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Play-Persona: Modeling Player Behaviour in Computer Games

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ARTICLE 6 - PLAY-PERSONAS: BEHAVIOURS AND BELIEF<br />

SYSTEMS IN USER-CENTRED GAME DESIGN<br />

Alessandro Canossa & Anders Drachen presented at Interact 2009 (published by Spr<strong>in</strong>ger)<br />

ABSTRACT<br />

Game designers attempt to ignite affective, emotional responses from players via eng<strong>in</strong>eer<strong>in</strong>g game<br />

designs to <strong>in</strong>cite def<strong>in</strong>ite user experiences. Theories of emotion state that def<strong>in</strong>ite emotional<br />

responses are <strong>in</strong>dividual, and caused by the <strong>in</strong>dividual <strong>in</strong>teraction sequence or history. Engender<strong>in</strong>g<br />

desired emotions <strong>in</strong> the audience of traditional audiovisual media is a considerable challenge;<br />

however it is potentially even more difficult to achieve the same goal for the audience of <strong>in</strong>teractive<br />

enterta<strong>in</strong>ment, because a substantial degree of control rests <strong>in</strong> the hand of the end user rather<br />

than the designer. This paper presents a possible solution to the challenge of <strong>in</strong>tegrat<strong>in</strong>g the user<br />

<strong>in</strong> the design of <strong>in</strong>teractive enterta<strong>in</strong>ment such as computer games by employ<strong>in</strong>g the "persona"<br />

framework <strong>in</strong>troduced by Alan Cooper. This approach is already <strong>in</strong> use <strong>in</strong> <strong>in</strong>teraction design. The<br />

method can be improved by complement<strong>in</strong>g the traditional narrative description of personas with<br />

quantitative, data-oriented models of predicted patterns of user behaviour for a specific computer<br />

game Additionally, persona constructs can be applied both as design-oriented metaphors dur<strong>in</strong>g the<br />

development of games, and as analytical lenses to exist<strong>in</strong>g games, e.g. for evaluation of patterns of<br />

player behaviour.<br />

Keywords: <strong>Play</strong> persona, emotion, game design, user centered design, user experience design.<br />

1 INTRODUCTION: USERS AND COMPUTER GAMES<br />

End users of electronic <strong>in</strong>teractive enterta<strong>in</strong>ment such as computer games are accustomed to<br />

expect a high degree of customization from the products dur<strong>in</strong>g actual use. They expect sensitivity,<br />

awareness and responsiveness, with the standard be<strong>in</strong>g set by Web 2.0 [23] compliant applications<br />

and services such as Wikipedia, Google Maps and Facebook. The essence of the <strong>in</strong>novations posed<br />

by these applications is how they place the user at the center of the experience, and how they<br />

make the user feel: users th<strong>in</strong>k they matter, that they can make a difference and it gives them a<br />

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