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Play-Persona: Modeling Player Behaviour in Computer Games

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FIGURE 1 Perceptive and Reflective Experience<br />

1. The player controls the avatar. Avatar is here <strong>in</strong>tended as the medium that transfers agency<br />

from the player to the world and receives feedbacks from the game world on behalf of the player;<br />

as the term’s etymology suggests it is the <strong>in</strong>carnation, <strong>in</strong> the virtual world, of a deity belong<strong>in</strong>g to<br />

reality: the player. A lot more space should be devoted <strong>in</strong> <strong>in</strong>vestigat<strong>in</strong>g the relation between player<br />

personality and avatar behaviour. The result<strong>in</strong>g, <strong>in</strong>-game, behaviour is an emanation of the player’s<br />

personality. This assumption must be taken carefully s<strong>in</strong>ce one has to take <strong>in</strong>to consideration the<br />

bias operated by the designers who limit the game world. Not all choices are opened to the player<br />

for express<strong>in</strong>g his/her personality but only a certa<strong>in</strong> subset allowed by the designers. This subset<br />

often predeterm<strong>in</strong>es certa<strong>in</strong> behaviours, so the emanated player’s behaviour is a subset, simplified<br />

and biased, of the player’s personality.<br />

2. The avatar <strong>in</strong>teracts with the game world and its underly<strong>in</strong>g mechanics.<br />

3. The avatar receives feedback from the game world (<strong>in</strong>stigat<strong>in</strong>g stimulus). I decided to <strong>in</strong>clude<br />

avatars as part of this negotiation because as we have seen they clearly represent a filter that can<br />

bias game encounters due both to the connotative nature of the avatar itself (its esthetical qualities<br />

might foster certa<strong>in</strong> behaviours and frustrate others) and eventual functional constra<strong>in</strong>ts embedded<br />

by the designer (i.e.: the avatar cannot jump).<br />

4. The player receives feedback both from the avatar and the game world; he/she is aroused by it<br />

(physiological correlates).<br />

Steps between 1 and 4 fall <strong>in</strong>to the doma<strong>in</strong> of perceptive experience (erlebnis): the “lived-through”<br />

event.<br />

5. This arousal, together with personality traits, is <strong>in</strong>terpreted as an emotion (cognitive appraisal).<br />

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