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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<strong>in</strong>teraction options between the user and the software/hardware – the <strong>in</strong>formal test<strong>in</strong>g methods<br />
traditionally utilized <strong>in</strong> the game <strong>in</strong>dustry, which were adopted directly from productivity software<br />
test<strong>in</strong>g, have come under pressure [11,13].<br />
Game test<strong>in</strong>g can generally be divided <strong>in</strong>to technical, functional and content test<strong>in</strong>g, the latter two<br />
categories <strong>in</strong>volv<strong>in</strong>g user-oriented approaches. User-oriented test<strong>in</strong>g is essential to game<br />
production, because the quality of the product that a game is directly relates to the perceived user<br />
experience. Functional and content test<strong>in</strong>g are therefore two areas that receives an <strong>in</strong>creas<strong>in</strong>g<br />
amount of attention from academic and <strong>in</strong>dustry environments alike [e.g. 5,6,7,8,9,11,12,15,16].<br />
The purpose of user-oriented game test<strong>in</strong>g is to see how specific components of, or the entirety of,<br />
a game is played by people. It allows game developers to evaluate whether their ideas and work<br />
provides the experience they designed for.<br />
User-oriented game test<strong>in</strong>g is normally carried out at different stages of the production cycle of<br />
digital games, which are commonly produced us<strong>in</strong>g agile methodologies. An organized, methodical<br />
approach to this work is vital, as this permits that issues are fixed as they arise rather than at the<br />
end of a production cycle. The requirement for improv<strong>in</strong>g user-oriented test<strong>in</strong>g methodologies<br />
with<strong>in</strong> game development, the <strong>in</strong>creas<strong>in</strong>g complexity of digital games, the variety of aspects of the<br />
user <strong>in</strong>teraction that needs to be tested, and the requirement for methods that do not require long<br />
turn-around times, has resulted <strong>in</strong> a variety of approaches from Human-<strong>Computer</strong> Interaction (HCI)<br />
research be<strong>in</strong>g adapted user-oriented game test<strong>in</strong>g and –research [2,7,9,11,13,14]. These <strong>in</strong>clude<br />
different forms of usability test<strong>in</strong>g, ethnographic methods, experience test<strong>in</strong>g etc. All of these have<br />
specific strengths and weaknesses, but are generally useful for captur<strong>in</strong>g player feedback and<br />
subjective user experiences; and for acquir<strong>in</strong>g <strong>in</strong>-depth feedback on e.g. gameplay or design<br />
problems. However, these approaches are limited <strong>in</strong> that <strong>in</strong>formation is often hand-coded (surveys,<br />
analysis of audio-visual record<strong>in</strong>g), mean<strong>in</strong>g that gett<strong>in</strong>g highly detailed data about user behavior is<br />
either <strong>in</strong>credibly time consum<strong>in</strong>g or downright impossible.<br />
A potential source of supplementary data to accommodate this limitation is the automated<br />
collection and analysis of <strong>in</strong>strumentation data, an approach utilized with<strong>in</strong> the general HCI field<br />
[e.g. 11,15], but however only recently adapted to computer game production [9,16]. Different<br />
types of <strong>in</strong>strumentation data can be recorded from player-game <strong>in</strong>teraction. In game<br />
development, <strong>in</strong>strumentation data f<strong>in</strong>d uses with<strong>in</strong> e.g. eng<strong>in</strong>e performance, sales across different<br />
countries or regions, project progress or user <strong>in</strong>teraction with the game software, the latter<br />
category be<strong>in</strong>g of <strong>in</strong>terest here. With<strong>in</strong> the context of user-oriented test<strong>in</strong>g, <strong>in</strong>strumentation data<br />
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