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Play-Persona: Modeling Player Behaviour in Computer Games

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player spent at the location and what the player was look<strong>in</strong>g at, etc. Us<strong>in</strong>g gameplay metrics <strong>in</strong> this<br />

fashion – ideally <strong>in</strong> concert with attitud<strong>in</strong>al data - it is possible to analyze <strong>in</strong> detail the behavior of<br />

players and normally also the causes, for example by consider<strong>in</strong>g the spawn<strong>in</strong>g po<strong>in</strong>ts of enemies<br />

<strong>in</strong> concert with player health data and movement patterns. Us<strong>in</strong>g ArcGIS, it is possible to plot<br />

different variables of player behavior <strong>in</strong> successions of layers, perform calculations across them,<br />

and to dynamically add or remove the <strong>in</strong>dividual layers.<br />

4. CONCLUSIONS AND PERSPECTIVES<br />

Gameplay metrics form a novel approach with<strong>in</strong> game development and addresses one of the<br />

major challenges to games-oriented user research, namely that of track<strong>in</strong>g and analyz<strong>in</strong>g user<br />

behavior when <strong>in</strong>teract<strong>in</strong>g with the very complex systems that contemporary computer games are.<br />

As a user-oriented approach, it complements exist<strong>in</strong>g methods utilized <strong>in</strong> the <strong>in</strong>dustry very well,<br />

provid<strong>in</strong>g detailed and quantitative data to supplement attitud<strong>in</strong>al and semi-quantitative data from<br />

e.g. usability test<strong>in</strong>g and playtest<strong>in</strong>g [19,24,27,30]. In summary, the ma<strong>in</strong> benefits of gameplay<br />

metrics are as follows:<br />

- Quantitative and highly detailed data on player behavior<br />

- Objective way of visualiz<strong>in</strong>g and analyz<strong>in</strong>g play-session data<br />

- Detailed feedback on game design and mechanics<br />

- Supplements exist<strong>in</strong>g methods for user experience test<strong>in</strong>g and bug-track<strong>in</strong>g (data for both<br />

purposes can be collected simultaneously)<br />

- Assists the location of game problems: E.g. bugs and faulty patterns of play, and helps with<br />

evaluat<strong>in</strong>g fixes<br />

Instrumentation data from users form an important contribution to not only user research and –<br />

test<strong>in</strong>g dur<strong>in</strong>g the development phases of game production, but also <strong>in</strong> monitor<strong>in</strong>g and evaluat<strong>in</strong>g<br />

user (player) behavior dur<strong>in</strong>g the extended usage, i.e. dur<strong>in</strong>g the live periods of games, where<br />

given the right tools, data can be obta<strong>in</strong>ed directly from the users operat<strong>in</strong>g with<strong>in</strong> their natural<br />

environments – at home, <strong>in</strong> <strong>in</strong>ternet cafés, LAN-parties etc. This is particularly useful for academic<br />

purposes, e.g. where the aim is to exam<strong>in</strong>e how people play games <strong>in</strong> their own environments [e.g.<br />

36]. As shown by e.g. 14, it is possible with<strong>in</strong> an academic context to develop metrics track<strong>in</strong>g<br />

systems. However, <strong>in</strong> order to take advantage of gameplay metrics, methods need to be developed<br />

that can be used to decide which data to track and how to analyze them. Furthermore, because the<br />

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