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Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

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B) It is possible to <strong>in</strong>fer user needs not openly stated by draw<strong>in</strong>g on personal people-experience.<br />

C) <strong>Persona</strong>s provide a shared, fast and effective language for communication between eng<strong>in</strong>eers<br />

and designers.<br />

D) <strong>Persona</strong>s states what a user needs and wants so that no stakeholder can reshape the user to<br />

their convenience.<br />

E) <strong>Persona</strong>s avoids self-referential designs, where designers might unconsciously project own<br />

mental models.<br />

F) <strong>Persona</strong>s also work as reality-checks, help<strong>in</strong>g designers keep<strong>in</strong>g the focus on the limited subset<br />

of users that have been deemed “primary”.<br />

G) Proposed designs, features and solutions can be evaluated aga<strong>in</strong>st the needs of <strong>in</strong>dividual<br />

persona models.<br />

<strong>Persona</strong>s have also been criticized mostly because if they are fictional, they have no clear<br />

relationship to real customer data and therefore any data gathered cannot be considered scientific<br />

[1]. In any case, <strong>in</strong> order to apply this design method to computer games some changes are<br />

necessary.<br />

3 FROM PERSONA TO PLAY-PERSONA<br />

<strong>Play</strong>-personas are further def<strong>in</strong>ed as clusters of preferential <strong>in</strong>teraction (what) and navigation<br />

(where) attitudes, temporally expressed (when), that coalesce around different k<strong>in</strong>ds of <strong>in</strong>scribed<br />

affordances <strong>in</strong> the artefacts provided by game designers. This means that personas can no longer<br />

just be limited to narrative descriptions of motivations, needs and desires distilled <strong>in</strong> ethnographic<br />

<strong>in</strong>terviews.<br />

The persona hypotheses emerge as a relation of parameters from the set of <strong>in</strong>teraction and<br />

navigation possibilities that the game-rules and game spaces can afford [22]. <strong>Persona</strong>s can be<br />

augmented and strengthened by a quantifiable, parametric, data-driven perspective. Furthermore,<br />

if directly coupled with <strong>in</strong>strumentation data <strong>in</strong> the form of gameplay metrics gathered from game<br />

eng<strong>in</strong>e software dur<strong>in</strong>g play sessions, play-personas can provide a powerful evaluation tool to<br />

confirm whether a certa<strong>in</strong> hypothesis also turns out to represent a sizeable slice of players. That is<br />

why play-personas are both theoretical models of ideal users (metaphor) and data-driven<br />

representations of player behaviours (lens).<br />

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