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Play-Persona: Modeling Player Behav
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4.2.3 PLAYER EXPRESSION 53 4.3 PEIR
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ACKNOWLEDGEMENTS I would like to th
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ABSTRACT This thesis proposes a fra
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Analysis seeks to break down comple
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Considering games as acts of commun
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ensemble - the syntagm. Selection r
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described in terms of likelihood of
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ook: FLUX, published in 2008. This
- Page 23 and 24: 2. A THEORETICAL FRAMEWORK FOR MODE
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- Page 31 and 32: according to their mental state. Wh
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- Page 36 and 37: In most games it is not realistic t
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- Page 40 and 41: Independently on the identity of ea
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- Page 44 and 45: 3.4 Play-persona as a lens (a poste
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- Page 58 and 59: Combining both of these two approac
- Page 61 and 62: REFERENCES 1. Aarseth, E. (1997): C
- Page 63 and 64: 52. Hunicke, R. LeBlanc, M. & Zubek
- Page 65: 96. Wiggins, A. (2006): Data Driven
- Page 69 and 70: ARTICLE 1 - TOWARDS A THEORY OF THE
- Page 71: flow between the player, the avatar
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- Page 79 and 80: 4.3 Origin of subpersonalities Acco
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- Page 83 and 84: flow line), one must increase the c
- Page 85 and 86: 7.1 Explorer’s path FIGURE 5 Expl
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- Page 89 and 90: 14. DE SOUSA, R. 2003. Emotions. In
- Page 91 and 92: ARTICLE 2 - DESIGNING LEVELS FOR EN
- Page 93 and 94: 2 STRUCTURE OF A GAME LEVEL The fir
- Page 95 and 96: 3.2 Symbolical Reading The movement
- Page 97 and 98: The hangar is open for workers and
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- Page 101 and 102: 6.2 Play-Personas I am going to def
- Page 103 and 104: The Butcher persona would have quit
- Page 105 and 106: ARTICLE 3 - WAVING EXPERIENCES: PLA
- Page 107 and 108: types" [12]. Personas are construct
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- Page 115 and 116: REFERENCES 1. Bozec, P. "My Everyth
- Page 117 and 118: ARTICLE 4 - WEAVING EXPERIENCES IN
- Page 119 and 120: In order to be able to take acti
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of non lethal, silent, and clean de
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ARTICLE 5 - DEFINING PERSONAS IN GA
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software is however limited in that
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event sets, i.e. capturing metrical
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objects and entities within it. Eve
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metrics include tracking camera vie
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Figure 4: Example of interaction me
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looting is a play-style observed in
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players can choose between differen
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Play modes: Running, climbing, fall
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according to their positioning on a
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14. Medlock, M.C., Wixon, D.; Terra
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ARTICLE 6 - PLAY-PERSONAS: BEHAVIOU
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experiences are evaluated and remem
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B) It is possible to infer user nee
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personas are hypotheses that emerge
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Expert Rookie Grunt Athlete Chess-
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Procedural description: Shooting: -
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In the case example for Tomb Raider
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2. Cooper, A.: The Inmates Are Runn
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ARTICLE 7 - TOWARDS GAMEPLAY ANALYS
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The requirement for improving user-
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The literature on game metrics is m
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ecause they all stem from in-house
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If a player kills a traitor they re
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Figure 3 (Top): diagram showing the
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titles where there is a trend towar
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a secondary variable together with
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player spent at the location and wh
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3. Börner, K., Penumarthy, S.: Soc
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34. Thompson, C.: Halo 3: How Micro
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ARTICLE 8 - ANALYZING SPATIAL USER
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on basic statistical analysis metho
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visualization or for creating overv
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egarding actions undertaken in-game
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ased methods within the games area
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2.4 The EIDOS Metrics Suite The dat
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is played in Third-Person perspecti
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one cause of death, and performing
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ArcGIS permits different layers to
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4. Cadez, I., Heckerman, D., Meek,
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35. Whiteside, J., Archer, N. P., W
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ARTICLE 9 - PLAYER MODELING USING S
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unsupervised learning in capturing
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3. TOMB RAIDER: UNDERWORLD The popu
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2 - Environment; the percent of tot
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(ESOM) [5] to emphasize the distinc
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populated middle-left cluster (Fig.
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weight values we repeat the trainin
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TABLE I THE FOUR PLAYING BEHAVIOR C
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(d) Number of Deaths, D (e) Complet
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equests for specific in-game puzzle
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13. G. N. Yannakakis and M. Maragou
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ARTICLE 10 - PSYCHOLOGY OF PERSONAL
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Personality is described as recogni
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Inputs: Outputs: Primary attack (ra
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Due to the fact that each game metr
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12. Jennett, C., Cox, A.L., Cairns,
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ARTICLE 11 - GAME METRICS AND BIOME
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His research interests are biometri
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5. R. L. Hazlett. Measuring emotion
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ARTICLE 12 - ANALYZING USER BEHAVIO
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elated to player-game interaction a
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10. Kuniavsky, M.: Observing the Us
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ARTICLE 13 - PATTERNS OF PLAY: PLAY
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Play-personas are here introduced a
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It is only natural that game design
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4 Defining play-personas using game
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TRU is the eighth installment in th
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gameplay, descriptiveness of player
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In the case of TRU, the three param
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into which sections of the levels t
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Runners: This group completes the g
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17. Iser, W.: The Implied Reader. J