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Play-Persona: Modeling Player Behav
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4.2.3 PLAYER EXPRESSION 53 4.3 PEIR
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ACKNOWLEDGEMENTS I would like to th
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ABSTRACT This thesis proposes a fra
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Analysis seeks to break down comple
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Considering games as acts of commun
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ensemble - the syntagm. Selection r
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described in terms of likelihood of
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ook: FLUX, published in 2008. This
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2. A THEORETICAL FRAMEWORK FOR MODE
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“positivism” and “anti-positi
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with the game world based solely on
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on that text. Later, Barthes introd
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according to their mental state. Wh
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Following the humanistic tradition
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In most games it is not realistic t
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ehaviour. Assessing assumptions on
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Independently on the identity of ea
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main focus of the brand has always
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3.4 Play-persona as a lens (a poste
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Figure 10: personality and subperso
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4. CREATING EXPERIENCES The MDA fra
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Play-styles are sets of isotopic ga
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4.2.3 Player expression Player expr
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Players will eventually understand
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Combining both of these two approac
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REFERENCES 1. Aarseth, E. (1997): C
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52. Hunicke, R. LeBlanc, M. & Zubek
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96. Wiggins, A. (2006): Data Driven
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ARTICLE 1 - TOWARDS A THEORY OF THE
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flow between the player, the avatar
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6. The player constructs knowledge
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are sets of rational, bodily, and b
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ehaviorism asserting that a compreh
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4.3 Origin of subpersonalities Acco
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environment and the emanating subpe
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flow line), one must increase the c
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7.1 Explorer’s path FIGURE 5 Expl
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the roof section, where he/she will
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14. DE SOUSA, R. 2003. Emotions. In
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ARTICLE 2 - DESIGNING LEVELS FOR EN
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2 STRUCTURE OF A GAME LEVEL The fir
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3.2 Symbolical Reading The movement
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The hangar is open for workers and
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gather info, spying through keyhole
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6.2 Play-Personas I am going to def
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The Butcher persona would have quit
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- Page 117 and 118: ARTICLE 4 - WEAVING EXPERIENCES IN
- Page 119 and 120: In order to be able to take acti
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- Page 125 and 126: ARTICLE 5 - DEFINING PERSONAS IN GA
- Page 127 and 128: software is however limited in that
- Page 129 and 130: event sets, i.e. capturing metrical
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- Page 135 and 136: Figure 4: Example of interaction me
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- Page 145 and 146: 14. Medlock, M.C., Wixon, D.; Terra
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- Page 149 and 150: experiences are evaluated and remem
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- Page 159 and 160: In the case example for Tomb Raider
- Page 161 and 162: 2. Cooper, A.: The Inmates Are Runn
- Page 163 and 164: ARTICLE 7 - TOWARDS GAMEPLAY ANALYS
- Page 165 and 166: The requirement for improving user-
- Page 167 and 168: The literature on game metrics is m
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- Page 173 and 174: Figure 3 (Top): diagram showing the
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- Page 179 and 180: player spent at the location and wh
- Page 181 and 182: 3. Börner, K., Penumarthy, S.: Soc
- Page 183 and 184: 34. Thompson, C.: Halo 3: How Micro
- Page 185 and 186: ARTICLE 8 - ANALYZING SPATIAL USER
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- Page 201 and 202: ArcGIS permits different layers to
- Page 203 and 204: 4. Cadez, I., Heckerman, D., Meek,
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ARTICLE 9 - PLAYER MODELING USING S
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unsupervised learning in capturing
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3. TOMB RAIDER: UNDERWORLD The popu
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2 - Environment; the percent of tot
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(ESOM) [5] to emphasize the distinc
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populated middle-left cluster (Fig.
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weight values we repeat the trainin
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TABLE I THE FOUR PLAYING BEHAVIOR C
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(d) Number of Deaths, D (e) Complet
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equests for specific in-game puzzle
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13. G. N. Yannakakis and M. Maragou
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ARTICLE 10 - PSYCHOLOGY OF PERSONAL
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Personality is described as recogni
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Inputs: Outputs: Primary attack (ra
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Due to the fact that each game metr
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12. Jennett, C., Cox, A.L., Cairns,
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ARTICLE 11 - GAME METRICS AND BIOME
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His research interests are biometri
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5. R. L. Hazlett. Measuring emotion
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ARTICLE 12 - ANALYZING USER BEHAVIO
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elated to player-game interaction a
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10. Kuniavsky, M.: Observing the Us
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ARTICLE 13 - PATTERNS OF PLAY: PLAY
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Play-personas are here introduced a
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It is only natural that game design
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4 Defining play-personas using game
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TRU is the eighth installment in th
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gameplay, descriptiveness of player
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In the case of TRU, the three param
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into which sections of the levels t
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Runners: This group completes the g
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17. Iser, W.: The Implied Reader. J