References 1. Bartle R.A. <strong>Play</strong>er who suit MUDs. Available at: http://www.mud.co.uk/richard/hcds.htm 2. Bateman, C. & BOON, R. 2005. 21st Century Game Design, Charles River Media, Boston, MA 3. Benjam<strong>in</strong>, W. (author) & EILAND, H. & JENNINGS, M. W. (editors) 2003. On Some Motifs <strong>in</strong> Baudelaire. In Walter Benjam<strong>in</strong>: Selected Writ<strong>in</strong>gs, Volume 4, 1938-1940 Harvard University Press, Cambridge, MA 4. Bernhaupt, R., Eckschlager, M. and Tscheligi, M., Methods for evaluat<strong>in</strong>g games: how to measure usability and user experience <strong>in</strong> games? In <strong>in</strong>ternational conference on Advances <strong>in</strong> computer enterta<strong>in</strong>ment technology, (Salzburg, Austria, 2007), ACM, 309-310. 5. Bernhaupt, R., IJsselsteijn, W., Mueller, F.F., Tscheligi, M. and Wixon, D., Evaluat<strong>in</strong>g user experiences <strong>in</strong> games. In CHI '08 extended abstracts on Human factors <strong>in</strong> comput<strong>in</strong>g systems, (Florence, Italy, 2008), ACM, 3905- 3908. 6. Canossa, A., Drachen, A. <strong>Play</strong>-<strong>Persona</strong>s: <strong>Behaviour</strong>s and Belief systems <strong>in</strong> User-Centred Game Design INTERACT, 12th IFIP TC13 Conference <strong>in</strong> Human-<strong>Computer</strong> Interaction, Uppsala, Sweden, 2009 7. Dekker, A. and Champion, E. Please Biofeed the Zombies: Enhanc<strong>in</strong>g the Gameplay and Display of a Horror Game Us<strong>in</strong>g Biofeedback DiGRA: Situated <strong>Play</strong> Conference, DiGRA, Tokyo, Japan, 2007. 8. Dornhege, G., Millán, J.d.R., H<strong>in</strong>terberger, T., McFarland, D.J. and Müller, K.-R. (eds.). Toward Bra<strong>in</strong>-<strong>Computer</strong> Interfac<strong>in</strong>g. MIT Press, Cambridge, 2007. 9. Gilleade, K.M. and Dix, A., Us<strong>in</strong>g frustration <strong>in</strong> the design of adaptive videogames. In Proceed<strong>in</strong>gs of the 2004 ACM SIGCHI International Conference on Advances <strong>in</strong> computer enterta<strong>in</strong>ment technology, (New York, NY, USA, 2004), ACM Press, 228-232. 10. Goldberg L. R. <strong>Persona</strong>lity processes and <strong>in</strong>dividual differences - An alternative" description of personality": The Big-Five factor structure <strong>in</strong> The Science of Mental Health: The Science of Mental Health By Steven E. Hyman Edition: illustrated Published by Routledge, 2001 11. IJsselsteijn, W., de Kort, Y., Poels, K., Jurgelionis, A. and Bellotti, F. Characteris<strong>in</strong>g and Measur<strong>in</strong>g User Experiences <strong>in</strong> Digital <strong>Games</strong> International Conference on Advances <strong>in</strong> <strong>Computer</strong> Enterta<strong>in</strong>ment Technology, ACM Press, Salzburg, Austria, 2007. 236
12. Jennett, C., Cox, A.L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T. and Walton, A. Measur<strong>in</strong>g and def<strong>in</strong><strong>in</strong>g the experience of immersion <strong>in</strong> games. International Journal of Human-<strong>Computer</strong> Studies, 66. 641-661. 13. John, O. P. Angleitner, A. Ostendorf, F. The lexical approach to personality: A historical review of trait taxonomic research European Journal of <strong>Persona</strong>lity, Volume 2 Issue 3, John Wiley & Sons, Ltd Universität Bielefeld, Federal Republic of Germany 14. Klimmt, C., Dimensions and Determ<strong>in</strong>ants of the Enjoyment of <strong>Play</strong><strong>in</strong>g Digital <strong>Games</strong>: A Three-Level Model. In Level Up: Digital <strong>Games</strong> Research Conference, (Utrecht, 2003), Utrecht University, 246-257. 15. Left4Dead, Valve, Electronic Arts, (2008) 16. L<strong>in</strong>dley, C.A., Nacke, L. and Sennersten, C. What does it mean to understand gameplay? First Symposium on Ludic Engagement Designs for All, Aalborg University, Esbjerg, Denmark, 2007. 17. L<strong>in</strong>dley, C.A. and Sennersten, C.C. A Cognitive Framework for the Analysis of Game <strong>Play</strong>: Tasks, Schemas and Attention Theory Workshop on the Cognitive Science of <strong>Games</strong> and Game <strong>Play</strong>, The 28th Annual Conference of the Cognitive Science Society, Vancouver, Canada, 2006. 18. Mandryk, R.L., Atk<strong>in</strong>s, M.S. and Inkpen, K.M., A Cont<strong>in</strong>uous and Objective Evaluation of Emotional Experience with Interactive <strong>Play</strong> Environments. In Conference on Human Factors <strong>in</strong> Comput<strong>in</strong>g Systems (CHI 2006), (Montreal, Canada, 2006), ACM, 1027-1036. 19. Mandryk, R.L. and Inkpen, K.M., Physiological Indicators for the Evaluation of Co-located Collaborative <strong>Play</strong>. In Proceed<strong>in</strong>gs of the ACM Conference on <strong>Computer</strong> Supported Cooperative Work (CSCW 2004), (Chicago, USA, 2004), ACM, 102-111. 20. Mandryk, R.L., Inkpen, K.M. and Calvert, T.W. Us<strong>in</strong>g Psychophysiological Techniques to Measure User Experience with Enterta<strong>in</strong>ment Technologies. <strong>Behaviour</strong> & Information Technology, 25 (2). 141-158. 21. Nacke, L., L<strong>in</strong>dley, C. and Stellmach, S., Log who’s play<strong>in</strong>g: psychophysiological game analysis made easy through event logg<strong>in</strong>g. In Proceed<strong>in</strong>gs of Fun and <strong>Games</strong>, Second International Conference, (E<strong>in</strong>dhoven, The Netherlands, 2008), Spr<strong>in</strong>ger, 150-157. 22. Nacke, L. and L<strong>in</strong>dley, C.A., Flow and Immersion <strong>in</strong> First-Person Shooters: Measur<strong>in</strong>g the player’s gameplay experience. In Proceed<strong>in</strong>gs of the 2008 Conference on Future <strong>Play</strong>: Research, <strong>Play</strong>, Share, (Toronto, Canada, 2008), ACM, 81-88. 237
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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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a secondary variable together with
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player spent at the location and wh
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3. Börner, K., Penumarthy, S.: Soc
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34. Thompson, C.: Halo 3: How Micro
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