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Play-Persona: Modeling Player Behaviour in Computer Games

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ased methods with<strong>in</strong> the games area itself rema<strong>in</strong>s limited and the applicability <strong>in</strong> the context of<br />

game production and broader research is limited: Hoobler et al. [14] and Börner & Penumarthy [3]<br />

focus on specific onl<strong>in</strong>e multiuser VEs. The strongest feature is the visualization and limited analysis<br />

of group behaviors and the handl<strong>in</strong>g of application-specific events, dur<strong>in</strong>g runtime. They are<br />

<strong>in</strong>herently <strong>in</strong>flexible and not portable across environments. Similarly, while the VU-Flow tool of<br />

Chittaro et al. [6] is cross-VE compatible, it rema<strong>in</strong> a specialized tool designed for the research<br />

purposes of navigational data only.<br />

In a game production context, test<strong>in</strong>g and data analysis needs to be carried out effectively, and<br />

therefore us<strong>in</strong>g a series of custom applications is not feasible. A GIS offers the advantage of be<strong>in</strong>g<br />

able to encompass virtually any spatial analysis – and if an analysis method is not already present<br />

<strong>in</strong> the myriad GIS systems or additional analysis modules available, it can be programmed <strong>in</strong>-house<br />

or via consultants us<strong>in</strong>g the built-<strong>in</strong> script<strong>in</strong>g languages. GIS offers a unified framework for spatial<br />

analysis, whether <strong>in</strong> 2D or 3D. Unlike most academia-developed systems, which are too <strong>in</strong>flexible<br />

for general analytic/test<strong>in</strong>g work <strong>in</strong> the <strong>in</strong>dustry (or academia), GIS have been developed with<strong>in</strong> a<br />

range of <strong>in</strong>dustries and is therefore eng<strong>in</strong>eered towards be<strong>in</strong>g flexible towards different uses. This<br />

makes it adaptable to spatial analysis <strong>in</strong> games research and –production. Importantly, GIS<br />

software is designed with the purpose of provid<strong>in</strong>g flexible export<strong>in</strong>g of visualizations and analysis<br />

results to a variety of stakeholders, e.g. market<strong>in</strong>g, design and management, which is a core<br />

requirement for adoption by the game <strong>in</strong>dustry.<br />

2.3 Geographic Information Systems<br />

In a GIS, a map l<strong>in</strong>ks map features with attribute <strong>in</strong>formation. When work<strong>in</strong>g with a GIS, spatial<br />

gameplay metrics are generally referred to as geospatial metrics. This signifies that the data have<br />

both a spatial (coord<strong>in</strong>ates or topological relationship signify<strong>in</strong>g location) and a thematic component<br />

(the variables or attributes that are under study) that is be<strong>in</strong>g visualized/analyzed.<br />

This correlates with the properties of spatial gameplay metrics, which conta<strong>in</strong> spatial <strong>in</strong>formation as<br />

well as thematic (see above). The spatial <strong>in</strong>formation provides the type of feature to be mapped<br />

(for example a po<strong>in</strong>t, l<strong>in</strong>e or area), and the thematic <strong>in</strong>formation the attributes of the metric (for<br />

example, that a player character was killed at the given coord<strong>in</strong>ate set). In a GIS, gameplay metrics<br />

can be plotted on e.g. level maps, and the data analyzed and visualized. Plott<strong>in</strong>g for example the<br />

progression of one or more playtesters <strong>in</strong> the form of po<strong>in</strong>ts register<strong>in</strong>g the location (X,Y,Z) of the<br />

player every five seconds, with a color grad<strong>in</strong>g provides an <strong>in</strong>stant visualization of progression<br />

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