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Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

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Table of Contents<br />

ACKNOWLEDGEMENTS 7<br />

STATEMENT OF THE CANDIDATE 8<br />

ABSTRACT 9<br />

1. INTRODUCTION 11<br />

1.1 RESEARCH QUESTIONS 13<br />

1.1.1 GAME LEVELS AS LANGUAGES 14<br />

1.1.2 DENOTATION AND CONNOTATION 15<br />

1.1.3 SYNTAGM AND PARADIGM 15<br />

1.1.4 GAME LEVELS AS MEETING GROUNDS BETWEEN PLAYERS AND DESIGNERS 17<br />

1.1.5 MODELING PLAYERS’ BEHAVIOUR: PLAY-PERSONA 17<br />

1.2 THESIS STRUCTURE 18<br />

2. A THEORETICAL FRAMEWORK FOR MODELING PLAYERS 23<br />

2.1 GAME STUDIES: CONTRIBUTING DISCIPLINES 23<br />

2.1.1 DEBATES IN GAME STUDIES 24<br />

2.2 POSITIONING PLAY-PERSONAS IN THE FIELD OF GAME STUDIES 25<br />

2.2.1 BRIDGING THE GAP: HUMANISTIC ENQUIRY WITH EMPIRICAL METHODS 25<br />

2.2.2 A PERSONAL DEBT TO HUMAN-COMPUTER INTERACTION 27<br />

2.3 AESTHETIC ASPECTS OF PLAY-PERSONA RESEARCH 27<br />

2.3.1 GAMES AS TEXT: EARLY METHODS FOR IMPLYING READERS (AND PLAYERS) 31<br />

3. GAME WORLDS AS FIELDS OF EXPRESSION 35<br />

3.1 PLAY-PERSONAS 37<br />

3.2 A COMMUNICATION MODEL FOR GAMES 38<br />

3.3 PLAY-PERSONA AS A METAPHOR (A PRIORI) 41<br />

3.4 PLAY-PERSONA AS A LENS (A POSTERIORI) 44<br />

3.5 GROUNDING PLAY-PERSONAS 44<br />

3.5.1 ORIGIN OF SUBPERSONALITIES 45<br />

4. CREATING EXPERIENCES 49<br />

4.1 STEPS OF THE TRANSACTION BETWEEN DESIGNERS AND PLAYERS 50<br />

4.2 UNFOLDING THE DIALECTIC “DESIGNER-PLAYER” 51<br />

4.2.1 AESTHETIC AFFORDANCES 51<br />

4.2.2 LUDIC AFFORDANCES 52<br />

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