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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ook: FLUX, published <strong>in</strong> 2008. This article is the first formalization of an idea that had been<br />
grow<strong>in</strong>g for the previous year dur<strong>in</strong>g my collaboration with IO Interactive: models of players’<br />
behaviour, play personas, could be expressed procedurally, <strong>in</strong> numbers, and gathered by<br />
records and logs of play time (game metrics).<br />
5- Def<strong>in</strong><strong>in</strong>g personas <strong>in</strong> games us<strong>in</strong>g metrics. This paper was presented at Futureplay 2008 (peer<br />
reviewed) and is a much more complete and formal version of the ideas presented <strong>in</strong> the<br />
previous article. A framework for model<strong>in</strong>g players’ behaviour based on game metrics is<br />
presented, but the method is only shown without present<strong>in</strong>g an actual case study based on<br />
concrete examples, <strong>in</strong> fact the game used as example does not have the capability to gather<br />
metrics data from players.<br />
6- <strong>Play</strong>-personas: behaviours and belief system <strong>in</strong> user centered game design. This paper,<br />
presented at INTERACT 2009 (peer reviewed), presents a complete formulation of the play-<br />
persona framework and for the first time is accompanied by a concrete case study where play<br />
personas have been built both “a priory”, start<strong>in</strong>g from the affordances offered by the game,<br />
and “a posteriori” based on the data generated by players us<strong>in</strong>g the game “Tomb Raider<br />
Underworld”.<br />
7- Towards gameplay analysis via gameplay metrics. This article was presented at M<strong>in</strong>dtrek 2009<br />
(peer reviewed) and it stems from corollary analyses of gameplay data. Two case studies are<br />
presented with parallel approaches to analyze level design: location, role at death and cause of<br />
death for the multiplayer game “Fragile Alliance”; and deviation from an ideal, perfect path for<br />
the s<strong>in</strong>gle player game “Kane & Lynch”.<br />
8- Analyz<strong>in</strong>g spatial user behaviour <strong>in</strong> computer games us<strong>in</strong>g geographic <strong>in</strong>formation systems. The<br />
article, presented at M<strong>in</strong>dtrek 2009 (peer reviewed), attempts a complex multivariate analysis to<br />
<strong>in</strong>vestigate the pattern of deaths us<strong>in</strong>g geographic <strong>in</strong>formation systems based on data gathered<br />
from users play<strong>in</strong>g the game “Tomb Raider Underworld”. The result is that such an analysis can<br />
potentially lead to precious recommendations for level designers.<br />
9- <strong>Play</strong>er model<strong>in</strong>g us<strong>in</strong>g self-organization <strong>in</strong> Tomb Raider: Underworld. This article, presented at<br />
the IEEE Symposium on Computational Intelligence and <strong>Games</strong> 2009 (peer reviewed), attempts<br />
to utilize emergent self-organiz<strong>in</strong>g maps (a type of neural network) to identify clusters of<br />
players behav<strong>in</strong>g similarly <strong>in</strong> the game “Tomb Raider: Underworld”.<br />
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