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Play-Persona: Modeling Player Behaviour in Computer Games

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In order to be able to take action based on this data it is necessary first to present it <strong>in</strong> ways that<br />

humans can understand, and that is the role fulfilled by visualization. Afterwards, it is necessary to<br />

apply some semiotic lens capable of mak<strong>in</strong>g sense of the data as a whole and to synthesize it <strong>in</strong> a<br />

report. The beauty of a heat map is that it both provides an understandable visualization of the<br />

data and a lens to extract mean<strong>in</strong>g from it, but <strong>in</strong> order to turn that knowledge <strong>in</strong>to action it still<br />

requires analysis. My contribution to this scenario is a possible way to give mean<strong>in</strong>g to metrics data<br />

by group<strong>in</strong>g similar types of recorded play-behaviours. These groups <strong>in</strong>dividuate exist<strong>in</strong>g play-<br />

patterns, they can be planned and wanted by the designers or emerge accidentally due to the<br />

affordances provided by the game. I call these patterns <strong>Play</strong>-<strong>Persona</strong>s and they constitute the core<br />

of a theoretical framework that can both guide designers <strong>in</strong> the selection of <strong>in</strong>terest<strong>in</strong>g variables to<br />

monitor (a priori metaphor) and provide ways to make sense of the gathered metrics (a posteriori<br />

lens).<br />

In the doma<strong>in</strong> of Human-<strong>Computer</strong> Interaction, Alan Cooper def<strong>in</strong>es personas as: “detailed,<br />

composite user archetypes that represent dist<strong>in</strong>ct group<strong>in</strong>gs of behaviors, attitudes, aptitudes,<br />

goals and motivations observed and identified dur<strong>in</strong>g the research phase [of product design]” and<br />

they often take the form of narrative description of user types.<br />

<strong>Play</strong>-personas are both theoretical models of ideal users and data-driven representations of player<br />

behaviours.<br />

3 <strong>Persona</strong> as metaphor<br />

A metaphor is a rhetorical device that allows to describe someth<strong>in</strong>g unknown by transferr<strong>in</strong>g<br />

attributes from a known entity. Metaphors are utilized before the accumulation of experience, <strong>in</strong> a<br />

similar way personas allow designers to “imply” unknown player behavior <strong>in</strong> the process of creat<strong>in</strong>g<br />

digital games, i.e. by pre-def<strong>in</strong><strong>in</strong>g the ideal play-patterns possible <strong>in</strong> the game <strong>in</strong> question and<br />

design to accommodate these. It is the case <strong>in</strong> Hitman: Blood Money, where players can choose<br />

between different identically optimal strategies to progress <strong>in</strong> the game. <strong>Play</strong>-personas as design<br />

tools represent an expectance of how players would like to create their experience.<br />

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