Play-Persona: Modeling Player Behaviour in Computer Games
Play-Persona: Modeling Player Behaviour in Computer Games
Play-Persona: Modeling Player Behaviour in Computer Games
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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 />
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