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Play-Persona: Modeling Player Behaviour in Computer Games

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10- Psychology of personality and play personas: design<strong>in</strong>g for experience. This article, presented at<br />

the conference Under the Mask 2009 (peer reviewed), derives pr<strong>in</strong>ciples for draft<strong>in</strong>g play<br />

personas from the Five Factor Model, accepted standard <strong>in</strong> personality theory, and presents a<br />

new case study: “Left4Dead”.<br />

11- Game metrics and biometrics: the future of player experience research. This extended abstract<br />

refers to a panel presented at Futureplay / GDC Canada 2009 (peer reviewed) where different<br />

methods for research<strong>in</strong>g player experience are evaluated.<br />

12- Analyz<strong>in</strong>g user behaviour via gameplay metrics. This extended abstract refers to a full lecture<br />

presented at Futureplay / GDC Canada 2009 (peer reviewed) show<strong>in</strong>g how gameplay metrics<br />

can be used to model and reproduce user experience.<br />

13- Patterns of play: play-personas <strong>in</strong> user-centered game development. Article presented at DIGRA<br />

2009 (peer reviewed). It represents a synthesis of the approaches and methods elaborated <strong>in</strong><br />

the course of the whole PhD project, utiliz<strong>in</strong>g “Tomb Raider: Underworld” as a case study.<br />

21

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