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Play-Persona: Modeling Player Behaviour in Computer Games

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Communication studies, cultural studies, literary theory, media studies, semiotics and l<strong>in</strong>guistics<br />

focus on the organization, transmission and <strong>in</strong>terpretation of mean<strong>in</strong>gs through different media [63,<br />

70, 1, 9].<br />

From a technological po<strong>in</strong>t of view, with<strong>in</strong> the field of computer science, Artificial Intelligence, real-<br />

time computer graphics and network<strong>in</strong>g are only few of the discipl<strong>in</strong>es that see <strong>in</strong> computer games<br />

a driv<strong>in</strong>g force for technical advancements [71, 88, 25].<br />

Regard<strong>in</strong>g the doma<strong>in</strong> of design, the pivotal question is: “how to make better games” and the<br />

largest number of contributions has been made from with<strong>in</strong> - or with applications for - the game<br />

<strong>in</strong>dustry, by designers eager to improve the practices <strong>in</strong> use <strong>in</strong> development studios. [23, 78, 79,<br />

41, 16, 14, 29, 85, 86, 61, 52].<br />

2.1.1 Debates <strong>in</strong> game studies<br />

Such a rich field, where many discipl<strong>in</strong>es converge each with its own legacy of ideological<br />

cornerstones, is bound to give rise to heated debates. From the very beg<strong>in</strong>n<strong>in</strong>g, the so-called<br />

“narratology versus ludology” controversy had scholars debat<strong>in</strong>g whether games should be<br />

considered just as extended versions of traditional storytell<strong>in</strong>g, therefore assum<strong>in</strong>g the<br />

superfluousness of <strong>in</strong>dependent methods and approaches and underm<strong>in</strong><strong>in</strong>g the necessity of a new<br />

discipl<strong>in</strong>e; or whether <strong>in</strong>stead the diversity between games and narratives should be acknowledged<br />

and their uniqueness treasured. Fortunately that flame seems to have been doused by recogniz<strong>in</strong>g<br />

that the two terms, narratology and ludology, were not represent<strong>in</strong>g separate categories but two<br />

poles of the same cont<strong>in</strong>uous axis, and no scholar was will<strong>in</strong>g to populate either of the two<br />

extremities of the spectrum, if not as an act of provocation.<br />

There have been several other more or less <strong>in</strong>flamed debates, but particularly pert<strong>in</strong>ent to my<br />

research is a recent version of an old fracture that seems to have opened <strong>in</strong> the already<br />

discont<strong>in</strong>uous fabric of game studies: qualitative (<strong>in</strong>terpretive) versus quantitative (experimental)<br />

research methods, or “social sciences” versus “humanities”.<br />

Accord<strong>in</strong>g to Boellstorff [18, 105], this issue po<strong>in</strong>ts to a rather old debate on whether scientific<br />

research should be experimental <strong>in</strong> nature or not, and the recent coalesc<strong>in</strong>g of new venues from<br />

which to harvest numerical game data, such as game metrics, has exacerbated the altercation.<br />

Already <strong>in</strong> 2005 Williams was warn<strong>in</strong>g aga<strong>in</strong>st “scholars entrenched <strong>in</strong> comfortable home bases that<br />

exclude and denigrate the other camp” [98]. Williams advocated mov<strong>in</strong>g beyond terms as<br />

24

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