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Play-Persona: Modeling Player Behaviour in Computer Games

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fear”). The German terms “erfahrung” and “erlebnis” will be used to refer to the two sides of<br />

experience. The philosopher Walter Benjam<strong>in</strong> def<strong>in</strong>es erfahrung as “wisdom ga<strong>in</strong>ed <strong>in</strong> subsequent<br />

reflection on events or <strong>in</strong>terpretation of them” [3]. It is understand<strong>in</strong>g of life and the world we live<br />

<strong>in</strong>; it is experience as an ongo<strong>in</strong>g, cumulative and critical-cognitive process; “journeyed-through”<br />

knowledge, mature reflection on events. Erfahrung is elaborated after an encounter with a game; it<br />

selects the memorable moments and builds preconceptions and expectations for the next game<br />

encounter. Erlebnis is “mentally unprocessed, immediately-perceived event” [3] a one-off<br />

encounter, a particular sensation that does not build towards a greater whole; it is isolated,<br />

categorical, without cognition, “lived-through” aesthetic/ecstatic perception. It is immediate, pre-<br />

reflective and personal. Erlebnis is found while a player is engaged with a game, while she hasn’t<br />

had the time to reflect or express judgments. In the follow<strong>in</strong>g “erfahrung” will be translated <strong>in</strong>to<br />

reflective experience or reflection and “erlebnis” <strong>in</strong>to perceptive experience or perception.<br />

2.1 Experience design and personality<br />

It is unrealistic to design experiences expect<strong>in</strong>g to take <strong>in</strong>to consideration the history, the reflective<br />

experience, of each s<strong>in</strong>gle player; but the perceptive experiences, the here-and-now experiences,<br />

can easily be accounted for through the use of gameplay metrics. The term refers to numerical<br />

data derived from the <strong>in</strong>teraction of players with game record<strong>in</strong>g the behaviour of the player (i.e.<br />

location, use of skills, powers, abilities, etc.) [26].<br />

Furthermore, several efforts have been made to categorize players’ types <strong>in</strong> order to precisely tailor<br />

games to their audience. Methodologies and approaches to <strong>in</strong>vestigate and catalogue game<br />

experience have been taken from communication and media theory [14, 27], cognitive science [16,<br />

17], neurobiology [25], physiology [7, 18-20, 21, 22], behavior [9], human-computer <strong>in</strong>teraction [4,<br />

5, 11, 12, 24], bra<strong>in</strong>-computer <strong>in</strong>terfac<strong>in</strong>g [8, 23] and other areas. Particularly <strong>in</strong>terest<strong>in</strong>g are the<br />

studies that attempted to compile a taxonomy of player types. Bartle’s study pioneered the concept<br />

of analyz<strong>in</strong>g players’ behaviour <strong>in</strong> MUDs and resulted <strong>in</strong> the known four types [1]. Yee worked<br />

further <strong>in</strong> that direction uncover<strong>in</strong>g three factors that motivate players [28]. Bateman & Boon<br />

deduced four different player types start<strong>in</strong>g from the MBTI [2].<br />

In general it appears that the taxonomies of players have some common features:<br />

- they are <strong>in</strong>spired by type-based personality theories as opposed to trait-based;<br />

- they claim to be universal and applicable across a wide variety of games.<br />

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