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arxivcs.HC2026-07-12

Lottery and Sprint Arcade: Enabling Player-Driven Game Editing with Generative AI

Maya Grace Torii, Takahito Murakami, Yoichi Ochiai

Large language models (LLMs) are shifting game generation from offline automation toward play-driven modification through natural language interaction. In this work, we present a play-driven game editing system that enables players to modify a retro Space Invaders - style arcade game through voice-based natural-language commands during play. Spoken instructions are interpreted by an LLM and translated into structured updates of internal configuration parameters, allowing iterative play - edit - feedback cycles in an invader-style game environment without exposing underlying system details. The game includes approximately 100 editable configuration fields controlling mechanics, visuals, interaction patterns, and audio behavior, enabling gameplay transformation through incremental parameter changes. To investigate how users experience play-driven AI-mediated editing (RQ1) and how emergent editing patterns relate to variations in player experience (RQ2), we conducted a user study combining subjective evaluations, workload measures, and log-based analysis of editing behavior. Participants were able to modify gameplay with generally positive experiences and moderate workload, and interaction outcomes did not strongly depend on prior programming experience. Editing-log analysis revealed distinct experiential tendencies: adjustments to immediately perceptible parameters were associated with higher usability, whereas edits affecting core gameplay structures were more closely associated with enjoyment. Post-session reflections further identified diverse editing strategies, including exploratory experimentation, goal-driven structural modification, and iterative parameter tuning. These findings demonstrate that voice-driven editing can support accessible, play-driven human - AI co-creation within a structured invader-style arcade game environment.

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