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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flow between the player, the avatar, the game world and the aris<strong>in</strong>g emotions and reflective<br />
experiences.<br />
2 From emotion to reflective experiences (Erfahrung)<br />
As proven by numerous studies [8, 9], emotionally ta<strong>in</strong>ted reflective experiences are stored <strong>in</strong><br />
memory and used as po<strong>in</strong>ters, <strong>in</strong>dexes and prototypes to help def<strong>in</strong>e and catalogue emotions <strong>in</strong><br />
<strong>in</strong>dividual ways. These emotionally charged memories are also used to plan courses of action for<br />
the future under similar circumstances. Hence, emotionally tagged memories might also play an<br />
important role <strong>in</strong> the def<strong>in</strong>ition of personality. It is therefore pivotal to look further <strong>in</strong>to the<br />
def<strong>in</strong>ition of emotion and how it affects the anchor<strong>in</strong>g of reflective experiences <strong>in</strong> memory. The<br />
most widely accepted view is that emotions occur as a complex sequence of events. The sequence<br />
beg<strong>in</strong>s when a person encounters an important event or thought (perceptive experience). Some<br />
physiological reactions are triggered <strong>in</strong> the body, then the person <strong>in</strong>terprets the mean<strong>in</strong>g of the<br />
encounter (the order of these two steps is much debated), and the <strong>in</strong>terpretation determ<strong>in</strong>es the<br />
feel<strong>in</strong>g that is likely to follow and the result<strong>in</strong>g behaviour. For example, someone who encounters<br />
an escaped lion (<strong>in</strong>stigat<strong>in</strong>g stimulus, perception) would probably <strong>in</strong>terpret the event as dangerous<br />
(cognitive appraisal, reflection). The sense of danger would cause the <strong>in</strong>dividual to feel fear. Each<br />
feel<strong>in</strong>g is followed by or happens simultaneously with a series of physical changes (physiological<br />
correlates) and impulses to action (motivational properties, behaviours), which are responses to the<br />
experience that started the sequence. Thus, the person who met the lion would probably run away,<br />
<strong>in</strong>creas<strong>in</strong>g the person's chance of survival. This def<strong>in</strong>ition will help us understand the mutual<br />
<strong>in</strong>fluences that emotions and reflective experiences have with each other and the role that they<br />
both play <strong>in</strong> the def<strong>in</strong>ition of personality. A typical flow to describe how emotions arise while<br />
play<strong>in</strong>g and how they fasten experiences can be found <strong>in</strong> the follow<strong>in</strong>g occurrence <strong>in</strong> the game<br />
Doom 3 (ID Software, 2005, Activision): the player is surprised/scared by a demon appear<strong>in</strong>g<br />
beh<strong>in</strong>d the avatar’s back and learns that enemies can spawn out of noth<strong>in</strong>g. Fear helps player<br />
<strong>in</strong>ternaliz<strong>in</strong>g the event, as described <strong>in</strong> figure 1:<br />
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