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Play-Persona: Modeling Player Behaviour in Computer Games

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Gameplay metrics form a novel approach with<strong>in</strong> game development and addresses one of the<br />

major challenges to user research <strong>in</strong> this bus<strong>in</strong>ess, namely that of track<strong>in</strong>g and analyz<strong>in</strong>g user<br />

behavior when <strong>in</strong>teract<strong>in</strong>g with the very complex systems that contemporary computer games are.<br />

As a user-oriented approach, it complements exist<strong>in</strong>g methods utilized <strong>in</strong> the <strong>in</strong>dustry very well,<br />

provid<strong>in</strong>g detailed and quantitative data to supplement attitud<strong>in</strong>al and semi quantitative data from<br />

e.g. usability test<strong>in</strong>g and playtest<strong>in</strong>g [9,11,13]. Instrumentation data from users form an important<br />

contribution to not only user research and –test<strong>in</strong>g dur<strong>in</strong>g the development phases of game<br />

production, but also <strong>in</strong> monitor<strong>in</strong>g and evaluat<strong>in</strong>g user (player) behavior dur<strong>in</strong>g the extended<br />

usage, i.e. dur<strong>in</strong>g the live periods of games, where given the right tools, data can be obta<strong>in</strong>ed<br />

directly from the users operat<strong>in</strong>g with<strong>in</strong> their natural environments.<br />

References<br />

1. Bateman, C., Boon, R.: 21st Century Game Design. Charles River Media (2005)<br />

2. Davis, J.; Steury, K., Pagulayan, R.: A survey method for assess<strong>in</strong>g perceptions of a game: The<br />

consumer playtest <strong>in</strong> game design. Game Studies: The International Journal of <strong>Computer</strong> Game<br />

Research, 5 (2005)<br />

3. DeRosa, P.: Track<strong>in</strong>g <strong>Play</strong>er Feedback to Improve Game Design. Gamasutra, Aug. 7 (2007)<br />

4. Dumas, J. S. 2003. User-Based Evaluations. In: The HCI handbook. Lawrence Erlbaum<br />

Associates (2003), 1093-1117<br />

5. Gilleade, K. M., Dix, A.: Us<strong>in</strong>g frustration <strong>in</strong> the design of adaptive videogames. In: Proceed<strong>in</strong>gs<br />

of the ACM SIGCHI International Conference on Advances <strong>in</strong> <strong>Computer</strong> Enterta<strong>in</strong>ment<br />

Technology, S<strong>in</strong>gapore (2004), 228-232<br />

6. Ijsselsteijn, W., de Kort, Y., Poels, K., Jugelionis, A., Bellotti, F.: Characteriz<strong>in</strong>g and Measur<strong>in</strong>g<br />

User Experiences <strong>in</strong> Digital <strong>Games</strong>. In: Proceed<strong>in</strong>gs of ACE, Toronto, Ontario (2007)<br />

7. Isbister, K., Schaffer, N.: Game Usability: Advanc<strong>in</strong>g the <strong>Play</strong>er Experience. Morgan Kaufman<br />

(2008)<br />

8. Jørgensen, A. H.: Marry<strong>in</strong>g HCI/Usability and <strong>Computer</strong> <strong>Games</strong>: A Prelim<strong>in</strong>ary Look,<br />

Proceed<strong>in</strong>gs of NordiCHI, Tampere, F<strong>in</strong>land (2004)<br />

9. Kim, J. H., Gunn, D. V., Schuh, E., Phillips, B. C., Pagulayan, R. J., Wixon, D.: Track<strong>in</strong>g Real-<br />

Time User Experience (TRUE): A comprehensive <strong>in</strong>strumentation solution for complex systems.<br />

In Proceed<strong>in</strong>gs of CHI, Florence, Italy (2008), 443-451<br />

248

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