You are on page 1of 49

ASSESSING THE IMPACT OF ARTIFICIAL INTELLIGENCE IN PLAYER

ENGAGEMENT IN KENYA. A CASE STUDY OF TRIC GAMING CAFÉ.

DUNCAN KIPROP KEMBOI

ICT-G-4-0879-19

A RESEARCH PROJECT SUBMITTED TO THE SCHOOL OF COMPUTING AND


INFORMATICS IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE
AWARD OF THE DEGREE OF BACHELOR OF SCIENCE IN COMPUTER SCIENCE
OF GRETSA UNIVERSITY.

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

Signature: ___________________ Date: __________________

Duncan Kiprop

ICT-G-4-0879-19

Supervisor: This proposal has been submitted with my approval as University supervisor

Signature: ___________________ Date: ________________________

Lecturer Denis Wapukha Walumbe

School of Computing and Informatics, Computer science

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

IFC: International Finance Cooperation

MIT: Massachusetts institute of technology

NPC: Non-player character

VR: Virtual Reality

ANOVA: Analysis of Variance

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.

1.1 Background of the study


According to live science.com, the field of AI was not formally founded until 1956, at a conference
at Dartmouth College, in Hanover, New Hampshire, where the term "artificial intelligence" was
coined.

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.

1.2 Statement of Research Problem


Artificial intelligence is changing the landscape of every industry including the gaming industry.
There has been inadequate published research, which clearly explains on the impact of artificial
intelligence in the gaming industry in Kenya. This has brought about an issue where researchers
and organizational entities tend to investigate and ascertain the various effects of the use of
artificial intelligence in digital gaming in Kenya.

Therefore, this research study aimed at satisfying the uncertainty on the impact of artificial
intelligence in the gaming industry in Kenya.

1.3 Purpose of the study


Kenyan gaming industry is becoming popular and has market value. The most recent E gaming
tournaments held were in September held by Ace pro gaming, an E-sports company based in
Nairobi, Kenya. As digital gaming is becoming popular, AI is also becoming popular in the gaming
industry.
2
This study aimed to investigate the impact of artificial intelligence in the gaming industry in Kenya
specifically the gaming cafes in Kenya.

1.4 Conceptual framework


Below is a figure of the research study conceptual framework highlighting the variables in the
study. The independent variables include, non-player characters, player preference and game play
while the independent variable is Artificial intelligence impact on gaming.

Dependent Variable: Artificial intelligence and the gaming industry (Player Engagement)

Independent Variable: AI Integration (Non-player characters, Player preference, Game play)

Figure 1.4- Conceptual framework

Independent variables Dependent variable

Non-player characters

Player preference Artificial intelligence and the gaming industry


- Player Engagement

Game play

3
1.5 Research questions
I. what are non-player characters and what role do they play in digital gaming?

II. What does artificial intelligence have to do with a player’s preference?

III. What is the relationship between a player’s game play and artificial intelligence?

1.6 Research study objectives


This research covers the following objectives:

1.6.1 General objectives


To examine the impact of AI on player engagement in the Kenyan gaming industry.

1.6.2 Specific objectives


i. To asses player preference impact in AI gaming.

ii. To examine the impact of a player’s game play (level difficulty) in AI gaming.

iii. To investigate non-player characters impact 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.

H3. Non-player characters affect/impact AI gaming industry in Kenya.

1.8 Significance of the study


This study not only sought to add existing knowledge on the impact of AI in the gaming industry
in Kenya but also:

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.

1.9 Research study scope


This research study is based on the fact whereby the researcher investigated how artificial
intelligence has had either positive or negative impact on the Kenyan gaming industry.

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.

1.10 Research study limitations


a) The aspect whereby respondents ignored the significance of the research study.

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.

2.1 Gaming Artificial intelligence


There is a difference between academic AI and game AI. Academic AI is used for study purposes
and facilitates computer learning while AI in gaming refers to responsive and adaptive video game
experiences and it is mostly implemented in a game as non-player characters (NPC) (arm,2021).
Ever since its emergence in 1956, AI has been introduced into video games to serve as a useful
measurement of the progress in AI and not specifically for learning purposes (Abuassba, 2020).
Some crucial software programs, games and events are marked as milestones of game AI in this
line. For example, recently in 2017, Google DeepMind’s AlphaGo defeated Ke Jie, the world’s
number one ranking Go player (Huang, 2019). Note that the progresses of academic AI and game
AI are not necessarily consistent; this is because game AI had been still making notable progresses
even during the AI winters, the time periods of reduced funding and interest in AI research.

2.2 Non-player characters


According to Douglas (2018), as opposed to being a character controlled by a player in a computer
game, a non-player character is a character whose actions are determined by an automated script
or set of rules. These can range from the very simple to ones utilizing substantial artificial
intelligence. These NPCs are capable of interacting with gamers in a meaningful way to enhance
immersion, authenticity, and improve gaming experiences especially with the application of
technologies like virtual reality and augmented reality in games and the advanced graphic user
interface of modern video games. 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 (arm, 2021).

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).

2.4 Gameplay (level difficulty)


According to Techopedia (2016), Gameplay is used to define the way players interact with a certain
video or computer games. It is also characterized as the way a game is played, these includes the
rules, the plot, the objectives and how to conquer them, as well as the player's overall experience,
a player’s game play is all dependent on how advanced and intelligent the game AI is. If the game
AI is very advanced and intelligent, the level difficulty of the game will be hard, if the game AI is
fairly advanced, the player’s game play will be fair and if the game AI is not that intelligent , the
player’s game play will be easy. From a player centered approach, gameplay in digital video games
can be defined as the set of activities that can be performed by the player in a game and by other
entities belonging to the virtual world, as a response to player’s actions and/or as an independent
courses of action that contribute to the liveliness of the virtual world (Carlo, 2012).

2.5 Theoretical framework


According to Woodcock (2021), the bottom line is that the definition of game AI is rather broad
and flexible and he describes it as anything that gives the illusion of intelligence to an appropriate
level, thus making the game more immersive, challenging and most importantly, fun can be
considered game AI. Below are research theories that can be used to further describe this definition.

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.

2.5.2 Nash Equilibrium


Proposed by John Nash (1951), it states that, a player does not gain anything from deviating from
their initially chosen strategy, assuming the other players also keep their strategies unchanged.

It was applied in the research study to analyze the impact of non-player characters and player
preference and their relation to game AI.

2.6 Summary of identified gaps in reviewed literature


In the present literature, AI had been studied in full and their economic benefits expounded.
However, some of the gaps identified included:

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.

Ethical Considerations: ethical implications of AI integration in gaming, including issues related


to data privacy, algorithmic bias, transparency, and fairness. AI affects player trust, perception, and
acceptance of AI-driven game systems.

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.

3.1 Research Design


Descriptive design is used to describe characteristics, design and trends and also to measure
variables without influencing them that is why it was more preferable for this study. The variables
in this study include Artificial intelligence, game play (game difficulty), player preference, non-
player characters. This research is describing their characteristics and designs including their
trends.

3.2 Study Area


The case study was Tric gaming cafe located at common wealth house, Nairobi County, 550.0
meters from the central business district, which is approximately a 5-minute walk.

3.3 Target Population


The target population is Tric Gaming Café. The research targeted a population of about 500 gamers
from under 25 years to 40 years old. Home based gamers were targeted too.

3.4 Sampling Techniques


Snowball sampling and convenience sampling were fit sampling techniques for this study.
Snowball sampling applied to the gamers who did not go to gaming arcades, mostly home based
gamers while the convenience sampling applied to gamers who spent most of their time in the
gaming cafés and gaming arcades.

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.

Table 3.5 – Sample size

TARGET SAMPLE
UNITS PERCENTEGE
POPULATION SIZE

ARCADE
300 30 10%
PLAYERS

HOME
BASED 200 20 10%
PLAYERS

3.6 Measurement of Variables


Table 3.6: Measurement of variables

Variable Measures/indicators Measurement scale Question number

Non-player characters Survival time, reaction Likert scale 1

10
rate

Artificial intelligence Field of application Likert scale 1

Player preference Satisfaction rating Likert scale 2

Game play(game Survival rate Likert scale 3


difficulty)

3.7 Research Instruments


Observation with partial participation was ideal because it created a good rapport, thereby
encouraged participants to speak up freely and that is where interviews were applied with the
ability of the participant to speak freely the researcher hoped to get genuine answers.

Questionnaires were used for both arcade and home based gamers.

3.8 Validity of Measurements


Construct validity, a construct refers to a concept or characteristic that cannot be directly observed
but can be measured by observing other indicators associated with it. In this case, the researcher
observed a players’ game play to access his/her game difficulty and intelligence with game AI in
effect.

3.9 Reliability of Measurements


Cronbach’s Alpha Coefficient of factor analysis was used to measure the reliability of the data
collection techniques like questionnaire and interviews and measure the internal consistency of the
respondents.

3.10 Data Collection Techniques


Field data collection techniques included; observation, interviews and questionnaires. Partial
participation applied for the observation technique to build a good rapport with the player, this was
11
to encourage them to speak up freely during the interview. Questionnaires were applied for players
who did not take part or participate in the interviews or observations.

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.

3.11 Data Analysis


Objective 1: understanding how artificial intelligence impacts the gaming industry in Kenya.
Interviews sampling technique was applied to collect data on this objective.

Objective 2: Assessing the impact of player preference in AI gaming in Kenya. Observations,


interviews and questionnaire were used to collect data on this objective.

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.

Objective 4: To investigate non-player characters impact in AI gaming. Questionnaire and


interviews were used to collect data on this objective.

Table 3.11:Data analysis;

Hypothesis Hypothesis test Statistical model

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.

3.12 Logistical and Ethical Considerations


Some of the logistical and ethical challenges experienced include; voluntariness, to get accurate
responses the participants had to volunteer having a clear understanding of what the research was
about, this minimize the possibility of bias views. Questionnaire was used for general perspective
views of the participants. The study had a research plan to ensure the research work was done within
the stipulated period. The Research had an estimated budget for the study to ensure that all costs
that were estimated. Respondents were served with an introduction letter from the researcher to
notify them for conducting the research. Researcher obtained permission from the relevant
authority to conduct this research. This research was conducted in a manner that respect the values
and traditions of the organization and that of the respondents.

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.

4.1 Response rate


36 responses were received out of the 50 questionnaires that were issued. This implies that a
response rate of 72% were recorded while 28% failed to return their questionnaires. According to
Mugenda (2016), a response rate of above 60% is considered good for study. We can therefore
deduce that the study was justified in terms of validity and reliability of data collected.

Figure 4.1- Response Rate Pie Chart.

Response Rate

28%

72%

Received Not Received

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.

4.2.1 Gender of Population


The study wanted to find out the gender of those who participated in the interview. There were 22
males, 14 females equivalent to 38.8889% being females and 61.1111% being male.

Figure 4.2.1- Gender demographic

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%.

Figure 4.2.2 –Age of respondents

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

Arcade Players Home based Players

4.2.3 Years of gaming Experience


The study reported 64.3% had less than 2 years gaming experience, 23.9% indicates that their
experience falls between 2.5 and 3 years while 11.8% of the remaining indicates that their
experience is over 3 years.

Figure 4.2.3-Years of gaming

16
Years of Gaming
Over 3 Years
10%

2.5 to 3 Years
29%
Less than 2 Years
61%

Less than 2 Years 2.5 to 3 Years Over 3 Years

4.2.4 Home based players gaming devices


The study reported 40% of home based players preferred to use mobile phones to game while 30%
preferred Personal computers, 20% preferred Game Consoles while the remaining 10% used
Tablets to game.

Figure 4.2.4-Home based gaming devices

17
Gaming Devices
45

40

35

30

25

20

15

10

0
Devices

Phones Computers Game Consoles Tablets

4.2.5 Players preferred games


The study reported 90% of arcade players preferred playing online games compared to 10%
preferring offline games. While 25% of home based gamers, preferred offline games with 75%
opting for online games.

Figure 4.2.5- Players preferred games.

18
Player Prefrred Game

Home Based

Arcade

0 10 20 30 40 50 60 70 80 90 100

Offline Online

4.3 Descriptive statistics

4.3.1 Player engagement


Perception of game AI in Kenyan gaming industry.

Table 4.3.1 –Dependent variable descriptive statistics

Perception of AI
Impact

Mean 3.472222222

Standard Error 0.171298084

Median 3

Mode 3

19
Standard Deviation 1.027788503

Sample Variance 1.056349206

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

Mean 2.388889 Mean 3.277778 Mean 3.583333

20
Standard 0.183778 Standard 0.197649 Standard 0.179837
Error Error Error

Median 2 Median 3 Median 4

Mode 3 Mode 3 Mode 4

Standard 1.102666 Standard 1.185896 Standard 1.079021


Deviation Deviation Deviation

Sample 1.215873 Sample 1.406349 Sample 1.164286


Variance Variance Variance

Kurtosis 0.65506 Kurtosis -0.66316 Kurtosis -0.5304

Skewness 0.772481 Skewness -0.25014 Skewness -0.37224

Range 4 Range 4 Range 4

Minimum 1 Minimum 1 Minimum 1

Maximum 5 Maximum 5 Maximum 5

Sum 86 Sum 118 Sum 129

Count 36 Count 36 Count 36

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.

4.4 Regression analysis


To establish the relationship between the variable’s regression analyses was used. Linear
regression was used.

Table 4.4.1 – Regression statistics

Regression Statistics

Multiple R 0.77009

R Square 0.59303

Adjusted R Square 0.55488

Standard Error 0.68571

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.

Table 4.4.2 – ANOVA (Analysis of Variance)

ANOVA

df SS MS F Significance F

Regression 3 21.92570229 7.308567429 15.5434053 2.0536E-06

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

Coefficients Standard t Stat P-value Lower 95% Upper Lower Upper


Error 95% 95.0% 95.0%

Intercept 1.25404 0.583861818 2.147832255 0.039401508 0.06474964 2.443325 0.0647496 2.4433248

Player 0.03121 0.109177063 0.285858731 0.776828704 - 0.253596 -0.191177 0.2535956


Preference 0.19117718

Game -0.14478 0.102097938 -1.41801612 0.165851348 - 0.06319 -0.352743 0.0631902


Play 0.35274322

NPCs 0.73065 0.108463721 6.736385717 1.31126E-07 0.50972009 0.951587 0.5097201 0.9515868

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

, 0.730653459 and -0.14477652 respectively.

4.6 Discussion of the findings


This section provides meaning about the results and the findings from the study. The study
examined the impact of AI on player engagement in the Kenyan gaming industry. The key variables
that were analyzed were Player preference, Game play and Non-player characters.

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.

4.7 Hypothesis testing


Table 4.7.1 – Hypotheses testing

Hypothesis significance Accept/reject

Player preference has an impact on 0.776828704 Accept


AI gaming in Kenya.

Hypothesis significance Accept/reject

Player’s game play has an impact in 0.165851348 Accept


AI gaming in Kenya.

Hypothesis significance Accept/reject

Non-player characters impact AI 1.31126E-07(0.0000466892) Rejected


gaming in Kenya.

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

5.2.1 Limitations of Data Collected:


The data is limited to only few interviewees and may not be representative of the entire gaming
community. Additionally, the perceptions of the interviewees may be influenced by their personal
experiences and biases.

5.2.2 Using Data to Inform Decision Making:


The data can be used to inform decision making in the gaming industry by providing insights into
the perceptions of gamers regarding the impact of AI, importance of player preference, game play
and NPCs within the gaming industry. Additionally, policymakers and regulatory bodies can use
this information to develop guidelines and regulations for the use of AI in the gaming industry that
take into account the views of players regarding the importance of player preference, game play
and NPCs in games. Gaming Arcade owners can use this information to ensuring that they
prioritize game play as an important aspect of the game and the use of NPCs in games in a way
that enhances the player experience. This can help to ensure that their games are well received by
players and have a larger player base. Video game distributors can also use this information to
gauge their client market whether game AI has an impact in their client base or not and make
adaptive changes to have a larger client base.

5.3 Photos of Gamers


These are some of the photos of gamers in the game arcade:

28
29
REFERENCES

AI. (2022).AI for Game Developers. O’Reilly Online Learning.

https://www.oreilly.com/library/view/ai-for-game/0596005555/ch01.html

Adnan O.M Abuassba (2020, August 6).Recent Research on AI in Games. Research gate.

https://www.researchgate.net/publication/343244745_Recent_Research_on_AI_in_Games

Aerate Cruz, C., & Ramirez Uresti, J. A. (2017). Player-centered game AI from a flow perspective:
Towards a better understanding of past trends and future directions. Entertainment Computing, 20,
11–24.

https://doi.org/10.1016/j.entcom.2017.02.003

Bhat, S. (2020, February 3).How AI in Gaming is Changing the Gaming Industry | Great Learning.

GreatLearning.

https://www.mygreatlearning.com/blog/how-ai-is-changing-the-gaming-industry/

Bainbridge, William Sims (1993, August 27). AI: The Tumultuous History of the Search for
Artificial Intelligence. Gale Academic OneFile

Bullen, P. B. (2013, October 17).How to choose a sample size (for the statistically challenged).
30
Tools4dev.

https://tools4dev.org/resources/how-to-choose-a-sample-size/

Carlo, F. (2012). GAMEPLAY AND GAME MECHANICS DESIGN: A KEY TO QUALITY IN


VIDEOGAMES. Italy

Christian Davenport (2017, December 3).Future Wars May Depend as Much on Algorithms as on
Ammunition. Washington Post.

Definition from Techopedia. (2019). What is Gameplay? Techopedia.com.

https://www.techopedia.com/definition/1911/gameplay

Dominic Barton (2017, April).Artificial Intelligence: Implications for China.

McKinsey Global Institute

Douglas Moran (2018).Non-Player Character: Can you be mistaken for an IRL-NPC? | A


Pragmatist’s Take | Palo Alto Online |. (n.d.). Www.paloaltoonline.com.
https://www.paloaltoonline.com/blogs/p/2018/10/15/non-player-character-can-you-be-mistaken-
for-an-irl-npc

Executive Office of the President (2016, December). Artificial Intelligence, Automation, and the
Economy

G. N. Yannakakis and J. Togelius (2015). “A panorama of artificial and computational


31
intelligence in games,” IEEE Transactions on Computational

Intelligence and AI in Games, vol. 7, no. 4, pp. 317–335.

G. N. Yannakakis and J. Togelius (2018). Artificial intelligence and games.

Springer, vol. 2.

Hayes, A. (2022, February 2). Game Theory Definition. Investopedia.


https://www.investopedia.com/terms/g/gametheory.asp

IGI Global. (n.d.). What is Non-Player Character (NPC) | Www.igi-Global.com.

https://www.igi-global.com/dictionary/non-player-character-npc/20479

Ltd, A. (n.d.).What Is AI in Gaming? – Arm. Arm | the Architecture for the Digital World.
https://www.arm.com/glossary/ai-in-gaming#:~:text=AI%20in%20gaming%20refers%20to

Lewis, T. (2014, December 4).A Brief History of Artificial Intelligence. Live Science; Live
Science.

https://www.livescience.com/49007-history-of-artificial-intelligence.html

Orji, R., Mandryk, R. L., Vassileva, J., & Gerling, K. M. (2013). Tailoring persuasive health games
to gamer type. Proceedings of the SIGCHI Conference on Human Factors in Computing
Systems CHI ’13. https://doi.org/10.1145/2470654.2481341

Orji, R., Vassileva, J., & Mandryk, R. L. (2014).

32
Modeling the efficacy of persuasive strategies for different gamer types in serious games for
health. User Modeling and User-Adapted Interaction, 24(5), 453–498.

https://doi.org/10.1007/s11257-014-9149-8

Silver, David & Huang, Aja & Maddison, Christopher & Guez, Arthur & Sifre, Laurent &
Driessche, George & Schrittwieser, Julian & Antonoglou, Ioannis & Panneershelvam,
Veda & Lanctot, Marc & Dieleman, Sander & Grewe, Dominik & Nham, John &
Kalchbrenner, Nal & Sutskever, Ilya & Lillicrap, Timothy & Leach, Madeleine &
Kavukcuoglu, Koray & Graepel, Thore & Hassabis, Demis. (2016). Mastering the game of
Go with deep neural networks and tree search. Nature. 529. 484-489. 10.1038/nature16961.

The very real benefits of AI in Africa. (2021, March 12). African Business.

https://african.business/2021/03/technology-information/the-very-real-benefits-of-ai-in-africa/

33
APPENDICES

Appendix A: Work plan


Table: Work plan

Task Duration

Planning 1 week

Problem definition statement 1 week

Literature review 1 week

Data collection 1 week

Data analysis and coding 1 week

Printing 1 day

Submission 1 day

34
Appendix B: Budget plan
Table: Budget plan

Service Amount (Ksh.)

Printing 200

Transport 280

Purchase of data 500

Playing multiplayer games 1000

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

1. What is your gender?

Male Female

2. Age ___________

3. How often do you play arcade games?

Everyday Rarely (once a week) Hardly (once in a while)

4. When did you start playing arcade games?

5. Do you also play online digital games? Yes No

On the side of each of the statements presented below, please indicate using a tick whether you
extremely disagree, disagree, agree or extremely agree

Key: SD= strongly disagree D=Disagree N=Neutral A=agree SA=strongly agree

NPC=Non-player characters, AI = Artificial intelligence

B. Non-player preference

Question SD D N A SA

1. NPCs make the game extremely easy

37
2.NPCs make the game easy

3. NPCs have no impact on the game

4.NPCs make the game hard

5. NPCs make the game extremely hard

C. Player preference

Question SD D N A SA

1. AI positively affects your choice of the game and


how you want to play the game.

2. AI does not affect your choice of the game and


how you want to play the game.

3. AI negatively affects your choice of the game


and how you want to play the game.

D. Gameplay(level difficulty)

Questions SD D N A SA

1. AI makes your gaming extremely easy.

2. AI makes your gaming easy.

38
3. AI does not affect how you game.

4. AI makes your gaming hard.

5. AI makes your gaming extremely hard.

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

Please Tick your preferred answer.

1. What is your gender

Male Female

2. Age
_____________________________________________________________________

3. How often do you play online digital games.

Everyday Rarely(once a week) Hardly(once in a while)

4. When did you start playing online digital games?

5. Do you also play arcade games? Yes No

6. Do you also play online digital games? Yes No

7. On which device do you prefer playing games on?

Phone Tablet computer console

Please indicate using a tick whether you extremely disagree, disagree, agree or extremely agree

Key: SD= Strongly disagree D=Disagree N=Neutral A=agree SA=Strongly agree

NPC=Non-player characters, AI = Artificial intelligence

40
B. Non-player Character

1. NPCs make the game extremely easy SD D N A SA

2. NPCs make the game easy SD D N A SA

3. NPCs have no impact on the game SD D N A SA

2. NPCs make the game hard SD D N A SA

4. NPCs make the game extremely hard SD D N A SA

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

D. Gameplay (game difficulty)

1. AI makes your gaming extremely easy. SD D N A SA

2. AI makes your gaming easy. SD D N A SA

3. AI does not affect how you game. SD D N A SA

4. AI makes your gaming hard. SD D N A SA

5. AI makes your gaming extremely hard. SD D N A SA

41
42

You might also like