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Play-Persona: Modeling Player Behaviour in Computer Games

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4. CREATING EXPERIENCES<br />

The MDA framework [52] has already attempted to describe how designers embed mean<strong>in</strong>g <strong>in</strong>to<br />

their artifacts and how these artifacts express mean<strong>in</strong>g to people, eventually shap<strong>in</strong>g the play<br />

experience. The focus of the framework is on the unidirectional channel from designer to player; <strong>in</strong><br />

fact it moves from “mechanics” (the rules of the game and the code that supports them) to<br />

“dynamics” (the processes that are enacted <strong>in</strong> each session of play) to “aesthetics” (the emotional<br />

requirements or the “fun”). The greatest achievement of the framework is to show how important<br />

is for designers to choose aesthetic goals (the emotions that the game should elicit) and build<br />

mechanics and dynamics that support those goals. Nevertheless the player’s <strong>in</strong>put, desires,<br />

motivations and background are not kept <strong>in</strong>to consideration s<strong>in</strong>ce it is the application that br<strong>in</strong>gs<br />

goals to the user.<br />

From a designer’s po<strong>in</strong>t of view, creat<strong>in</strong>g experiences consists of weav<strong>in</strong>g ludic affordances upon<br />

the aesthetic canvas of the game. Ludic affordances provide players with actions to carry out with<strong>in</strong><br />

the aesthetic canvas of the game space. Exam<strong>in</strong><strong>in</strong>g what players chose to do among several<br />

alternative actions can shed light on their <strong>in</strong>teraction and navigation attitudes, eventually lead<strong>in</strong>g to<br />

the <strong>in</strong>clusion of players’ goals <strong>in</strong>to the equation. This biunivocal communication process is unfolded<br />

on two layers: the designers’ <strong>in</strong>tent of creat<strong>in</strong>g enterta<strong>in</strong><strong>in</strong>g experiences by tell<strong>in</strong>g a story through<br />

aesthetic and ludic codes, and the players’ desire to <strong>in</strong>teract with the game and <strong>in</strong>fluence it<br />

(expla<strong>in</strong>ed by figure 11).<br />

Figure 11: the two layers of communication, from designers to players, through the aesthetic and ludic<br />

affordances; and from players to designers through players’ behaviour.<br />

49

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