Play-Persona: Modeling Player Behaviour in Computer Games
Play-Persona: Modeling Player Behaviour in Computer Games
Play-Persona: Modeling Player Behaviour in Computer Games
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ARTICLE 1 - TOWARDS A THEORY OF THE PLAYER: DESIGNING<br />
FOR EXPERIENCE<br />
Article presented at DIGRA 2007 <strong>in</strong> Tokyo, Japan.<br />
Abstract<br />
This article <strong>in</strong>tends to sketch a theory of the player draw<strong>in</strong>g from psychological personality theories<br />
(Assagioli’s Psychosynthesis), neurophysiologic studies (Damasio and Pert) and previous work on<br />
player’s theory with the purpose of trac<strong>in</strong>g a functional procedure for design<strong>in</strong>g game worlds. I will<br />
make use of the concept of sub-personalities to show how potentially, all player-types coexist<br />
with<strong>in</strong> the implied player. Once player types are <strong>in</strong>dividuated I <strong>in</strong>tend to show how a “flow” path for<br />
each one of them can be planned and <strong>in</strong>cluded dur<strong>in</strong>g the design phase of game worlds.<br />
Keywords<br />
<strong>Play</strong>er, experience, emotion, personality, sub-personality, psychosynthesis, player types, flow, level<br />
design, game worlds.<br />
1 Introduction<br />
Why is it necessary to <strong>in</strong>vestigate player behaviour when the ma<strong>in</strong> concern is to draft guidel<strong>in</strong>es for<br />
the realization of levels <strong>in</strong> s<strong>in</strong>gle player action games?<br />
“If level designers <strong>in</strong>tend to shape game environments with a higher emotional valence that will<br />
eventually trigger a def<strong>in</strong>ed player experience, they are forced to look at the avatar’s behaviour <strong>in</strong><br />
the game as a direct manifestation of the player’s personality.”[30]<br />
It becomes apparent how the relationship between personality, experience and emotion assumes a<br />
central focus. I am go<strong>in</strong>g to give a prelim<strong>in</strong>ary def<strong>in</strong>ition of these three key concepts, allow<strong>in</strong>g for<br />
an eventual later revision.<br />
<strong>Persona</strong>lity <strong>in</strong> type theory is understood as a representation of a particular pattern of basic<br />
elements. Special attention is devoted to what the <strong>in</strong>dividuals have <strong>in</strong> common. Accord<strong>in</strong>g to the<br />
trait theory, personality is a compendium of traits or characteristic ways of behav<strong>in</strong>g, th<strong>in</strong>k<strong>in</strong>g and<br />
feel<strong>in</strong>g. The focus here is on the differences between <strong>in</strong>dividuals. These two theories, as the two<br />
sides of the same co<strong>in</strong>, are <strong>in</strong>terchangeable and <strong>in</strong>tegrated with each other [26]. For our purpose<br />
we can def<strong>in</strong>e personality as consist<strong>in</strong>g of certa<strong>in</strong> recognizable and reoccurr<strong>in</strong>g patterns. These<br />
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