Play-Persona: Modeling Player Behaviour in Computer Games
Play-Persona: Modeling Player Behaviour in Computer Games
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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