In a recent survey, we explored gamers’ attitudes towards the use of Gen AI in video games and whether those attitudes varied by demographics and gaming motivations. The overwhelmingly negative attitude stood out compared to other surveys we’ve run over the past decade.
In an optional survey (N=1,799) we ran from October through December 2025 alongside the Gamer Motivation Profile, we invited gamers to answer additional questions after they had looked at their profile results. Some of these questions were specifically about attitudes towards Gen AI in video games.
Overall, the attitude towards the use of Gen AI in video games is very negative. 85% of respondents have a below-neutral attitude towards the use of Gen AI in video games, with a highly-skewed 63% who selected the most negative response option.
Such a highly-skewed negative response is rare in the many years we’ve conducted survey research among gamers. As a point of comparison, in 2024 Q2-Q4, we collected survey data on attitudes towards a variety of game features. The chart below shows the % negative (i.e., below neutral) responses for each mentioned feature. In that survey, 79% had a negative attitude towards blockchain-based games. This helps anchor where the attitude towards Gen AI currently sits. We’ll come back to the “AI-generated quests/dialogue” feature later in this blog post since we break down the specific AI use in another survey question.



Because it’s difficult to fit to a world. You need a pretty good GPU of which a lot of the memory will be take up by the LLM running locally. That means you basically can not use it while also having other fancy graphics at the same time. So you would basically have a not so demanding looking game with high GPU requirements.
Also it’s quite difficult to steer the NPCs to be consistent. In my free time I’m working on a small project right now to have a game centered around llm NPCs, but it’s a lot of work to steer them to be consistent with the world you place them in. Because they always go with a “yes and” approach, so it’s easy to end up in a situation where they make up things that contradict the reality of the game.
I’m actually also working on a project using LLMs to talk to NPCs. Though this one doesn’t use local models but online models called through a proxy using API keys, which lets you use much larger and better models.
But yeah it’s been interesting digging deep into the exact and precise construction of the prompts to get the NPCs talking and behaving exactly like you want them, and be as real and lifelike as possible.