Guiding the Unseen: A Systems Model of Prompt-Driven Agency Dynamics in Generative AI-Enabled VR Serious Game Design
Abstract
1. Introduction
- (1)
- Can the prompts produced by novices in the VR heritage serious game design task be classified into functionally distinct types?
- (2)
- Do these prompt types elicit divergent perceptions along the dual dimensions of perceived control and GenAI role?
- (3)
- How do different agency perceptions shape the strategic paths that designers follow?
2. Related Work
2.1. Agency Construction and the Cognitive Role of GenAI in Design
2.2. Prompt-Driven Design Strategies and VR Applications for Cultural Heritage
3. Method
3.1. Prompt Typing Through GenAI-Assisted Design Task
3.1.1. Participants and Design Task
3.1.2. Classification of Prompt Types and Their Cognitive Functions in Design
3.2. Constructing Perceived Agency
3.2.1. Experimental Procedure and Construct Elicitation
- (1)
- Element preparation
- (2)
- Triadic elicitation
- (3)
- Coding and consolidation
3.2.2. Construct Rating and Structural Analysis
- (1)
- Principal Component Analysis (PCA) was conducted to reduce dimensionality and extract two primary dimensions of agency: perceived control and AI role construction;
- (2)
- Hierarchical clustering of the PCA scores was performed using Ward’s method and Euclidean distance to classify prompts into three perception profiles. Cluster stability was assessed by running k-means clustering with three clusters and examining average silhouette scores;
- (3)
- Radar charts were plotted for each profile, displaying average construct ratings on ten axes. These visualizations highlighted intra-profile variability and identified the constructs with the greatest discriminatory power between profiles;
- (4)
- Two-dimensional mapping of the first two principal components was used to visualize prompt positions and reinforce the interpretability of the clustering solution.
3.2.3. Strategy Path Coding and Analysis
- (1)
- Coding protocol
- (2)
- Analytical indicators
- Average path length was defined as the mean number of consecutive strategy steps within each prompt episode, reflecting the typical complexity of designers’ response chains.
- The first-move strategy was identified as the initial strategy code applied immediately after a prompt, capturing designers’ instant tactical choice.
- High-frequency bigrams were determined by counting the most common pairs of successive strategies (e.g., S1 to S4), thus highlighting which strategy shifts occur most often. To visualize these patterns across perception profiles, we constructed weighted strategy-transition matrices and displayed them as heat maps, enabling direct comparison of strategy evolution under tool-oriented, collaborative, and mentor-like conditions.
4. Results
4.1. Prompt Types and Stage-Specific Patterns
- (a)
- Active-control mode
- (b)
- Passive-compliance mode
- (c)
- Alternating co-creation mode
4.2. Prompt-Related Agency Perceptions
4.2.1. Construct Elicitation and Consolidation
4.2.2. Modelling Prompt Perception Structures from Construct Ratings
- (1)
- Principal component analysis
- (2)
- Perceptual clustering of prompts
- (3)
- Construct-profile analysis and prompt-type differences
- (4)
- Perceptual mapping and cluster visualization
4.3. Strategy Path Distributions Across Prompt Perception Clusters
- (1)
- C-A: Dominated by S1 (active control setting) self-loops and a linear constraint-to-refinement path
- (2)
- C-B: Characterized by repeated S4 (wording and expression adjustment) ↔S5 (collaborative probing and dynamic tuning) cycles forming an inquiry-to-deepening loop
- (3)
- C-C: Marked by frequent S5/S3 (reflection and reconstruction) self-loops, jumps, and multi-branch reconstruction
5. Discussion
5.1. Key Findings
5.2. Theoretical Implications
5.3. Practical Implications
5.4. Limitations and Future Work
6. Conclusions
- (1)
- a triadic perception model comprising controllable executor, equal partner, and scouting mentor that links role attribution to process structure;
- (2)
- an empirically grounded prompt portfolio framework organized in stages that shifts engineering from static optimization to dynamic, process-oriented guidance;
- (3)
- practical implications for VR heritage design, generative AI platforms, and design education in enhancing collaborative efficiency and creative depth.
Supplementary Materials
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Prompt | Structural Features (Summary) |
---|---|
Information retrieval prompt (P01) | Open-ended questions using keywords such as “introduce”, “list”, or “explain”, requesting factual descriptions or enumerations, typically eliciting detailed, structured information responses. |
Creative ideation prompt (P02) | Imaginative, open-ended queries encouraging brainstorming and divergent thinking, using expressions like “what if or is it possible”, with AI generating innovative, varied ideas. |
Idea integration prompt (P03) | Guiding prompts combining or fusing different elements, including keywords like “integrate” or “combine”, aimed at producing coherent synthesis and comprehensive plans. |
Contextual simulation prompt (P04) | Scenario-based questions simulating specific user experiences or in-game contexts, often requesting narrative-rich descriptions of behaviors and reactions. |
Stepwise narrative prompt (P05) | Sequential prompts with clear stages (e.g., “first”, “second”, “third”), instructing step-by-step narrative development and structured progression of plot or tasks. |
Role-driven prompt (P06) | Perspective-based prompts requiring players to adopt character roles, design tasks and missions, and create immersive storylines linked to specific viewpoints. |
Multi-sensory fusion prompt (P07) | Requests to incorporate multi-sensory elements such as tactile feedback, sound, and visual cues, encouraging detailed descriptions of sensory-interaction designs. |
Reflective co-creation prompt (P08) | Evaluative prompts inviting critique, reflection, and iterative improvement, often referencing prior AI responses to refine and optimize outputs. |
Future-adaptive prompt (P09) | Predictive inquiries analyzing potential future scenarios or system behaviors, requiring multidimensional projections and strategy recommendations. |
Code | Construct Dimension | Positive Pole (Designer Led) | Negative Pole (AI Led) |
---|---|---|---|
C1 | Control over information structure | Designer defines both the scope and the endpoints of the information structure | AI autonomously expands the framework and dynamically adjusts goals |
C2 | Perception of AI proactivity | AI proactively proposes solutions; the designer trains the model | AI passively responds to demands, extending the designer’s thinking |
C3 | Control of timeline and task priority | Designer governs progress and narrative weighting | AI reallocates resources and automatically reorders content priorities |
C4 | Authority over multi-sensory-interaction design | Designer specifies sensory modalities and technology combinations | AI takes the initiative to optimize sensory configurations and assemble multimodal modules |
C5 | Control over idea filtering and creativity | Designer selects and prioritizes inspiration | AI autonomously aggregates multi-source ideas |
C6 | Authority over role task structuring | Designer defines the role and task framework | AI autonomously generates the task chain |
C7 | Control over narrative phasing | Designer strictly segments stage objectives | AI automatically fills in narrative details |
C8 | AI role recognition | AI regarded as a tool | AI regarded as a collaborator |
C9 | AI knowledge positioning | AI assists the designer in acquiring knowledge and technical resources | AI acts as a mentor, guiding designer choices and judgements |
C10 | Perceived overall creative leadership | Designer directs creative direction and maintains control | AI is the decision maker and steers the creative direction |
Code | Label | Definition | Participant Example |
---|---|---|---|
S1 | Active control setting | Actively set goals, steer task flow, and delimit the scope of information and interaction rhythm. | “I asked the AI to collect outstanding VR-museum case studies and present them in a report, then defined a basic flow, such as how users will enter the system.” |
S2 | Accepting AI suggestions | Directly adopt the AI’s recommendation or make minor edits. | “The AI’s answer can be used for the game system; that looks good, I’ll apply it directly.” |
S3 | Reflection and reconstruction | Critically question or revise AI output to enhance logical coherence and cultural relevance. | “The previous AI response drifted away from the VR-game focus and centered on an offline activity; I need to redesign the game content and return to the main storyline.” |
S4 | Wording and expression adjustment | Rephrase the prompt or refine details to improve the quality of AI output. | “The overall direction is fine, but the details aren’t customized; I’ll rewrite the prompt so the AI can generate something more specific and less noisy.” |
S5 | Collaborative probing and dynamic tuning | Engage in iterative dialogue with the AI to deepen the design. | “If I add multiple roles, the AI could further expand the interaction modes; I’ll query from different angles and flesh out the design.” |
S6 | Interruption and path jump | Abandon the current line and switch to a new concept or exploratory direction. | “The AI’s answer has gone off track; I have to redesign the experience flow.” |
S7 | Future-adaptation forecasting and optimization | Ask the AI to predict future scenarios and propose optimizations for latent issues. | “If the system later extends to an educational context, I first need to consider permission management.” |
Cluster | Mean Path Length | Most Frequent First Move | Top Transitions | Branching Index |
---|---|---|---|---|
C-A | ~2.82 | S1 (97.1%) | S1→S1 (23), S1→S2 (10) | Negligible |
C-B | ~2.22 | S5 (~50%) | S5→S4 (18), S4→S5 (14) | ~15% |
C-C | ~1.63 | S5 (>50%) | S5→S5 (5), S4→S5 (4), S3→S3 (4) | ~25% |
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Jiang, C.; Huang, S.; Shen, T. Guiding the Unseen: A Systems Model of Prompt-Driven Agency Dynamics in Generative AI-Enabled VR Serious Game Design. Systems 2025, 13, 576. https://doi.org/10.3390/systems13070576
Jiang C, Huang S, Shen T. Guiding the Unseen: A Systems Model of Prompt-Driven Agency Dynamics in Generative AI-Enabled VR Serious Game Design. Systems. 2025; 13(7):576. https://doi.org/10.3390/systems13070576
Chicago/Turabian StyleJiang, Chenhan, Shengyu Huang, and Tao Shen. 2025. "Guiding the Unseen: A Systems Model of Prompt-Driven Agency Dynamics in Generative AI-Enabled VR Serious Game Design" Systems 13, no. 7: 576. https://doi.org/10.3390/systems13070576
APA StyleJiang, C., Huang, S., & Shen, T. (2025). Guiding the Unseen: A Systems Model of Prompt-Driven Agency Dynamics in Generative AI-Enabled VR Serious Game Design. Systems, 13(7), 576. https://doi.org/10.3390/systems13070576