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Play-Persona: Modeling Player Behaviour in Computer Games

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syntagm (i.e. corridor AND boiler room AND sewers), while the paradigm consists of the possible<br />

alternatives that could have been used <strong>in</strong>stead (i.e. boiler room OR storage room). From the<br />

designer’s po<strong>in</strong>t of view the act of communication is the creation of the game spaces and it<br />

def<strong>in</strong>itely has a receiver: the player.<br />

1.1.4 Game Levels as meet<strong>in</strong>g grounds between players and designers<br />

Game levels are at the same time the fruit of the designers’ expression and the canvas upon which<br />

players can build their experiences. In this thesis I suggest the construct of play-persona 3 as a tool<br />

used by designers to envision possible ways that players can use the game whilst it is still be<strong>in</strong>g<br />

developed, and as a mask used by players to shape their experiences. This double-headed<br />

ontological nature of games split between text and practice not only mirrors the split shown <strong>in</strong>itially<br />

between design (<strong>in</strong>dustry) and analysis (academia) but also foreshadows the often artificially<br />

constructed argument that marred the field of game studies from its <strong>in</strong>ception as a separate,<br />

<strong>in</strong>dependent field of study: ludology versus narratology. The centrality of the experience of play<br />

and therefore the necessary presupposition of the player are the two pillars based on which, even<br />

while borrow<strong>in</strong>g from literary theory and semiotics, I agree with the scholars that claim complete<br />

<strong>in</strong>dependence for game studies as an <strong>in</strong>dependent field of research.<br />

1.1.5 <strong>Model<strong>in</strong>g</strong> players’ behaviour: <strong>Play</strong>-persona<br />

<strong>Play</strong>-persona as model of player behaviour has its roots <strong>in</strong> Human <strong>Computer</strong> Interaction (HCI) and<br />

is <strong>in</strong>spired by Cooper’s work [26, 27] but achieves the dignity of a separate and <strong>in</strong>dependent<br />

construct ma<strong>in</strong>ly thanks to three factors.<br />

First, the play-persona construct covers both the modelization of ideal players prior to the<br />

encounter with the game as such (a-priori metaphor), and the modelization of empirical players<br />

after the play experience (a-posteriori lens). This double-headed nature mirrors the creative and<br />

performative nature of games as acts of communication that is established around levels or game<br />

worlds.<br />

Second, the play-persona attempts to describe behaviours procedurally, beside the traditional<br />

narrative model proposed by HCI practitioners. <strong>Play</strong>er’s preferences, choices and desires are<br />

3 <strong>Play</strong>-personas, as shown later <strong>in</strong> the compendium articles, are constructs used to model players’ behaviours.<br />

17

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