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

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

neurophysiology. The style is also slightly <strong>in</strong>consistent, one article is <strong>in</strong> fact written <strong>in</strong> a rather<br />

<strong>in</strong>formal tone s<strong>in</strong>ce it was not meant for a scholarly venue but for a popular publish<strong>in</strong>g outlet.<br />

Nevertheless these articles have been <strong>in</strong>cluded because of the unique and pivotal contributions to<br />

the corpus of work. I am also pa<strong>in</strong>fully aware of the considerable amount of repetitions from article<br />

to article: for example the concept of gameplay metrics has been def<strong>in</strong>ed, at different levels of<br />

detail, <strong>in</strong> at least six of the articles presented, but this issue is to be expected <strong>in</strong> a thesis by<br />

publications.<br />

The thirteen writ<strong>in</strong>gs that comprise the compendium appear <strong>in</strong> chronological order of composition<br />

and have not been modified from the orig<strong>in</strong>al form, except for formatt<strong>in</strong>g changes and a short<br />

preface. To guide the reader, here is provided an overview of the pieces with a few words<br />

contextualiz<strong>in</strong>g the works.<br />

1- Towards a theory of the player: design<strong>in</strong>g for experience. In this first article, presented at<br />

DIGRA 2007 (peer reviewed). I attempted to understand the processes <strong>in</strong> action when players<br />

are engaged with games. It is clear a preoccupation with the behaviour of the player <strong>in</strong> the<br />

game world and the relation between personality, experience and emotion.<br />

2- Design<strong>in</strong>g levels for enhanced player experience: cognitive tools for game worlds designers.<br />

This article, of a marked aesthetic nature, grew out of a lecture presented at Nordic Game 2007<br />

and was eventually published <strong>in</strong> the <strong>in</strong>ternational magaz<strong>in</strong>e GameFace. The ma<strong>in</strong> goal of the<br />

article was to apply methods from visual semiotics and disassemble a level from a game,<br />

“Hitman: Blood Money”, that was considered “open” enough to allow its players to express<br />

themselves and, to a certa<strong>in</strong> degree, shape their own experience.<br />

3- Wav<strong>in</strong>g experiences: play values, play modes and play personas. This article, accepted at the<br />

conference IE 2007 (peer reviewed), <strong>in</strong>tended to abstract and formalize processes that were<br />

enacted dur<strong>in</strong>g the production of the game “Kane & Lynch”. These processes showed how<br />

designers embedded values <strong>in</strong> the rules codified by the game and how these rules were used by<br />

players to shape their experience. The selection of a rather “closed” game such as “Kane &<br />

Lynch” as opposed to “Hitman: Blood Money” was motivated by the fact that if the identified<br />

process managed to allow players non trivial choices it would prove the po<strong>in</strong>t also for more<br />

“open” games.<br />

4- Weav<strong>in</strong>g experiences <strong>in</strong> virtual worlds: play personas and game metrics. Although the title<br />

might recall the previous article, this piece was written specifically for a Danish Design School<br />

19

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

Saved successfully!

Ooh no, something went wrong!