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Play-Persona: Modeling Player Behaviour in Computer Games

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eferent” [35]. At the orig<strong>in</strong> of the theory of signs we f<strong>in</strong>d the Peircian triangle: representamen,<br />

<strong>in</strong>terpretant object.<br />

“A sign, or representamen, is someth<strong>in</strong>g which stands to somebody for someth<strong>in</strong>g <strong>in</strong> some respect<br />

or capacity. It addresses somebody, that is, creates <strong>in</strong> the m<strong>in</strong>d of that person an equivalent sign,<br />

or perhaps a more developed sign. That sign which it creates I call the <strong>in</strong>terpretant of the first sign.<br />

The sign stands for someth<strong>in</strong>g, its object.” [80]<br />

It is easy to recognize that there is an obvious connection between the object (the state of the<br />

water <strong>in</strong> the dam) and the sign or representamen (the flash<strong>in</strong>g light bulbs), but if water was the<br />

necessary condition for design<strong>in</strong>g the apparatus, it is not sufficient for its semiotic function<strong>in</strong>g. The<br />

operator would <strong>in</strong>terpret/decode the signal <strong>in</strong> the form of flash<strong>in</strong>g light bulbs and <strong>in</strong>fer a mean<strong>in</strong>g<br />

even if the signal was sent by mistake, a faulty electrical wire or deliberate fabrication.<br />

It is useful to adapt to games the traditional communication model <strong>in</strong> order to understand<br />

relationship and flow of <strong>in</strong>formation from game designers to players (figure 6):<br />

Figure 6: Jakobson’s communication model applied to games<br />

Game designers provide temporal and spatial structures embedded <strong>in</strong>to a game to elicit certa<strong>in</strong><br />

actions. <strong>Play</strong>ers are not just passive receivers of the act of communication s<strong>in</strong>ce they are required<br />

to make sense and <strong>in</strong>terpret events <strong>in</strong> the game world and mean<strong>in</strong>g is not extracted or discovered,<br />

but constructed. The tangible outcome of players’ <strong>in</strong>terpretation is their behaviour <strong>in</strong> the game.<br />

Speculations on the reasons and the context beh<strong>in</strong>d any <strong>in</strong>-game choice made by the player rema<strong>in</strong><br />

unfathomable unless a closer look is taken with qualitative eyes to the empirical player.<br />

39

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