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Play-Persona: Modeling Player Behaviour in Computer Games

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REFERENCES<br />

1. Carson, D. Environmental Storytell<strong>in</strong>g: Creat<strong>in</strong>g Immersive 3D Worlds Us<strong>in</strong>g Lessons Learned<br />

From the Theme Park Industry (March, 2000). Gamasutra.com.<br />

www.gamasutra.com/features/20000301/carson_pfv.htm<br />

2. Jenk<strong>in</strong>s, H. Game Design as Narrative Architecture, <strong>in</strong> Pat Harr<strong>in</strong>gton and Noah Frup-Waldrop<br />

(Eds.) First Person (Cambridge: MIT Press, 2002.)<br />

3. Murray, J. The Last Word on Ludology v Narratology,<br />

Prefatory remarks for Keynote at DiGRA 2005, Vancouver CA, June 17, 2005<br />

www.lcc.gatech.edu/~murray/digra05/lastword.pdf<br />

4. Zimmerman, E <strong>Play</strong> as Research: The Iterative Design Process (2003)<br />

www.ericzimmerman.com/texts/Iterative_Design.htm<br />

5. IO Interactive. (2006). Hitman: Blood Money. [XBOX360], Eidos.<br />

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