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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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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