19. Jørgensen, A. H.: Marry<strong>in</strong>g HCI/Usability and <strong>Computer</strong> <strong>Games</strong>: A Prelim<strong>in</strong>ary Look, Proceed<strong>in</strong>gs of NordiCHI, Tampere, F<strong>in</strong>land (2004) 20. Kim, J. H., Gunn, D. V., Schuh, E., Phillips, B. C., Pagulayan, R. J., Wixon, D.: Track<strong>in</strong>g Real- Time User Experience (TRUE): A comprehensive <strong>in</strong>strumentation solution for complex systems. In Proceed<strong>in</strong>gs of CHI 2008, Florence, Italy (2008), 443-451 21. Kort, J., Steen, M. G. D., de Poot, H., ter Hofte, H., Mulder, I.: Study<strong>in</strong>g usage of complex applications. In: Proceed<strong>in</strong>gs of Measur<strong>in</strong>g Behavior. Noldus IT (2005), 266-269 22. Kuniavsky, M.: Observ<strong>in</strong>g the User Experience: A Practitioner´s Guide to User Research. Morgan Kaufman (2003). 23. Longley, P.; Goodchild, M. F., Macquire, D. & Rh<strong>in</strong>d, D.: Geographic Information Systems and Science. Wiley & sons (2005). 24. Mandryk, R., Atk<strong>in</strong>s, M.S., Inkpen, K.: A cont<strong>in</strong>uous and objective evaluation of emotional experience with <strong>in</strong>teractive play environments. In: Proceed<strong>in</strong>gs of CHI (2006. 25. Medlock, M.C., Wixon, D., Terrano, M., Romero, R.L., Fulton, B.: Us<strong>in</strong>g the RITE method to improve products: A def<strong>in</strong>ition and a case study. In: Proceed<strong>in</strong>gs of UPA (2002) 26. Mellon, L.: Metrics <strong>in</strong> MMP Development and Operations. Presentation at the GDC, Los Angeles, USA (2004) 27. Nørgaard, M., Rau, J.: User Test<strong>in</strong>g <strong>in</strong> the Combat Zone. In: Proceed<strong>in</strong>gs of ACE, Toronto, Ontario (2007) 28. Pagulayan, R. J., Keeker, K., Wixon, D., Romero, R. L., Fuller, T.: User-centered design <strong>in</strong> games. In: The HCI handbook. Lawrence Erlbaum Associates (2003), 883-906 29. Pagulayan, R. J., Steury, K. R., Fulton, B., Romero, R. L.: Design<strong>in</strong>g for fun: user-test<strong>in</strong>g case studies. In: Blythe, M. A., Overbeeke, K., Monk, A. F. Wright, P. C. (Eds.): Funology: From usability to enjoyment. Human-<strong>Computer</strong> Interaction series. Kluwer Academic Publishers (2005). 30. Renaud, K. and Gray, P.: Mak<strong>in</strong>g sense of low-level usage data to understand user activities. In: Proceed<strong>in</strong>gs of SAICSIT 2004, ACM Press (2004), 115-124. 31. Rouse, R. Game Design: Theory and Practice. Wordware publish<strong>in</strong>g Inc. (2001). 32. Schultz, C. P.: Game Test<strong>in</strong>g All <strong>in</strong> One. PTR (2005) 33. Swa<strong>in</strong>, C. 2008. Master Metrics: The Science Beh<strong>in</strong>d the Art of Game Design. Presentation at NLGD Conference, Utrecht, Holland (2008) 182
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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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ARTICLE 3 - WAVING EXPERIENCES: PLA
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types" [12]. Personas are construct
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esults in the relatively easy task
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Crew actions schemas are: • Squad
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choice given until the mark “poli
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REFERENCES 1. Bozec, P. "My Everyth
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ARTICLE 4 - WEAVING EXPERIENCES IN
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In order to be able to take acti
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persona could be narratively define
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of non lethal, silent, and clean de
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ARTICLE 5 - DEFINING PERSONAS IN GA
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software is however limited in that
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event sets, i.e. capturing metrical
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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