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Play-Persona: Modeling Player Behaviour in Computer Games

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are sets of rational, bodily, and behavioural responses to the perception (or memory) of an<br />

experience. The somatic-marker hypothesis proposes a mechanism by which def<strong>in</strong>ite areas <strong>in</strong> the<br />

bra<strong>in</strong> (ventromedial cortices) establish l<strong>in</strong>ks between a complex situation and the emotions that<br />

accompany said situation, result<strong>in</strong>g <strong>in</strong> the fact that emotional processes (or emotional memories)<br />

can guide (or bias) behaviour, particularly decision-mak<strong>in</strong>g, by sett<strong>in</strong>g bi-univocal <strong>in</strong>dexes from an<br />

experience to an emotion to a behaviour. The physical component of an emotion (its biological<br />

correlates) provides shortcut to effective decision-mak<strong>in</strong>g.<br />

”Bodily feel<strong>in</strong>gs normally accompany our representations of the anticipated outcomes of options”<br />

[12]. In other words, emotions map certa<strong>in</strong> automatic responses to real or simulated decisions.<br />

“Somatic markers serve as automatic devices to speed up the process of select<strong>in</strong>g biologically<br />

advantageous options” [33]. Somatic markers allow <strong>in</strong>dividuals to wade through immense amount<br />

of perceptual/mnemonic data and eventually take action. Although Damasio agrees with Pert on<br />

the fact that emotions emerge from the biochemical chatter between m<strong>in</strong>d and body, he challenges<br />

the “Mobile Bra<strong>in</strong>” theory by assert<strong>in</strong>g that emotions are not the neuropeptides themselves, but<br />

rather the circuit and the patterns that these chemicals activate <strong>in</strong> the bra<strong>in</strong>. It is important to<br />

notice that, even though the somatic markers were set with <strong>in</strong>put from the body, they can be<br />

recalled through an exclusively neural process.<br />

In this prelim<strong>in</strong>ary paragraph I was <strong>in</strong>terested <strong>in</strong> ground<strong>in</strong>g emotions and memory as fundamental<br />

elements to def<strong>in</strong>e memorable play<strong>in</strong>g experience. Candace Pert’s work has po<strong>in</strong>ted out how our<br />

past shapes the way we experience emotions and how different people experience the same event<br />

differently, while Antonio Damasio’s somatic markers theory implies that emotions shape<br />

behaviours and therefore personality. The next step for me is look<strong>in</strong>g <strong>in</strong>to behaviours and<br />

personality both as emanation of emotional states and as results of emotionally charged<br />

experiences.<br />

4 <strong>Play</strong>er’s personality<br />

Most of the studies and analysis of player behaviours <strong>in</strong> the past few years have been conducted<br />

from a <strong>in</strong>ductive, bottom-up perspective, start<strong>in</strong>g with user tests, player behaviour monitor<strong>in</strong>g, eye-<br />

track<strong>in</strong>g and logg<strong>in</strong>g all player’s actions. The rough data has then been catalogued, analyzed and<br />

eventually synthesized to achieve player’s categories. Richard Bartle synthesized his static types<br />

start<strong>in</strong>g from hundreds of bullet<strong>in</strong>-board post<strong>in</strong>gs from a pool of 15 expert MUD users [4], while<br />

Nick Yee revised Bartle’s types [34] us<strong>in</strong>g exclusively empirical data. Essentially all empirical<br />

75

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