paper-with-me

홈 › Papers

AI as Entertainment

2026-01-13 · Cody Kommers, Ari Holtzman arxiv

Generative AI systems are predominantly designed, evaluated, and marketed as intelligent systems which will benefit society by augmenting or automating human cognitive labor, promising to increase personal, corporate, and macroeconomic productivity. But this mainstream narrative about what AI is and what it can do is in tension with another emerging use case: entertainment. We argue that the field of AI is unprepared to measure or respond to how the proliferation of entertaining AI-generated content will impact society. Emerging data suggest AI is already widely adopted for entertainment purposes -- especially by young people -- and represents a large potential source of revenue. We contend that entertainment will become a primary business model for major AI corporations seeking returns on massive infrastructure investments; this will exert a powerful influence on the technology these companies produce in the coming years. Examining current evaluation practices, we identify a critical asymmetry: while AI assessments rigorously measure both benefits and harms of intelligence, they focus almost exclusively on cultural harms. We lack frameworks for articulating how cultural outputs might be actively beneficial. Drawing on insights from the humanities, we propose "thick entertainment" as a framework for evaluating AI-generated cultural content -- one that considers entertainment's role in meaning-making, identity formation, and social connection rather than simply minimizing harm. While AI is often touted for its potential to revolutionize productivity, in the long run we may find that AI turns out to be as much about "intelligence" as social media is about social connection.

📄 PDF Abstract BibTeX arXiv:2601.08768

Code (0)

등록된 구현이 없습니다.

Similar Papers 제목 키워드 기반

From Screen to Stage: Kid Cosmo, A Life-Like, Torque-Controlled Humanoid for Entertainment Robotics

2025-08-16 · Havel Liu, Mingzhang Zhu, Arturo Moises Flores Alvarez, Yuan Hung Lo 외 arxiv

Humanoid robots represent the cutting edge of robotics research, yet their potential in entertainment remains largely unexplored. Entertainment as a field prioritizes visuals and form, a principle that contrasts with the…

Evolutionary Search in the Space of Rules for Creation of New Two-Player Board Games

2014-06-01 · Zahid Halim

Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task.…

Board GamesSurvey

First Results from Using Game Refinement Measure and Learning Coefficient in Scrabble

2017-11-07 · Kananat Suwanviwatana, Hiroyuki Iida

This paper explores the entertainment experience and learning experience in Scrabble. It proposes a new measure from the educational point of view, which we call learning coefficient, based on the balance between the lea…

Investigating Popularity Bias Amplification in Recommender Systems Employed in the Entertainment Domain

2025-04-07 · Dominik Kowald

Recommender systems have become an integral part of our daily online experience by analyzing past user behavior to suggest relevant content in entertainment domains such as music, movies, and books. Today, they are among…

FairnessRecommendation Systems

Are LLMs More Skeptical of Entertainment News?

2026-05-03 · Huiqian Lai arxiv

Large language models (LLMs) are increasingly used for automated news credibility assessment, yet it remains unclear whether they apply even-handed standards across journalistic genres. We examine whether zero-shot LLMs …