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Play-Persona: Modeling Player Behaviour in Computer Games

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ARTICLE 10 - PSYCHOLOGY OF PERSONALITY AND PLAY<br />

PERSONAS: DESIGNING FOR EXPERIENCE<br />

Alessandro Canossa, Under the Mask conference, University of Bedfordshire, 2009<br />

ABSTRACT<br />

This article attempts to draft a method, <strong>in</strong>spired by trait-based theories of personality, to model and<br />

profile players’ behaviour with<strong>in</strong> the boundaries of computer games. These player’s models can<br />

both provide developers with tools to evaluate, sharpen and improve the player’s experience and<br />

provide game researchers with <strong>in</strong>sights regard<strong>in</strong>g the landscape of players’ behaviour.<br />

1. INTRODUCTION<br />

People leave trails. Books borrowed at the library, websites visited while brows<strong>in</strong>g the net, own<strong>in</strong>g<br />

a house, work<strong>in</strong>g as a middle manager, vacation<strong>in</strong>g <strong>in</strong> South-east Asia. In a virtual game world<br />

every action undertaken by players becomes a syllable of a longer sentence that contributes <strong>in</strong><br />

compos<strong>in</strong>g the narrative of play; every action undertaken can be seen as the visible outcome of<br />

somebody’s personality.<br />

If game designers could easily read the stories spelled by players through their behaviours <strong>in</strong> game<br />

worlds, then they would empower players and allow them to live out their fantasies <strong>in</strong> more<br />

mean<strong>in</strong>gful experiences.<br />

It really is a challenge to f<strong>in</strong>d a design philosophy that can afford to craft experiences<br />

accommodat<strong>in</strong>g dreams, goals and fantasies of a multitude of players; it is not just a matter of level<br />

of expertise or skills, it actually <strong>in</strong>volves the whole of a person’s history, the circuit between<br />

memories and emotions, even the genetic background.<br />

2. Experience<br />

The ma<strong>in</strong> challenge <strong>in</strong> creat<strong>in</strong>g game experiences manifests itself <strong>in</strong> the double nature of the<br />

mean<strong>in</strong>g of the word itself: experience refers both to the knowledge aris<strong>in</strong>g from reflection (“he’s a<br />

man of experience”) and the immediate sensory perception of an event (“he was experienc<strong>in</strong>g<br />

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