07.12.2012 Views

Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

personas are hypotheses that emerge as relations of parameters from the set of possibilities that<br />

the game can afford.<br />

Designers can use personas as categories of behaviours prior to a playable version of the game <strong>in</strong><br />

order to plan coherent navigation and <strong>in</strong>teraction modes. They are also precious as guides to select<br />

which variables are <strong>in</strong>terest<strong>in</strong>g enough to monitor as game metrics, which will lead to the creation<br />

of play-personas as lens.<br />

Fig. 1: Two sides of the same co<strong>in</strong>: persona as metaphor and lens. The black dots on the “possibility-field” plane<br />

represent game mechanics; thanks to the a-priori description of the persona-as-metaphor a certa<strong>in</strong> subset is <strong>in</strong>dividuated.<br />

This persona hypothesis can be checked aga<strong>in</strong>st metric data gathered from players and <strong>in</strong>form the creation of personaas-lens.<br />

3.3 <strong>Play</strong>-persona as lens<br />

Lens is here <strong>in</strong>tended as the choice of a context (Ümwelt) from which to sense, categorize,<br />

measure or codify experience. Lenses are utilized to exam<strong>in</strong>e the accumulated experience.<br />

Gameplay metrics data can form the basis of def<strong>in</strong><strong>in</strong>g data-driven personas dur<strong>in</strong>g game test<strong>in</strong>g. As<br />

lenses, play-personas are derived from game metrics gathered from players, after they have been<br />

<strong>in</strong>terpreted as clusters of similar behaviours. <strong>Persona</strong>s can be used as tools when evaluat<strong>in</strong>g games<br />

by compar<strong>in</strong>g the goals set by the designers with those of the players. By compar<strong>in</strong>g designers’ and<br />

players’ goals it is possible to check whether the game design actually supports and facilitates the<br />

planned experience <strong>in</strong> practice, and if any new personas emerge from the user-<strong>in</strong>teraction with the<br />

game software. Analyz<strong>in</strong>g game metrical data with multivariate statistical tools can provide a way<br />

153

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!