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Ict-g-4-0879-19-Assessing The Impact of Artificial Intelligence in The Gaming Industry in Kenya
Ict-g-4-0879-19-Assessing The Impact of Artificial Intelligence in The Gaming Industry in Kenya
ICT-G-4-0879-19
JULY 2023
DECLARATION
This Proposal is my original work and has not been presented for award of a degree or for any
similar purpose in any other institution
Duncan Kiprop
ICT-G-4-0879-19
Supervisor: This proposal has been submitted with my approval as University supervisor
Gretsa University
Department _____________________
TABLE OF CONTENTS
DECLARATION.............................................................................................................................. i
ABBREVIATIONS AND ACRONYMS ........................................................................................ v
ABSTRACT ................................................................................................................................... vi
CHAPTER ONE: INTRODUCTION ............................................................................................. 1
1.0 Introduction ........................................................................................................................... 1
1.1 Background of the study ....................................................................................................... 1
1.2 Statement of Research Problem ............................................................................................ 2
1.3 Purpose of the study .............................................................................................................. 2
1.4 Conceptual framework .......................................................................................................... 3
1.5 Research questions ................................................................................................................ 4
1.6 Research study objectives ..................................................................................................... 4
1.6.1 General objectives .......................................................................................................... 4
1.6.2 Specific objectives ......................................................................................................... 4
1.7 Hypotheses ............................................................................................................................ 4
1.8 Significance of the study....................................................................................................... 4
1.9 Research study scope ............................................................................................................ 5
1.10 Research study limitations .................................................................................................. 5
1.11 Assumptions ........................................................................................................................ 5
CHAPTER TWO: LITERATURE REVIEW ................................................................................. 6
2.0 Introduction ........................................................................................................................... 6
2.1 Gaming Artificial intelligence............................................................................................... 6
2.2 Non-player characters ........................................................................................................... 6
2.3 Player preference .................................................................................................................. 7
2.4 Gameplay (level difficulty) ................................................................................................... 7
2.5 Theoretical framework .......................................................................................................... 7
2.5.1 Game theory ................................................................................................................... 8
2.5.2 Nash Equilibrium ........................................................................................................... 8
2.6 Summary of identified gaps in reviewed literature ............................................................... 8
CHAPTER THREE: RESEARCH METHODOLOGY ................................................................. 9
3.0 Introduction ........................................................................................................................... 9
3.1 Research Design.................................................................................................................... 9
ii
3.2 Study Area ............................................................................................................................. 9
3.3 Target Population .................................................................................................................. 9
3.4 Sampling Techniques ............................................................................................................ 9
3.5 Sample Size......................................................................................................................... 10
3.6 Measurement of Variables ................................................................................................... 10
3.7 Research Instruments ...........................................................................................................11
3.8 Validity of Measurements ....................................................................................................11
3.9 Reliability of Measurements ................................................................................................11
3.10 Data Collection Techniques ...............................................................................................11
3.11 Data Analysis .................................................................................................................... 12
3.12 Logistical and Ethical Considerations .............................................................................. 13
CHAPTER FOUR: FINDINGS .................................................................................................... 14
4.0 Introduction ......................................................................................................................... 14
4.1 Response rate ...................................................................................................................... 14
4.2 Demographic information ................................................................................................... 15
4.2.1 Gender of Population ................................................................................................... 15
4.2.2 Age of respondents ....................................................................................................... 16
4.2.3 Years of gaming Experience ........................................................................................ 16
4.2.4 Home based players gaming devices ........................................................................... 17
4.2.5 Players preferred games ............................................................................................... 18
4.3 Descriptive statistics ........................................................................................................... 19
4.3.1 Player engagement ....................................................................................................... 19
4.3.2 AI integration ............................................................................................................... 20
4.4 Regression analysis ............................................................................................................. 22
4.5 Correlations ......................................................................................................................... 23
4.6 Discussion of the findings ................................................................................................... 24
4.6.1 Interpretation ................................................................................................................ 24
4.7 Hypothesis testing ........................................................................................................... 26
CHAPTER FIVE: SUMMARY AND CONCLUSION ................................................................ 28
5.1 Summary ............................................................................................................................. 28
5.2 Conclusion .......................................................................................................................... 28
5.2.1 Limitations of Data Collected: ..................................................................................... 28
5.2.2 Using Data to Inform Decision Making: ..................................................................... 28
5.3 Photos of Gamers ................................................................................................................ 28
iii
REFERENCES ............................................................................................................................. 30
APPENDICES .............................................................................................................................. 34
Appendix A: Work plan ............................................................................................................ 34
Appendix B: Budget plan.......................................................................................................... 35
Questionnaire ............................................................................................................................ 36
Arcade player section ............................................................................................................ 37
Home based players section .................................................................................................. 40
iv
ABBREVIATIONS AND ACRONYMS
AI: Artificial intelligence
v
ABSTRACT
AI in gaming refer to responsive and adaptive video game experiences. In the video game industry,
game AI began to emerge not long after the birth of video games. These days, game AI has become
an unavoidable component and is playing a significant role in raising the quality of games. Tric
gaming cafe hosts many digital games ranging from console to Virtual reality (VR). Since most of
these games involve game AI, the research will study its impact and how it affects the player’s
game play, player preference including its relation to non-player characters (NPCs) and its impact.
Questionnaires, interviews and observations were used as data collections techniques. Numerical
data were presented using charts, tables and graphs while qualitative data was analyzed using
thematic analysis and content analysis.
vi
CHAPTER ONE: INTRODUCTION
1.0 Introduction
This chapter covers; the background of the study, problem research statement, the purpose of the
study, it has a conceptual framework of the study, the research questions, the objectives of the
study, hypotheses of the study and the significance of the study.
MIT cognitive scientist Marvin Minsky and others who attended the conference were extremely
optimistic about AI's future. "Within a generation [...] the problem of creating 'artificial
intelligence' will substantially be solved," Minsky is quoted as saying in the book "AI: The
Tumultuous Search for Artificial Intelligence" (Basic Books, 1994). However, achieving an
artificially intelligent being was not so simple. After several reports criticizing progress in AI,
government funding and interest in the field dropped off – a period from 1974–80 that became
known as the "AI winter." The field later revived in the 1980s when the British government started
funding it again in part to compete with efforts by the Japanese. Nevertheless, research began to
pick up again after that, and in 1997, IBM's Deep Blue became the first computer to beat a chess
champion when it defeated Russian grandmaster Garry Kasparov. Moreover, in 2011, the computer
giant's question-answering system Watson won the quiz show “Jeopardy” by beating reigning
champions Brad Rutter and Ken Jennings. However, the field of AI has become much broader than
just the pursuit of true, humanlike intelligence.
In Africa, countries like Egypt’s startup Swivl uses AI to coordinate a fleet of private buses easing
congestion in their public transit network. Meanwhile Mozambique uses, the app Hello Tractor to
let farmers share equipment, and predict crop yields while in Kenya, M-Shwari a banking service
relies on AI to review online loan applications, this helps them reach out to customers who live far
from bank branches.
1
AI in gaming is not a recent innovation. It was as early as 1951, when a computerized game of
Nim was developed and published in 1952.Gaming has been an important key and is playing a
major role in the development of AI. (Samudyata, 2020)
According to arm limited, AI in gaming refers to responsive and adaptive video game experiences.
The AI-powered interactive experiences are usually generated via non-player characters (NPCs)
that act intelligently, as if they are being controlled by a human game-player. AI is the engine that
determines an NPC’s behavior in the game world.
In Kenya, game AI is being applied in gaming arcades, cafes and lounges. It aims at making gaming
more real life based to the players that they can simulate real life scenarios, a good example is the
blend between virtual reality (VR) and artificial intelligence. Some players however do not like
the idea of artificial intelligence in a game while some do not fully understand or have little
knowledge about AI and gaming. Too much AI in a game will make the game boring and hard
because the machine is more intelligent than the player is and thus easily or obviously wins the
game in human vs machine (AI) games.
Therefore, this research study aimed at satisfying the uncertainty on the impact of artificial
intelligence in the gaming industry in Kenya.
Dependent Variable: Artificial intelligence and the gaming industry (Player Engagement)
Non-player characters
Game play
3
1.5 Research questions
I. what are non-player characters and what role do they play in digital gaming?
III. What is the relationship between a player’s game play and artificial intelligence?
ii. To examine the impact of a player’s game play (level difficulty) in AI gaming.
1.7 Hypotheses
H1. Player preference has an impact in AI gaming in Kenyan gaming industry.
H2. Player’s game play has an impact in AI gaming in Kenyan gaming industry.
a) It helps the reader to know the relationship between player preference and AI gaming in
Kenya.
4
b) It helps the reader understand the role played by non-player characters in AI gaming in
Kenya.
c) It helps the reader understand how a player’s game play impacts AI gaming in Kenya.
The knowledge depth of this study mostly aims at getting to understand more about the relationship
between artificial intelligence and the gaming industry in Kenya and how it has impacted the game
players and the games themselves.
b) The aspect whereby the respondents were afraid of the researcher who was not familiar
with them.
c) The aspect whereby the respondents refused to partake in the aspect of answering the
interviews.
1.11 Assumptions
During the study, the following assumptions were taken into considerations;
i. The response from the individuals who took part in the study will
be honest.
ii. The findings in the case study will not only apply to the Kenyan
gaming industry but also fields which utilize AI including game
AI.
5
CHAPTER TWO: LITERATURE REVIEW
2.0 Introduction
This chapter is about literature reviews on artificial intelligence in gaming, non-player characters,
player preference and players game play (level difficulty). It also includes a theoretical framework
and finally identified gaps in the literature reviews.
6
2.3 Player preference
Player preference can be described as, what game a player prefers or the game mechanics he or
she prefers. It is part of the factors that enable a player to be immersed in a video game. A player’s
preference determines whether the player will be fully immersed or partially immersed in a video
game. The player’s immersion can cause boredom if the player’s skills do not match the game
mechanics or if the AI used in the game is too intelligent compared to the player’s skill set. It can
also cause arousal, flow and control if the player’s skills match the game mechanics thus
maximizing the player’s enjoyment (Arzate, 2017). Knowledge about player preferences can also
be used in game design and develop games that are more effective in helping players achieve their
instrumental goals (Orji, 2014).
7
2.5.1 Game theory
Also known as “The von Neumann–Morgenstern theory”, proposed by John von Neumann and
Oskar Morgenstern (1944), it states that, the actions and choices of all the participants affect the
outcome of each. In addition, its assumed players within the game are rational and will strive to
maximize their payoffs in the game.
It was applied in the research study to bring out the impact of game AI and how its actions affect
the outcome of the player’s actions and choices.
It was applied in the research study to analyze the impact of non-player characters and player
preference and their relation to game AI.
User Experience and Player Behavior: AI technologies impact user experience in games and how
players interact with AI-powered elements. This include player preferences, immersion,
enjoyment, and satisfaction with AI-driven game mechanics or adaptive gameplay.
Local and Cultural Factors: unique challenges, opportunities, and cultural implications of AI in the
gaming industry. How AI adoption aligns with local gaming preferences, cultural sensitivities, or
economic factors in Kenya.
8
CHAPTER THREE: RESEARCH METHODOLOGY
3.0 Introduction
This chapter explains the methodology of the study. This involves sampling techniques, research
instruments and data collection techniques.
9
3.5 Sample Size
According to Piroska (2021), a good sample size is usually around 10% of the target population,
as long as this does not exceed 1000. The target population was around 500, 300 arcade players
and 200 homebased gamers meaning:
(10/100) x 500 = 50 : in a target population of 500, the sample size was 50.
TARGET SAMPLE
UNITS PERCENTEGE
POPULATION SIZE
ARCADE
300 30 10%
PLAYERS
HOME
BASED 200 20 10%
PLAYERS
10
rate
Questionnaires were used for both arcade and home based gamers.
The study collected primary as well as secondary data. Primary data was obtained through
administering structured questionnaire by self and email. Secondary data on the other hand was
obtained from review of primary data.
Objective 3: To examine the impact of a players game play (level difficulty) in AI gaming.
Observations, interviews and questionnaire were used to collect data on this objective.
Player preference has an impact Find out the impact player Regression model
on AI gaming in Kenya. preference has on AI gaming in
Kenya.
Player’s game play has an impact Find out the impact a players Regression model
in AI gaming in Kenya. game play has on AI gaming in
Kenya.
12
Non-player characters impact AI Identify how non-player Regression model
gaming in Kenya. characters impact AI gaming in
Kenya.
Numerical data were presented using tables while qualitative data was analyzed using thematic
analysis and content analysis.
13
CHAPTER FOUR: FINDINGS
4.0 Introduction
This chapter provides the findings. Analyzed data has been presented using charts. Questionnaires
were administered to arcade and home based gamers. Some questionnaires were administered by
self while others via email and responds were channeled back using same channel for analysis.
Response Rate
28%
72%
14
4.2 Demographic information
This sought to find the demographics information of those who participated in the interview so as
to rationalize the validity of data collected. It contains responds facts as captured on the
questionnaire concerning impact of player preference, player’s game play and Non-Player
characters with regard to game AI in Kenya. Demographics information was considered important
in order to show effectiveness of the impact of game AI in the Kenyan gaming industry.
GENDER DEMOGRAPHIC
Female
39%
Male
61%
15
4.2.2 Age of respondents
This study sought to find out information about age of respondent representing the entire
population. 64.2% of interview recorded were below 25 years old, 23.5 % were falling in between
26, 30 years and 8.7% were between 31, 35 years while between 36, and 40 years was the lowest
with 3.6%.
Respondents Age
70
60
50
40
30
20
10
0
Under 25 years 26 to 30 years 30 to 35 years 36 to 40 years
16
Years of Gaming
Over 3 Years
10%
2.5 to 3 Years
29%
Less than 2 Years
61%
17
Gaming Devices
45
40
35
30
25
20
15
10
0
Devices
18
Player Prefrred Game
Home Based
Arcade
0 10 20 30 40 50 60 70 80 90 100
Offline Online
Perception of AI
Impact
Mean 3.472222222
Median 3
Mode 3
19
Standard Deviation 1.027788503
Kurtosis -1.074869507
Skewness 0.078905148
Range 3
Minimum 2
Maximum 5
Sum 125
Count 36
Mean scores of 3.5-5.0 on the Likert scale represented “Positive”. Scores of 2.5-3.4 represented
“Neutral” while scores of 1.0-2.4 represented “Negative “A mean score for each entry was
computed.
From the table, respondents attributed a “Positive” impact of AI on player engagement in the
Kenyan gaming industry with a mean of 3.472222222.
4.3.2 AI integration
Table 4.3.2 –Independent variables descriptive statistics
Player
Game Play NPCs
Preference
20
Standard 0.183778 Standard 0.197649 Standard 0.179837
Error Error Error
Mean scores of 3.5-5.0 on the Likert scale represented “Very Important”. Scores of 2.5-3.4
represented “Somewhat Important” while scores of 1.0-2.4 represented “Not Important “A mean
score for each entry was computed.
From the table, respondents attributed player preference to be “Not Important” with a mean of
2.388889. The respondents also indicated that a player’s game play is “Somewhat Important” with
a mean of 3.277778
21
Finally, Non-player characters were regarded “Very important” with a mean of 3.583333.
Regression Statistics
Multiple R 0.77009
R Square 0.59303
Observations 36
The coefficient of determination R square was 0.593031767 explaining the variation in the
influence of independent variables.
On player engagement, this indicates the independent variables contribute 59.30% on the impact
of AI in the Kenyan gaming industry.
ANOVA
df SS MS F Significance F
22
Residual 32 15.04651994 0.470203748
Total 35 36.97222222
The ANOVA results suggested that the regression had a level of significance F value of 2.0536E-
06 (or 0.0000020536) indicating strong evidence against the null hypothesis and supports the
presence of a statistically significant relationship or difference between the groups in the ANOVA
analysis. This implies that, the independent variables AI integration (Player preference, Game play
and Non-player characters) have an impact on the dependent variable AI in the Kenyan gaming
industry (Player engagement).
4.5 Correlations
Table 4.5 – Correlations
Predictors: (Constant):
- Player preference.
23
- Game play.
- Non-player characters.
The outcome of the study indicated that the Player preference and Non-player characters, at a 95%
level of confidence had a positive relationship while Game play had a negative relationship with
game AI in Kenya. The independent coefficients were 0.031209217
36 players from a sample of 50 Kenyan gamers each rated their level of engagement (dependent
variable) and their perception of AI integration in games (independent variable).
4.6.1 Interpretation
Player Engagement.
The interviewees with a positive perception believe that AI can enhance gameplay by providing
more challenging opponents and creating more immersive game worlds. They also appreciate the
potential for AI to improve the overall gaming experience.
The interviewees with a neutral perception acknowledge the potential benefits of AI, but are also
concerned about the potential risks, such as the potential for AI to create an unbalanced playing
field or replace human creativity in game development.
The interviewees with a negative perception are concerned that AI could lead to a decrease in the
overall quality of games and the gaming experience. They believe that AI might be used to unfairly
create an advantage for certain players or limit player autonomy in decision-making.
24
Player preference
The interviewees who consider player preference to be very important believe that game
developers and designers should prioritize the needs and preferences of their target audience when
creating games. They believe that games that are designed with player preferences in mind are
more likely to be successful and well received by the gaming community.
The interviewees who consider player preference somewhat important acknowledge the
importance of player preference, but believe that there are other factors that should also be
considered when creating games, such as technical capabilities and innovation.
The interviewees who consider player preference not important believe that game developers and
designers should have the freedom to create games that push the boundaries of what is possible
and that are not limited by the preferences of their target audience.
Game Play
The interviewees who consider game play to be very important believe that game play is the most
important aspect of any game and can make or break the player experience. They believe that
games with good game play are more likely to be successful and have a larger player base.
The interviewees who consider game play to be somewhat important acknowledge the importance
of game play, but believe that there are other factors that are also important in determining the
success of a game, such as graphics and story.
The interviewees who consider game play not important believe that graphics and story are the
most important aspects of a game and that game play is secondary.
NPCs
The interviewees who consider NPCs very important believe that NPCs are crucial in making the
game world feel alive and immersive. They enjoy interacting with NPCs and appreciate the
additional depth and complexity that they can bring to a game.
25
The interviewees who consider NPCs to be somewhat important acknowledge the role of NPCs in
creating a believable game world, but do not consider them to be as important as other aspects of
the game, such as game play and graphics.
The interviewees who consider NPCs not important believe that NPCs are unnecessary and can
actually detract from the player experience. They prefer games that focus solely on the player's
experience and do not require interaction with NPCs.
26
The significance level used was 0.05; Hypotheses with a P-value greater than the significance level
were rejected while the ones with the lower value were accepted. The alternative hypothesis were
accepted for the rejected or accepted hypotheses.
27
CHAPTER FIVE: SUMMARY AND CONCLUSION
5.1 Summary
The research objective was to examine the impact of AI on player engagement in the Kenyan
gaming industry. To aid in assessing the impact of game AI in the Kenyan gaming industry, the
research had to be designed to be descriptive in nature. Data for this study was collected from 36
responses that are both from arcade and Home based gamers. Data gathered from primary sources
were edited and analyzed using Microsoft excel and python data analysis libraries.
5.2 Conclusion
28
29
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33
APPENDICES
Task Duration
Planning 1 week
Printing 1 day
Submission 1 day
34
Appendix B: Budget plan
Table: Budget plan
Printing 200
Transport 280
Total 1980
35
Questionnaire
Arcade player section questionnaire was administered physically while the home based player
section questionnaire was administered through email.
36
Arcade player section
I am a student at Gretsa University doing a research on the impact of Artificial intelligence (AI) in
gaming in Kenya. Please help me fill the questionnaire below to gather information on how you
think Artificial intelligence (AI) affects gaming in Tric gaming cafe. Your genuine response will
be highly appreciated. This is all confidential.
A. Introductory
Male Female
2. Age ___________
On the side of each of the statements presented below, please indicate using a tick whether you
extremely disagree, disagree, agree or extremely agree
B. Non-player preference
Question SD D N A SA
37
2.NPCs make the game easy
C. Player preference
Question SD D N A SA
D. Gameplay(level difficulty)
Questions SD D N A SA
38
3. AI does not affect how you game.
39
Home based players section
I am a student at Gretsa University doing a research on the impact of Artificial intelligence(AI) in
gaming in Kenya. Please help me fill the questionnaire below to gather information on how you
think Artificial intelligence(AI) affects gaming as home based player. Your genuine response will
be highly appreciated. This is all confidential.
A. Introductory
Male Female
2. Age
_____________________________________________________________________
Please indicate using a tick whether you extremely disagree, disagree, agree or extremely agree
40
B. Non-player Character
C. Player preference
1. AI positively affects your choice of the game and how you want to play the game.
SD D N A SA
2. AI does not affect your choice of the game and how you want to play the game.
SD D N A SA
3. AI negatively affects your choice of the game and how you want to play the game.
SD D N A SA
41
42