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Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

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3.1 From personas to <strong>Play</strong>-personas<br />

It is here suggested that game designers could benefit from procedural, data-backed preemptive<br />

models of play behavior. Additionally, game rules and spaces can be used to carve channels <strong>in</strong> the<br />

m<strong>in</strong>ds of players for help<strong>in</strong>g them organiz<strong>in</strong>g experiences and guid<strong>in</strong>g the emergence of sense-<br />

mak<strong>in</strong>g patterns. <strong>Play</strong>-personas are offered as such devices, help<strong>in</strong>g the emergence of narratives to<br />

make sense of what happens <strong>in</strong> game worlds. <strong>Play</strong>-personas can <strong>in</strong>fluence and control the ways<br />

that players categorize what they experience <strong>in</strong> game worlds; persona constructs can be triggers<br />

that <strong>in</strong>spire, <strong>in</strong>cite and compel players <strong>in</strong>to certa<strong>in</strong> actions. These m<strong>in</strong>d patterns can be expressed<br />

as behaviours undertaken <strong>in</strong> game worlds us<strong>in</strong>g mechanics and rules that the game affords [33].<br />

<strong>Play</strong>-persona hypotheses emerge as relations between parameters derived from the set of<br />

<strong>in</strong>teraction and navigation possibilities offered by the game <strong>in</strong> terms of rules and spaces.<br />

<strong>Play</strong>-personas are def<strong>in</strong>ed as clusters of preferential <strong>in</strong>teraction (what) and navigation (where)<br />

attitudes, temporally expressed (when), that coalesce around different k<strong>in</strong>ds of <strong>in</strong>scribed<br />

affordances <strong>in</strong> the artefacts provided by game designers [6].<br />

Mov<strong>in</strong>g beyond narrative descriptions of motivations, needs and desires distilled <strong>in</strong> ethnographic<br />

<strong>in</strong>terviews, play-personas are expressed also as procedural description of preferential behaviours <strong>in</strong><br />

terms of game mechanics used. This procedural description augments and strengthens the idea<br />

beh<strong>in</strong>d personas as formulated by Cooper because, due to the <strong>in</strong>tr<strong>in</strong>sic numeric nature of<br />

procedural descriptions, it is immediately possible to compare different play-personas, provided that<br />

they are scored accord<strong>in</strong>g to compatible parameters. At the same time it becomes possible to<br />

compare and evaluate play-personas postulated a-priori as hypotheses by the designers dur<strong>in</strong>g the<br />

production of a game with actual behavior expressed by players engaged with the game, if directly<br />

coupled with <strong>in</strong>strumentation data <strong>in</strong> the form of gameplay metrics 6 gathered from game eng<strong>in</strong>e<br />

software dur<strong>in</strong>g play sessions.<br />

It is <strong>in</strong> this respect that play-personas are both theoretical models of ideal users (metaphors) and<br />

data-driven representations of player behaviours (lenses).<br />

6 The term “gameplay metrics” refers to data about players’ behaviour <strong>in</strong> a game (location, use of skills, powers, abilities, <strong>in</strong>teraction<br />

with other players, deaths, etc.), automatically recorded dur<strong>in</strong>g a play session.<br />

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