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Play-Persona: Modeling Player Behaviour in Computer Games

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flow l<strong>in</strong>e), one must <strong>in</strong>crease the complexity of the activity by develop<strong>in</strong>g new skills to meet new<br />

challenges. The “zone” (highlighted <strong>in</strong> red) is the balance po<strong>in</strong>t between skill level and degree of<br />

challenge. It is an extremely useful tool to evaluate a-posteriori the experience of <strong>in</strong>dividual players<br />

but, as many critics have po<strong>in</strong>ted out, players are not all the same, they have different needs,<br />

motivations and belief systems, furthermore, as we have just seen, each player embodies different<br />

“motivat<strong>in</strong>g” <strong>in</strong>stances: the subpersonalities or types, and the power relation among them can<br />

change considerably due to the mood or circumstances. This requires the flow theory to be slightly<br />

amended.<br />

6.2 Amendments to the flow theory<br />

The first amendment that I’d like to <strong>in</strong>corporate is a m<strong>in</strong>or but relevant one, <strong>in</strong>stead of channel<strong>in</strong>g<br />

the zone between two solid l<strong>in</strong>es I suggest to mark the “zone” (shown as a blurred, fuzzy area of<br />

“enjoyable” experience <strong>in</strong> white color), by conta<strong>in</strong><strong>in</strong>g it at each side by “frustrat<strong>in</strong>g” (red) and<br />

“bor<strong>in</strong>g” (blue) experiences. This m<strong>in</strong>or change (figure 4) takes <strong>in</strong>to consideration the different<br />

levels of frustration/boredom that different players are will<strong>in</strong>g to accept and even how the same<br />

player at different times is more or less determ<strong>in</strong>ed to pursue game goals, overcom<strong>in</strong>g more or less<br />

frustration and boredom accord<strong>in</strong>g to which subpersonality has atta<strong>in</strong>ed a dom<strong>in</strong>ant state. Although<br />

it is a small change it redef<strong>in</strong>es the two forbidden areas <strong>in</strong> a fuzzy way, so that there still exist<br />

situations that potentially h<strong>in</strong>der the player’s progression <strong>in</strong> the game, but the wished occurrences<br />

are expanded and the fr<strong>in</strong>ges can be exploited <strong>in</strong> a mean<strong>in</strong>gful manner by game designers. To help<br />

understand<strong>in</strong>g the follow<strong>in</strong>g concepts I’d like to <strong>in</strong>troduce the hypothetical subsections of a game<br />

level: the player starts <strong>in</strong> the basement of a hospital and has to make his/her way out through the<br />

1st and 2nd floors, onto the roof and eventually outdoor.<br />

FIGURE 4 Soft edges for the “zone” and variety <strong>in</strong> the flow l<strong>in</strong>e<br />

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