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Play-Persona: Modeling Player Behav
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4.2.3 PLAYER EXPRESSION 53 4.3 PEIR
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ACKNOWLEDGEMENTS I would like to th
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ABSTRACT This thesis proposes a fra
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Analysis seeks to break down comple
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Considering games as acts of commun
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ensemble - the syntagm. Selection r
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described in terms of likelihood of
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ook: FLUX, published in 2008. This
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2. A THEORETICAL FRAMEWORK FOR MODE
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“positivism” and “anti-positi
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with the game world based solely on
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on that text. Later, Barthes introd
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according to their mental state. Wh
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Following the humanistic tradition
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In most games it is not realistic t
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ehaviour. Assessing assumptions on
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Independently on the identity of ea
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main focus of the brand has always
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3.4 Play-persona as a lens (a poste
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Figure 10: personality and subperso
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4. CREATING EXPERIENCES The MDA fra
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Play-styles are sets of isotopic ga
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4.2.3 Player expression Player expr
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Players will eventually understand
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Combining both of these two approac
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REFERENCES 1. Aarseth, E. (1997): C
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52. Hunicke, R. LeBlanc, M. & Zubek
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96. Wiggins, A. (2006): Data Driven
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ARTICLE 1 - TOWARDS A THEORY OF THE
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flow between the player, the avatar
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6. The player constructs knowledge
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are sets of rational, bodily, and b
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ehaviorism asserting that a compreh
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4.3 Origin of subpersonalities Acco
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environment and the emanating subpe
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flow line), one must increase the c
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7.1 Explorer’s path FIGURE 5 Expl
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the roof section, where he/she will
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14. DE SOUSA, R. 2003. Emotions. In
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ARTICLE 2 - DESIGNING LEVELS FOR EN
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2 STRUCTURE OF A GAME LEVEL The fir
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3.2 Symbolical Reading The movement
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The hangar is open for workers and
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gather info, spying through keyhole
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6.2 Play-Personas I am going to def
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The Butcher persona would have quit
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ARTICLE 3 - WAVING EXPERIENCES: PLA
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types" [12]. Personas are construct
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esults in the relatively easy task
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Crew actions schemas are: • Squad
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choice given until the mark “poli
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REFERENCES 1. Bozec, P. "My Everyth
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ARTICLE 4 - WEAVING EXPERIENCES IN
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In order to be able to take acti
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persona could be narratively define
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of non lethal, silent, and clean de
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ARTICLE 5 - DEFINING PERSONAS IN GA
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software is however limited in that
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event sets, i.e. capturing metrical
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objects and entities within it. Eve
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metrics include tracking camera vie
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Figure 4: Example of interaction me
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looting is a play-style observed in
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players can choose between differen
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Play modes: Running, climbing, fall
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according to their positioning on a
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14. Medlock, M.C., Wixon, D.; Terra
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ARTICLE 6 - PLAY-PERSONAS: BEHAVIOU
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experiences are evaluated and remem
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B) It is possible to infer user nee
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personas are hypotheses that emerge
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Expert Rookie Grunt Athlete Chess-
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Procedural description: Shooting: -
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In the case example for Tomb Raider
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2. Cooper, A.: The Inmates Are Runn
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ARTICLE 7 - TOWARDS GAMEPLAY ANALYS
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The requirement for improving user-
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The literature on game metrics is m
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ecause they all stem from in-house
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If a player kills a traitor they re
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Figure 3 (Top): diagram showing the
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titles where there is a trend towar
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- Page 181 and 182: 3. Börner, K., Penumarthy, S.: Soc
- Page 183 and 184: 34. Thompson, C.: Halo 3: How Micro
- Page 185 and 186: ARTICLE 8 - ANALYZING SPATIAL USER
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- Page 203 and 204: 4. Cadez, I., Heckerman, D., Meek,
- Page 205 and 206: 35. Whiteside, J., Archer, N. P., W
- Page 207 and 208: ARTICLE 9 - PLAYER MODELING USING S
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- Page 211 and 212: 3. TOMB RAIDER: UNDERWORLD The popu
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- Page 237 and 238: 12. Jennett, C., Cox, A.L., Cairns,
- Page 239 and 240: ARTICLE 11 - GAME METRICS AND BIOME
- Page 241 and 242: His research interests are biometri
- Page 243 and 244: 5. R. L. Hazlett. Measuring emotion
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- Page 247 and 248: elated to player-game interaction a
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- Page 269 and 270: 17. Iser, W.: The Implied Reader. J