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Play-Persona: Modeling Player Behaviour in Computer Games

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4.2.3 <strong>Play</strong>er expression<br />

<strong>Play</strong>er expression is a phenomenon that <strong>in</strong>volves the whole doma<strong>in</strong> of experience, both perception<br />

and reflection, and as such is at the same time a conscious and an unconscious process. <strong>Play</strong>-<br />

personas can help structur<strong>in</strong>g the expression of players <strong>in</strong> game, but these personas are not always<br />

necessarily the same ones <strong>in</strong>scribed <strong>in</strong> the game by designers.<br />

4.3 Peirce’s Trichotomy<br />

This model bears more than a slight resemblance to Peirce’s trichotomic systems [104]. Trichotomy<br />

was envisioned as a way to understand how perceptions coalesce <strong>in</strong>to knowledge and eventually<br />

found<strong>in</strong>g a possible applied science; this science was <strong>in</strong>troduced by Peirce as the "art of mak<strong>in</strong>g<br />

three-fold divisions”. This technique allows triadic analyses-syntheses based on three pr<strong>in</strong>ciples:<br />

• Firstness is concerned with ideas, freedom, multiplicity, qualities, feel<strong>in</strong>g, image and<br />

possibility. It is closely related to the bodily and sensory apparatus.<br />

• Secondness signifies events, brute actions, reactions, existence, facts and causality. It is<br />

concerned with rational and verbal realities.<br />

• Thirdness br<strong>in</strong>gs together firstness <strong>in</strong> relation to secondness by means of habits, patterns,<br />

thoughts, representations, mediation and mean<strong>in</strong>g.<br />

The exam<strong>in</strong>ation of transactions between designers and players can benefit from this triadic<br />

approach because it transcends any debate assert<strong>in</strong>g the supremacy of games-as-systems or<br />

games-as-stories. This triadic approach levels the field and shows how both aesthetic and ludic<br />

codes are necessary to allow player experiences arise from the tapestry of the game.<br />

4.3.1 Articles tagg<strong>in</strong>g system<br />

All the articles <strong>in</strong> this thesis have been tagged with a small symbol <strong>in</strong> the header to show the angle<br />

of the code under <strong>in</strong>vestigation.<br />

This symbol identifies articles focused mostly on player experience, patterns of habits<br />

and behaviours, sense-mak<strong>in</strong>g processes.<br />

This symbol identifies articles focused on ludic codes, actions, game rules and<br />

mechanics.<br />

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