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Play-Persona: Modeling Player Behaviour in Computer Games

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accord<strong>in</strong>g to their mental state. Whether a player walks slowly <strong>in</strong> the shadows and close to the<br />

walls, or prob<strong>in</strong>g the game’s boundaries, or climb<strong>in</strong>g for the highest po<strong>in</strong>t to achieve better<br />

overview, or openly runn<strong>in</strong>g <strong>in</strong>to confrontations or eschew<strong>in</strong>g the clash preferr<strong>in</strong>g to take the<br />

flanks: whenever the game affords a multitude of choices, it is important for designers to monitor<br />

what it entails for a player to embody a certa<strong>in</strong> navigation pattern and provide pert<strong>in</strong>ent aesthetic<br />

cues if they want to <strong>in</strong>crease the chances of generat<strong>in</strong>g resonant effects.<br />

Due to the <strong>in</strong>tr<strong>in</strong>sic nature of <strong>in</strong>teractive enterta<strong>in</strong>ment, designers deliberately leave room for<br />

textual openness [24]. It is <strong>in</strong> the gap of this openness that the competence of model players (or<br />

play-personas), actualiz<strong>in</strong>g more or less explicit narrative structures [34], reveals the iconic nature<br />

of game aesthetics, provid<strong>in</strong>g anchors to affective, narrative and spatial elements. And it is still <strong>in</strong><br />

this balance between textual openness and closeness that players can f<strong>in</strong>d resonance and<br />

reverberation with<strong>in</strong> the elements of the game world: a completely open text would give birth to<br />

unlimited semiosis, a text too close would not permit personal <strong>in</strong>terpretation and the emergence of<br />

play-personas, trivializ<strong>in</strong>g any effort towards polysemic sense-mak<strong>in</strong>g.<br />

2.3.1 <strong>Games</strong> as text: early methods for imply<strong>in</strong>g readers (and players)<br />

The post-structuralist paradigm that celebrated the death of the author and the birth of the reader<br />

as the source of a plurality of mean<strong>in</strong>gs and <strong>in</strong>terpretations also pioneered reader-response theory.<br />

Reader-response theory recognizes the active role of the reader <strong>in</strong> transform<strong>in</strong>g the unread text<br />

<strong>in</strong>to an actualized work, pass<strong>in</strong>g from a type to a token, imbu<strong>in</strong>g the text with “real existence”. It is<br />

the reader that completes the text’s mean<strong>in</strong>g through <strong>in</strong>terpretation <strong>in</strong> a process similar to an actor<br />

<strong>in</strong>terpret<strong>in</strong>g a written script. Considerable effort was put by many reader-response theorists to<br />

def<strong>in</strong>e the different types of archetypical readers.<br />

Eco, after def<strong>in</strong><strong>in</strong>g literary texts as fields of mean<strong>in</strong>g rather than str<strong>in</strong>gs [34], <strong>in</strong>troduces the "model<br />

reader" as "one who plays your game" and accepts the challenge of <strong>in</strong>terpret<strong>in</strong>g complex ideas<br />

[38]. Eco comes to these positions through study of language and from semiotics, rather than from<br />

psychology or historical analysis as did theorists such as Iser.<br />

Iser [54] lists a number of fictional reader types: the real reader, the ideal reader, the superreader,<br />

the <strong>in</strong>formed reader, the <strong>in</strong>tended reader and the implied reader.<br />

The real reader has read and the book and has thoughts about it. The real reader br<strong>in</strong>gs to the<br />

meet<strong>in</strong>g with the text a certa<strong>in</strong> baggage <strong>in</strong> terms of personal history, education, gender etc. that<br />

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