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Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

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6. The player constructs knowledge (reflective experience) with that emotion embedded, it will be<br />

remembered and used <strong>in</strong> the future to plan actions (motivational properties) at the same time<br />

emotional categories are redef<strong>in</strong>ed (re<strong>in</strong>forced or negated).<br />

Steps 5 and 6 fall <strong>in</strong>to the doma<strong>in</strong> of reflective experiences (erfahrung): the “journeyed-through”<br />

creation of knowledge.<br />

Perceptive experience is elaborated (appraised) by the player and eventually generates reflection.<br />

But not all reflections are equivalent, it is necessary to dist<strong>in</strong>guish between trivial and memorable<br />

experiences because these two k<strong>in</strong>ds of experiential knowledge affect personality <strong>in</strong> different ways.<br />

As we have seen earlier <strong>in</strong> the def<strong>in</strong>ition of the term, everyth<strong>in</strong>g seems to generate experience. So<br />

trivial perceptive experience requires a certa<strong>in</strong> amount of repetition and, iteration after iteration,<br />

eventually it creates knowledge (reflection) and changes behavioural patterns. But some<br />

perceptions are memorable <strong>in</strong> such a way that they become the icons and po<strong>in</strong>ters to precise<br />

patterns of emotional activation and behavioural response that engendered them <strong>in</strong> the first place,<br />

without requir<strong>in</strong>g iterations. These are the perceptions that generate “flashbulb memories”<br />

<strong>in</strong>dividuated by Brown and Kulik [8]. If game designers manage to successfully <strong>in</strong>corporate<br />

memorable perceptions <strong>in</strong> their games, chances are high that they will also ignite iconic reflections<br />

<strong>in</strong> players <strong>in</strong>creas<strong>in</strong>g the game’s impact on the player. I am not advocat<strong>in</strong>g the creation of games<br />

that are made exclusively of memorable perceptions but merely suggest<strong>in</strong>g that they can represent<br />

an effective shortcut and alternative to the repetition needed to convert trivial perception <strong>in</strong>to<br />

memorable reflection. For example, there can be two ways for a player to learn a new mechanic of<br />

play and therefore create knowledge: repetition of the act (trivial perception) or occurrence of an<br />

iconic, <strong>in</strong>dex<strong>in</strong>g event (memorable perception). As a concrete example we can exam<strong>in</strong>e a player<br />

be<strong>in</strong>g taught that right-click<strong>in</strong>g several times causes the avatar to run. Repetition of perceptive<br />

experience: a disembodied aid vocalizes the <strong>in</strong>structions each time the player walks. Memorable<br />

perceptive experience: a NPC is <strong>in</strong> danger and if the player doesn’t reach him <strong>in</strong> time he’ll die.<br />

Emotionally charged reflection becomes rooted <strong>in</strong> memory [8, 9] and is also remembered more<br />

often and with more clarity and detail [10, 28, 35, 27, 29].<br />

3 From reflective experience (Erfahrung) to personality<br />

In order to <strong>in</strong>vestigate how the emotionally tagged reflection can <strong>in</strong>fluence the personality it is<br />

necessary to enter the doma<strong>in</strong> of neurosciences.<br />

73

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