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Play-Persona: Modeling Player Behaviour in Computer Games

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ARTICLE 4 - WEAVING EXPERIENCES IN VIRTUAL WORLDS:<br />

PLAY PERSONAS AND GAME METRICS<br />

Article featured <strong>in</strong> “FLUX” a Danish Design School publication.<br />

“A game's value proposition is how it makes its players th<strong>in</strong>k and feel. <strong>Play</strong>ers don’t buy games,<br />

they buy experiences” [Nicole Lazzaro – XEO Design]<br />

“Designers will transform from be<strong>in</strong>g designers of “stuff” to be<strong>in</strong>g the builders of scaffolds for<br />

experienc<strong>in</strong>g.” [Elizabeth Sanders - MakeTools]<br />

“When you can measure what you are speak<strong>in</strong>g about and when you can express it <strong>in</strong> numbers you<br />

know someth<strong>in</strong>g about it” [Lord Kelv<strong>in</strong>]<br />

1 Introduction<br />

People leave trails. Books borrowed at the library, websites visited while brows<strong>in</strong>g the net, own<strong>in</strong>g<br />

a house, work<strong>in</strong>g as a middle manager, vacation<strong>in</strong>g <strong>in</strong> Southeast Asia. Whether we drive a car, a<br />

motorcycle or a rickshaw. Almost any action we take <strong>in</strong> the public space can represent a syllable of<br />

a longer sentence that contributes <strong>in</strong> compos<strong>in</strong>g the narrative of our life. Read<strong>in</strong>g some sort of<br />

mean<strong>in</strong>g <strong>in</strong> our actions is everyth<strong>in</strong>g but a trivial semiotic effort. Nevertheless the number of<br />

messages and products that attempt to take advantage of this dissem<strong>in</strong>ated knowledge is<br />

<strong>in</strong>creas<strong>in</strong>g drastically: websites aware of our brows<strong>in</strong>g history, spam mails that conta<strong>in</strong> keywords<br />

selected accord<strong>in</strong>g to the content of all the mails that we send and receive, physical advertisement<br />

material produced accord<strong>in</strong>g to our shopp<strong>in</strong>g preferences. Yet it is rare that this potential<br />

awareness is used for someth<strong>in</strong>g else, more useful, beside the obvious commercial purposes or<br />

blacklist<strong>in</strong>g the courageous few that dare borrow<strong>in</strong>g fly<strong>in</strong>g manuals from libraries <strong>in</strong> the USA,<br />

rais<strong>in</strong>g all sort of privacy-related concerns. This awareness of people’s behaviour could truly sh<strong>in</strong>e<br />

and show its full potential if utilized to design experiences. One caveat, though: we are all very<br />

different people, with different backgrounds and histories; th<strong>in</strong>k<strong>in</strong>g that it is possible to mass-<br />

design experiences is not only reductive and naïve, but also potentially harmful. If our products<br />

could somehow tap <strong>in</strong>to that knowledge distributed <strong>in</strong> the trails and reflect it back to its orig<strong>in</strong>, the<br />

user, then we could really be on the verge of that brave new world.<br />

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