· Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play· pp. 579-579· 0 citations
Abstract
Game development is shifting from creation of finished, static media towards performative and emergent systems driven by game engines, modular asset libraries, procedural generation, and generative AI. Far from a transformation, generative AI builds on gaming’s long use of procedural tools, driving what humanities scholars call a “speculative” shift from fixed artefacts to open-ended generativity. Yet, breaking work into modular chunks often fragments the creative process, devalues specialized skills, and worsens workplace inequities. Bridging labour and design studies of creativity on the shift from creation to curation or “meta-creation,” I show how speculative game development may erode core tenets of “good work” – including craft autonomy, holistic control, and career progression – and what can be done to reshape generative systems for more meaningful and sustainable work in games.
The gaming community is facing massive changes and disruptions as generative AI is increasingly used in almost all aspects of creative work involved in game design, development, analytics, and even games research. This new trend is significantly shifting the trajectory of the gaming community by affecting how digital g...
Guo Freeman, Carlos Toxtli, Ruchi Panchanadikar et al.· Companion Proceedings of the...· 0 citations
Artificial intelligence (AI) is increasingly transforming the game industry by reshaping development processes, production workflows, and career structures. In this study, we present a scoping literature review examining the impact of AI on game development and employment within the industry, with particular attention...
Yong-Kang Xing, J. Shell, T. Harwood et al.· Computers· 0 citations
Game controller design systematically excludes the bodies, epistemologies, and creative practices of disabled people. This paper investigates what emerges when disabled designers lead the creation of controllers and games alongside developers of Alt Ctrl games, interactive experiences built with bespoke custom hardware...
Phoenix Perry, Rebecca Fiebrink, Mick Grierson· Proceedings of the ACM on Hu...· 0 citations
Narrative is a core component of many games but is difficult to evaluate because it is subjective, distributed across game systems, unfolds over time, and is not well understood due to fragmented literature and conflicting games user experience (GUX) frameworks across industry and academia. These issues are more pronou...
Alexander Flint· Companion Proceedings of the...· 0 citations
As Generative AI (GenAI) expands beyond individual workflows and becomes increasingly integrated into collaborative creative work, its potential to address the fundamental challenge of building common ground among creators with diverse expertise remains underexplored. Specifically, we lack empirical understanding of ho...
Hajun Kim, Jini Kim, Y. J. Choi· Proceedings of the ACM on Hu...· 0 citations
In open-world games, classical tools of dramatic analysis – the three-act structure, Freytag's pyramid, the hero's journey – fail to describe the actual gameplay experience: players gain freedom to choose the traversal order of modular content, making authorial control over pacing impossible. This paper introduces the...
V. Kugurakova, Maria Valerievna Kochakova, В. В. Липатов· Russian Digital Libraries Jo...· 0 citations
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