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Play-Persona: Modeling Player Behaviour in Computer Games

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4.2.3 PLAYER EXPRESSION 53<br />

4.3 PEIRCE’S TRICHOTOMY 53<br />

4.3.1 ARTICLES TAGGING SYSTEM 53<br />

4.4 THE TRIADIC RELATION 54<br />

5. CONCLUSIONS AND FUTURE WORK 57<br />

5.1 FUTURE WORK 58<br />

5.1.2 APPLICATIONS OF PLAY-PERSONAS TO OTHER FIELDS 59<br />

REFERENCES 61<br />

ARTICLE 1 - TOWARDS A THEORY OF THE PLAYER: DESIGNING FOR EXPERIENCE 69<br />

ARTICLE 2 - DESIGNING LEVELS FOR ENHANCED PLAYER EXPERIENCE: COGNITIVE TOOLS<br />

FOR GAME WORLD DESIGNERS 91<br />

ARTICLE 3 - WAVING EXPERIENCES: PLAY VALUES, PLAY MODES AND PLAY PERSONAS 105<br />

ARTICLE 4 - WEAVING EXPERIENCES IN VIRTUAL WORLDS: PLAY PERSONAS AND GAME<br />

METRICS 117<br />

ARTICLE 5 - DEFINING PERSONAS IN GAMES USING METRICS 125<br />

ARTICLE 6 - PLAY-PERSONAS: BEHAVIOURS AND BELIEF SYSTEMS IN USER-CENTRED<br />

GAME DESIGN 147<br />

ARTICLE 7 - TOWARDS GAMEPLAY ANALYSIS VIA GAMEPLAY METRICS 163<br />

ARTICLE 8 - ANALYZING SPATIAL USER BEHAVIOR IN COMPUTER GAMES USING<br />

GEOGRAPHIC INFORMATION SYSTEMS 185<br />

ARTICLE 9 - PLAYER MODELING USING SELF-ORGANIZATION IN TOMB RAIDER:<br />

UNDERWORLD 207<br />

ARTICLE 10 - PSYCHOLOGY OF PERSONALITY AND PLAY PERSONAS: DESIGNING FOR<br />

EXPERIENCE 229<br />

ARTICLE 11 - GAME METRICS AND BIOMETRICS: THE FUTURE OF PLAYER EXPERIENCE<br />

RESEARCH (EXTENDED ABSTRACT) 239<br />

ARTICLE 12 - ANALYZING USER BEHAVIOR VIA GAMEPLAY METRICS (EXTENDED<br />

ABSTRACT) 245<br />

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