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Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

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Independently on the identity of each player (who), their reasons (why) and the context (how)<br />

beh<strong>in</strong>d the choice of us<strong>in</strong>g the gun “Desert Eagle” <strong>in</strong> a game, designers can reasonably expect a<br />

certa<strong>in</strong> set of behavioral responses: due to its range, its reload time and scarcity of ammunitions<br />

among other factors, the behaviour of players will be dictated <strong>in</strong> large part by the choice of<br />

weapon.<br />

It is exactly through these <strong>in</strong>scribed affordances that designers can realistically imply players and<br />

provide them with the tools for expressivity that can be used to pa<strong>in</strong>t on the canvas of their<br />

experience. Affordances allow a representation of elements not based on the phenomenology of<br />

physical properties but on action-based set of properties [81, 74, 75]. For example “a basketball is<br />

not represented by the features round, orange and rubber, but <strong>in</strong>stead is viewed for its<br />

throwability, its rollability, or its bounceability” [101] s<strong>in</strong>ce, as Gibson ma<strong>in</strong>ta<strong>in</strong>ed, “all necessary<br />

<strong>in</strong>formation exists <strong>in</strong> the environment” [46].<br />

Inscription is the process that allows artifacts to embody patterns of use. In this acceptation,<br />

artifact can stand for a game object, a rule or a mechanic. It suggests that action is <strong>in</strong>scribed,<br />

grafted or hard-wired <strong>in</strong>to an artifact.<br />

“Balanc<strong>in</strong>g the tight-rope between an objectivistic stance (where artefacts determ<strong>in</strong>e the use) and a<br />

subjectivistic stance (an artefact is always <strong>in</strong>terpreted and appropriated flexibly), the notion of an<br />

<strong>in</strong>scription may be used to describe how concrete anticipations and restrictions of future patterns of<br />

use are <strong>in</strong>volved <strong>in</strong> the development and use of an artefact.” [4]<br />

<strong>Play</strong>-personas are clusters of preferential <strong>in</strong>teraction (what) and navigation (where) attitudes,<br />

temporally expressed (when), that coalesce around different k<strong>in</strong>ds of <strong>in</strong>scribed affordances <strong>in</strong> the<br />

artifacts provided by designers.<br />

The semiotic gap does not allow designers to try and read player-behaviour as a language to <strong>in</strong>fer<br />

the motivation beh<strong>in</strong>d the choices. There is no code, <strong>in</strong>tended as a local rule of correspondence<br />

between two <strong>in</strong>dependent worlds, which l<strong>in</strong>ks players’ <strong>in</strong>-game behaviour with players’ <strong>in</strong>ner<br />

motivations, emotional states or moods.<br />

Nevertheless <strong>Persona</strong>s, as coherent sets of <strong>in</strong>-game behaviours and patterns of <strong>in</strong>teraction and<br />

navigation, can be probes used to both design game worlds allow<strong>in</strong>g for a higher degree of<br />

expressive potential and tools to evaluate level of consistency of the game as a system of rules<br />

supported by an appropriate aesthetic canvas.<br />

40

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