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Play-Persona: Modeling Player Behaviour in Computer Games

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5.1.2 Applications of play-personas to other fields<br />

The play-personas framework could successfully be employed dur<strong>in</strong>g design and evaluation of any<br />

product as long as remote collection of metric and/or biometric data is possible. Beta or evaluation<br />

versions could be distributed with metric clients that not only log bugs and failures, but also record<br />

patterns of use; this data can be used to evaluate goals set <strong>in</strong> the hypothesised models of expected<br />

behaviours. If traditional HCI personas are used <strong>in</strong> software development as early tools to focus on<br />

features and specifications, expand<strong>in</strong>g them as both metaphors and lenses allows early releases of<br />

products to become at the same time test beds for the verification of hypotheses of use set forth<br />

<strong>in</strong>itially. Traditional HCI personas stop be<strong>in</strong>g useful before the end of the production cycle,<br />

expanded personas could accompany a product well after its release; the cast of personas itself can<br />

actually grow after the release of a product.<br />

Even architecture and urban plann<strong>in</strong>g could employ similar approach to design and evaluate spaces<br />

by utilis<strong>in</strong>g GPS locators to monitor the use of spaces.<br />

Both advertisement and market<strong>in</strong>g of anyth<strong>in</strong>g from phones to build<strong>in</strong>gs would f<strong>in</strong>d a treasure trove<br />

<strong>in</strong> the persona descriptions as metaphors and lenses, enabl<strong>in</strong>g truly personalized communications<br />

and yet respect<strong>in</strong>g the need for privacy of users, s<strong>in</strong>ce it is not necessary to l<strong>in</strong>k identities to<br />

patterns of use.<br />

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