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Defining personas in games using metrics
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Source Future Play archive
Proceedings of the 2008 Conference on Future Play: Research, Play, Share table of contents
Toronto, Ontario, Canada
SESSION: Psychology and sociology in games table of contents
Pages 73-80  
Year of Publication: 2008
ISBN:978-1-60558-218-4
Authors
Anders Tychsen  IT University of Copenhagen
Alessandro Canossa  IO Interactive & Danish Design School
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 26,   Downloads (12 Months): 145,   Citation Count: 0
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ABSTRACT

Game metrical data are increasingly being used to enhance game testing and to inform game design. There are different approaches and techniques to gather the metrics data; however there seems to be a lack of frameworks to read and make sense of it. In this paper, the concept of play-persona is applied to game metrics, in the specific case of character-based computer games, where the player controls a single protagonist, around whom the gameplay and -- story evolves. A case is presented for Hitman: Blood Money (IO Interactive, 2007). Player-controlled game characters can be deconstructed into a range of components and these expressed as monitored game metrics. These metrics can subsequently be utilized to discover patterns of play by building play-personas: Modeled representations of how players interact with the game. This process can also be useful to assist game design, by informing whether the game facilitates the specific play patterns implied by theoretical play-personas.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Anders Tychsen: colleagues
Alessandro Canossa: colleagues