Generative AI
Source: Nano Banana

The debate over generative AI’s impact on gaming — whether it is a revolution, a downfall, or something in between — has largely focused on production: coding, art, music, and marketing creatives.

However, a less visible area where LLMs can benefit game teams is consumer research. Recent studies have aimed to leverage the vast data within LLMs to replicate human behavior, potentially slashing market research costs. Key research includes:

Results are promising but nuanced. While LLMs can closely replicate human responses, they are also prone to bias or overly positive "safe" answers. In such cases, researchers have developed new methods to ensure human-like accuracy. Though this research isn’t yet widely adopted, there are already practical applications for game teams.

In this article, we’ll take a look at two of these papers, explain what each study is about, and showcase their results. Then, we’ll move on to how we can actually make use of these studies in a practical way. 

The two papers we’ll be reviewing are: Generative Agent Simulations of 1,000 People (2024), and LLMs Reproduce Human Purchase Intent via Semantic Similarity Elicitation of Likert Ratings (2025). Let’s get cracking!

Generative Agent Simulations of 1,000 People

In this paper, researchers digitally “cloned” 1,052 real people’s attitudes and behaviors with the goal of understanding how a “diverseset of individuals respond to new public health policies and messages, react to product launches, or respond to major shocks.

They did this via a novel approach. Instead of prompting an LLM with demographics or personas, they conducted two-hour voice interviews and generated transcripts which served as the memory for an AI agent.

American Voices Project Website
American Voices Project Website | Source: American Voices Project

The interview questions, based on Stanford’s American Voices Project, were open-ended and broad in scope, such as: “Tell me the story of your life — from your childhood, to education, to family and relationships, and any major life events you may have had.”

The hypothesis was that this rich data of life experiences would allow the agent to accurately predict real-life responses. The researchers also added a step called Expert Reflection. Using the transcripts, they instructed the LLM to act as a domain expert — psychologist, behavioral economist, political scientist, and demographer — to generate reflections. When answering a question, the agent would retrieve the most relevant expert notes from its memory.

The researchers then compared the performance of these agents against that of human participants in a survey, personality tests, and economic games.

And the results?

  • Survey responses: 85% normalized accuracy
  • Big Five traits: 80% normalized correlation
  • Economic games: 66% normalized correlation

“Normalized” means results were graded against human benchmarks; notably, humans themselves were only 81% accurate when retaking the survey two weeks later.

The results show that the interviews significantly improved replication accuracy compared to demographic or persona info, though this was less so for the economic games. This makes sense as the questions focused on life experiences and values rather than specific game-like behaviors.

Overall, the key takeaway from this study is that using interviews to create a rich memory bank for LLMs can significantly improve their performance in predicting human responses.

How can we use this for games consumer research? Imagine interviewing gamers about their play styles, likes, and spending habits. You would have a repository of agent-gamers to quickly validate game decisions, marketing, and branding. 

There will be a need to create a business model that provides fair and ethical compensation for data contributors, but this is promising. Will they replace human focus groups and consumer surveys? Of course not, but they can give teams early signals that they may be headed in the wrong direction. 

LLMs Reproduce Human Purchase Intent

In this paper, researchers explored if LLMs would be able to act as synthetic consumers by predicting purchase intent. Previously, asking an LLM to rate a product on a 1-5 Likert scale (e.g., a discrete scale of five responses to measure agreement with a statement. An example could be five responses ranging from "Strongly Disagree" to "Strongly Agree.") led to "safe" average scores of three, failing to capture the ones and fives used by real people.

To solve this, they developed Semantic Similarity Rating(SSR). Instead of requesting numerical output, they gave the LLM a demographic persona and product concept, then asked for a free-text statement about purchase intent.

However, mapping this to a 1-5 Likert scale is difficult. For example, this statement, “I’d probably buy it. I like that it’s easy to use and I can take it with me. Plus, the price isn’t too bad,” cannot be clearly differentiated as a four or a five for purchase intent.

To do this, they followed a three-step process:

  1. They created reference statements tagged each number one to five on the Likert scale. For example, a one might be, "It's very unlikely that I'd buy it," while a five could be, "It's very likely that I'd buy it.”
  2. They used an AI model to map words into a multi-dimensional space where texts that are similar appear closer together.
Visual representation of embeddings
Visual representation of embeddings | Source: Amazon
  1. They calculated how close the AI consumer's response sat to each of the five anchors statements. The closer the response was to an anchor statement, the more likely it was to represent that rating.

The image below summarizes the three-step process; it has been adapted from images provided in the paper.

The researchers generated synthetic consumers with attributes like age, gender, income, and ethnicity. They then compared AI responses to data from 57 real-world consumer surveys on purchasing intent.

Example product concept
Example product concept from the consumer surveys | Source: LLMs Reproduce Human Purchase Intent

The results were impressive. SSR achieved over 90% of the maximum theoretical accuracy for concept ranking. Essentially, the AI panel correlated with human data almost as well as two random halves of the human group correlated with each other. It also solved the "narrow distribution" problem (where LLMs always chose three), matching the shape of real human responses.

The results also had an upside. Because the synthetic consumers are generating free text, it provides detailed rationales. By contrast, while humans often left short comments like "It's good," the synthetic personas flagged specific concerns regarding pricing or brand trust.

The image below shows a sample of survey response distributions for real and synthetic consumers, showing that SSR most closely followed the distribution of human results.

Image Glossary

  • DLR(Direct Likert Rating). The AI was prompted to rate purchase intent from 1-5.
  • FLR(Follow-up Likert Rating). The AI was prompted to give a textual response, and another AI prompted to be an expert in Likert analysis was tasked to map the response to a number.
  • SSR (Semantic Similarity Rating). The method used in the paper.

One key finding was that when results were grouped by age and income they showed high similarity between real and synthetic data, though gender and location were less consistent.

age and income
gender and location













Demographically sliced results | Source: LLMs Reproduce Human Purchase Intent

Overall, this is highly promising. If adapted to test app store screenshots, app icons, UA creatives, and more, it would save teams a ton of money and allow more experimentation. It also lowers the barrier for small teams, moving experiment costs from hundreds and thousands of dollars to the single and double-digit range (estimate based on our tests).

Replicating the studies for games

While we can’t replicate these studies with full academic rigor, several resources are available:

  1. The authors of the Human Simulation paper have created an Agent Bank via API-only access to agent behavior in order to protect the people whom the agents are based on from potential malicious activities.
  2. The authors of the SSR study have released a Python implementation of the SSR method on GitHub with the MIT license.
  3. Joseph Kim from LILA Games has released a working version of the SSR paper as a web tool specifically for games.

For this article, we’ll go with resource three as it is a fully functioning website that has implemented the SSR paper. But how can we be sure that the results actually are accurate?

  1. We test its ability to predict download performance by comparing with Sensor Tower data.
  2. We compare the synthetic responses to real human feedback.

For test one, we selected six Match 3 games (two per percentile group) from the 95th, 50th, and 10th percentiles by downloads to ensure a performance spread and avoid "famous" games potentially over-represented in LLM training data.

Percentile Rank

Then we took the first 3 screenshots from the app stores, as seen below.

Percentile Rank
Source: Google Play Store

We then used the web tool to generate results based on gamer personas provided on the platform:

  • Sarah (Puzzle Relaxer)
  • Alex (Meta Optimizer)
  • Maria (Story Completionist)
  • Mike (Lunch Break Gamer)
  • Linda (Social Connector)

And the results:

Final Rankings
Source: Synthetic Research

Here’s a comparison of the real rankings vs. the synthetic rankings, and the difference in rank.

difference in rank

The results were directionally correct: two games matched perfectly, two swapped spots, and the remaining two were off by two ranks. Effectively, using the top three synthetic ranks in a real A/B test would have captured the actual best performers.

For the second test LILA Games kindly shared the results of a recent experiment. The team wanted to know which app icons would result in greater player preference to download. The experiment consisted of 22 app store icons surveyed against 15 custom personas.

At the same time, they also tested these app icons via a Google Play A/B test. They found that the final result of the A/B test was the same as the top app icon in the synthetic test.

Conclusion

As our tests show, LLMs show strong promise for early signals on game concepts and assets. This is still very new though, better methods will continue to emerge and we’ve already found a couple of tips on how to get better responses.

  • How you craft the persona impacts the feedback it gives. Small changes could result in very different outcomes.
  • The group of personas you choose to test the concepts with will also affect the final results, just like real life.
  • Different models (e.g., Gemini vs. ChatGPT) will also change the results. It might be best to calibrate for one model and stick with it.

Can LLMs join the games research toolset? Yes, with caveats. They are best for early-stage guidance rather than final validation. Accuracy also depends on technique; for example, some research suggests that "unblinding" the AI — explaining the experiment design rather than just asking it to act as a consumer — improves predictive performance.

There are many more optimizations like these, and it truly is a fascinating and continuously evolving space. If you’re interested in finding out more and how Naavik could help you navigate this exciting area, feel free to reach out!


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