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Play-Persona: Modeling Player Behaviour in Computer Games

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6 PHENOMENOLOGICAL ANALYSIS<br />

6.1 <strong>Play</strong>-Modes<br />

Look<strong>in</strong>g at the data harvested dur<strong>in</strong>g the aesthetical and ludic analysis allows us to make<br />

assumptions about “play-modes”. <strong>Play</strong>-modes are preferential attitudes towards navigation of the<br />

world and <strong>in</strong>teraction with characters. There are four navigation attitudes emerg<strong>in</strong>g:<br />

- BRAWN, physical prowess, climb<strong>in</strong>g, mak<strong>in</strong>g use of force, always mov<strong>in</strong>g<br />

- BRAIN, observation skills, f<strong>in</strong>d<strong>in</strong>g holes <strong>in</strong> the surveillance system, pattern<strong>in</strong>g behaviours, wait<strong>in</strong>g<br />

- ROLE PLAYING, dress<strong>in</strong>g up like other characters and act<strong>in</strong>g the part<br />

- HIDING/SNEAKING, keep<strong>in</strong>g the suit, walk<strong>in</strong>g <strong>in</strong> shadows (and closets)<br />

The <strong>in</strong>teraction attitudes are structured accord<strong>in</strong>g to four b<strong>in</strong>ary variables (see figure 9):<br />

- Lethal / non-lethal<br />

- Silent / loud<br />

- Clean / bloody<br />

- S<strong>in</strong>gle / multiple effect<br />

Fig. 9 <strong>Play</strong>-modes<br />

Each one of these play<strong>in</strong>g modes triggers some basic emotional response <strong>in</strong> the player. Emot-emes,<br />

or basic emotions, are emotions that are impossible to deconstruct further. When a player behaves<br />

consistently <strong>in</strong> the game he/she uses only play-modes that share a similar pattern of emot-emes:<br />

the player identifies completely with a certa<strong>in</strong> profile.<br />

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