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Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

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“positivism” and “anti-positivism” s<strong>in</strong>ce, if the goals of games research are to answer important<br />

questions rather than us<strong>in</strong>g particular toolsets, it would be limit<strong>in</strong>g to circumscribe the discussion on<br />

whose methods are better. Williams attempted to quell the debate stat<strong>in</strong>g that the discussion does<br />

not lie <strong>in</strong> terms of whether game studies should or should not be borrow<strong>in</strong>g methods from the<br />

natural sciences, but rather about the strength of empirical work of all types.<br />

“Data collection—whether <strong>in</strong> the form of ethnographic field notes or participant observation, or <strong>in</strong><br />

the form of statistical content analyses, experiments and surveys—is worthwhile” [98].<br />

Summaris<strong>in</strong>g the terms of the debate, traditionally, social scientists seem to be ask<strong>in</strong>g “What do<br />

games do to people?” utilis<strong>in</strong>g mostly quantitative methods while humanists seek to f<strong>in</strong>d out what<br />

mean<strong>in</strong>gs are made through game use and what power relationships are re<strong>in</strong>forced through play,<br />

rely<strong>in</strong>g more on qualitative methods.<br />

2.2 Position<strong>in</strong>g play-personas <strong>in</strong> the field of game studies<br />

Due to my background, my research stands on the threshold between a design-driven approach<br />

(how to make better games) and a communication approach (creation and <strong>in</strong>terpretation of<br />

mean<strong>in</strong>g). My work is split between understand<strong>in</strong>g games as products to improve, with concrete<br />

needs, drives and desired practical outcomes; and as media carry<strong>in</strong>g mean<strong>in</strong>gs, attempt<strong>in</strong>g to<br />

eviscerate the abstract mechanisms that take place when players are engaged with digital games<br />

and what mean<strong>in</strong>gs emerge from that <strong>in</strong>teraction. This double concern entails a double focus on<br />

the game designers as orig<strong>in</strong>ators of the games as acts of communication and players as receivers.<br />

This double focus drove the def<strong>in</strong>ition of play-personas both as tools used by designers to model<br />

hypothetical players dur<strong>in</strong>g the production of games and as mental devices used by players to<br />

organize and make sense of their own play experiences.<br />

2.2.1 Bridg<strong>in</strong>g the gap: humanistic enquiry with empirical methods<br />

The play-persona framework is an attempt to imbue mean<strong>in</strong>g <strong>in</strong>to the mechanics that designers<br />

chose to <strong>in</strong>clude <strong>in</strong> the games they are develop<strong>in</strong>g; at the same time it seeks to read mean<strong>in</strong>g <strong>in</strong><br />

the actions of players <strong>in</strong>teract<strong>in</strong>g with the game. It is an effort that def<strong>in</strong>itely fits under the<br />

communication umbrella. As Williams po<strong>in</strong>ted out, communication and humanities are angles that<br />

very often resort to qualitative methods.<br />

25

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