07.12.2012 Views

Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Follow<strong>in</strong>g the humanistic tradition that sees the player as a function of the game and not an actual,<br />

historical person, Aarseth [1] talks of the “implied player”: a role made for the player by the game,<br />

a set of expectations that the player must fulfil for the game to “exercise its effect”. In later work<br />

Aarseth posits that “the game houses expectations for a player’s behaviour, which is supported by<br />

an <strong>in</strong>terface, and represented <strong>in</strong>-game by an avatar. Even more than the implied reader, the<br />

implied player has a concrete, material existence, because the game will not be realized unless<br />

some mechanism allows player <strong>in</strong>put” [3]. The implied player is seen as a boundary imposed on the<br />

actions of the player by the game; this limit to the freedom of players is enforced both through the<br />

game’s rules (<strong>in</strong> games where the avatar lacks the ability to jump, players will never be allowed<br />

that option) and the game’s aesthetic elements (<strong>in</strong> dark environments players will not be able to<br />

see much further ahead, limit<strong>in</strong>g the navigation possibilities).<br />

A considerable group of game researchers, more oriented towards social sciences, set off<br />

<strong>in</strong>vestigat<strong>in</strong>g players as historical, situated, flesh and blood entities. One of the earliest attempts<br />

was conducted by Bartle [13] <strong>in</strong>vestigat<strong>in</strong>g the motivation of a group of people <strong>in</strong>teract<strong>in</strong>g <strong>in</strong> a<br />

MUD. His method was rather empirical: he studied several hundred bullet<strong>in</strong>-board post<strong>in</strong>gs and his<br />

f<strong>in</strong>d<strong>in</strong>gs are the now famous four classes of players: socializers, explorers, killers and achievers.<br />

Subsequently Yee [100] tightened data samples and methods, shift<strong>in</strong>g even more the focus on<br />

motivation and <strong>in</strong>dividuated five factors: relationship, immersion, grief, achievement and<br />

leadership.<br />

Another attempt to def<strong>in</strong>e types of players has been conducted by Bateman and Boon [14]. The 16<br />

types <strong>in</strong>dividuated by the Myers-Briggs Type Indicator have been reduced to 4 and adapted to the<br />

field of games: Conquerors, Managers, Wanderers and Participants.<br />

A different approach and motivation led Smith to the “Rational <strong>Play</strong>er Model” [89], a tool for<br />

understand<strong>in</strong>g the relationship between game goals and the behaviour of players who try to reach<br />

these goals. The rational player is one of four player types <strong>in</strong>dividuated, the other three are: the<br />

susceptible player, the selective player and the active player.<br />

<strong>Play</strong>-personas are used to imply players both before any play actually happens and to study players’<br />

behaviour after the <strong>in</strong>teraction with the game, spann<strong>in</strong>g from the humanistic view of fictional,<br />

idealized players, to an approach closer to social sciences focused on empirical players.<br />

<strong>Play</strong>-personas do not claim to capture universal features of players nor they are deduced from<br />

abstract pr<strong>in</strong>ciples, <strong>in</strong>stead they emerge from the aesthetic and ludic structure of each s<strong>in</strong>gle game.<br />

33

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!