Playing the Imitation Game: How Perceived Generated Content Shapes Player Experience

Fuente: arXiv
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Main Authors: Bazzaz, Mahsa, Cooper, Seth
Format: Preprint
Published: 2026
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author Bazzaz, Mahsa
Cooper, Seth
author_facet Bazzaz, Mahsa
Cooper, Seth
contents With the fast progress of generative AI in recent years, more games are integrating generated content, raising questions regarding how players perceive and respond to this content. To investigate, we ran a mixed-method survey on the games Super Mario Bros. and Sokoban, comparing procedurally generated levels and levels designed by humans to explore how perceptions of the creator relate to players' overall experience of gameplay. Players could not reliably identify the level's creator, yet their experiences were strongly linked to their beliefs about that creator rather than the actual truth. Levels believed to be human-made were rated as more fun and aesthetically pleasing. In contrast, those believed to be AI-generated were rated as more frustrating and challenging. This negative bias appeared spontaneously without knowing the levels' creator and often was based on unreliable cues of "human-likeness." Our results underscore the importance of understanding perception biases when integrating generative systems into games.
format Preprint
id arxiv_https___arxiv_org_abs_2602_14254
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Playing the Imitation Game: How Perceived Generated Content Shapes Player Experience
Bazzaz, Mahsa
Cooper, Seth
Human-Computer Interaction
With the fast progress of generative AI in recent years, more games are integrating generated content, raising questions regarding how players perceive and respond to this content. To investigate, we ran a mixed-method survey on the games Super Mario Bros. and Sokoban, comparing procedurally generated levels and levels designed by humans to explore how perceptions of the creator relate to players' overall experience of gameplay. Players could not reliably identify the level's creator, yet their experiences were strongly linked to their beliefs about that creator rather than the actual truth. Levels believed to be human-made were rated as more fun and aesthetically pleasing. In contrast, those believed to be AI-generated were rated as more frustrating and challenging. This negative bias appeared spontaneously without knowing the levels' creator and often was based on unreliable cues of "human-likeness." Our results underscore the importance of understanding perception biases when integrating generative systems into games.
title Playing the Imitation Game: How Perceived Generated Content Shapes Player Experience
topic Human-Computer Interaction
url https://arxiv.org/abs/2602.14254