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Play-Persona: Modeling Player Behaviour in Computer Games

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esearch that dealt with categoriz<strong>in</strong>g people starts already with a limited sample: expert MUD users<br />

or MMORPG players. One of the few game-oriented typology systems that seem to adopt a much<br />

broader framework is International Hobo’s Demographic Game Design [5]. Us<strong>in</strong>g the widely<br />

supported Myers-Briggs Type Indicator, it truly widens the potential types to the whole mass<br />

market. International Hobo’s next step has been the translation of the MBTI <strong>in</strong>to a more relevant<br />

audience model shr<strong>in</strong>k<strong>in</strong>g the 16 types <strong>in</strong>to 4 types: Conquerors, Managers, Wanderers and<br />

Participants. As Bateman po<strong>in</strong>ts out this is not the only way the patterns could have been<br />

reordered: accord<strong>in</strong>g to the perspective adopted they could have been grouped focus<strong>in</strong>g on play<br />

style or skills <strong>in</strong>stead of motivations.<br />

The methodology I propose for this paper is open, deductive, top-bottom: <strong>in</strong>stead of start<strong>in</strong>g with<br />

empirical evidence I have combed what Maslow called “the four forces of psychology” [17] look<strong>in</strong>g<br />

for a theory of personality that can best accommodate for the dynamic aspects of the emotional,<br />

rational and behavioural patterns that contribute creat<strong>in</strong>g the personality compound.<br />

This change <strong>in</strong> the approach is not meant to deny the value of empirical methods; on the contrary,<br />

it is my <strong>in</strong>tention to capitalize on decades of cognitive and personality studies and back up <strong>in</strong>ductive<br />

studies with evidence com<strong>in</strong>g from psychology research conducted on man, the self and<br />

behaviours. Subsequently I will try to evaluate whether any of their f<strong>in</strong>d<strong>in</strong>gs can be applied to study<br />

player’s behaviour <strong>in</strong> a game environment: towards a theory of the player.<br />

4.1 Humanistic psychology<br />

It was co-founded <strong>in</strong> the 1950s by Abraham Maslow as a reaction to the previous two forces:<br />

psychoanalysis and behaviorism. Its focus from the beg<strong>in</strong>n<strong>in</strong>g has been man as a whole and not<br />

just his pathologies; subjective experiences of persons have been preferred to forced, def<strong>in</strong>itive<br />

factors that determ<strong>in</strong>e behaviour. Free will and self-determ<strong>in</strong>ation were its key concepts. Maslow<br />

was <strong>in</strong>itially <strong>in</strong>terested <strong>in</strong> motivation: he noticed how people seemed to be motivated by the same<br />

universal needs even though they f<strong>in</strong>d very different strategies and behaviours to gratify them.<br />

Accord<strong>in</strong>g to Maslow "ends <strong>in</strong> themselves are far more universal than the roads taken to achieve<br />

those ends, for these roads are determ<strong>in</strong>ed locally <strong>in</strong> the specific culture. Human be<strong>in</strong>gs are more<br />

alike than one would th<strong>in</strong>k at first" [22].<br />

Maslow <strong>in</strong>dividuated five basic, universal needs: bio/physiological needs, safety needs, social needs,<br />

ego needs, and the needs to f<strong>in</strong>d a purpose and actualize the self. In l<strong>in</strong>e with the premises set<br />

forth by humanistic psychology he transcended the shortcom<strong>in</strong>gs of both psychoanalysis and<br />

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