TY - CHAP
T1 - The Adoption of Generative AI in Video Game Production
T2 - Firm and Industry-level Dynamics
AU - Heslinga, Anne
AU - Chiesa, Carolina Dalla
AU - Loots, Ellen
PY - 2025/11/13
Y1 - 2025/11/13
N2 - The video game industry has long used artificial intelligence (AI) tools to construct characters, scenarios, music, and for other production processes. The recent spread of widely accessible generative AI (GenAI) tools has introduced new challenges and possibilities to this industry. This chapter presents a small-scale study of the adoption and refusal of GenAI in video game production in four game development studios. We demonstrate that issues related to the quality of outputs and lack of integration of GenAI in the production process limit the adoption of the technology. Furthermore, while small studios utilise GenAI for operational and creative tasks such as prototyping art, communication, and data analysis, large studios are more hesitant to adopt this technology due to intellectual property protection issues, security, and technological readiness. However, large studios invest heavily in the research and development of complex GenAI applications, indicative of their potential to leverage their resources, partnerships, and market influence to retain market share relative to smaller game developers. We outline the implications of GenAI for firm-level and industry-level dynamics in the game industry.
AB - The video game industry has long used artificial intelligence (AI) tools to construct characters, scenarios, music, and for other production processes. The recent spread of widely accessible generative AI (GenAI) tools has introduced new challenges and possibilities to this industry. This chapter presents a small-scale study of the adoption and refusal of GenAI in video game production in four game development studios. We demonstrate that issues related to the quality of outputs and lack of integration of GenAI in the production process limit the adoption of the technology. Furthermore, while small studios utilise GenAI for operational and creative tasks such as prototyping art, communication, and data analysis, large studios are more hesitant to adopt this technology due to intellectual property protection issues, security, and technological readiness. However, large studios invest heavily in the research and development of complex GenAI applications, indicative of their potential to leverage their resources, partnerships, and market influence to retain market share relative to smaller game developers. We outline the implications of GenAI for firm-level and industry-level dynamics in the game industry.
UR - https://www.scopus.com/pages/publications/105024151820
U2 - 10.4324/9781003509738-24
DO - 10.4324/9781003509738-24
M3 - Chapter
AN - SCOPUS:105024151820
SN - 9781032835204
T3 - Routledge Research in the Creative and Cultural Industries
SP - 251
EP - 266
BT - Artificial Intelligence in the Cultural and Creative Sectors
PB - Routledge (Taylor & Francis Group)
CY - London
ER -