Play-Personas: Behaviours and Belief Systems in User-Centred Game Design
Identifieur interne : 000551 ( Main/Merge ); précédent : 000550; suivant : 000552Play-Personas: Behaviours and Belief Systems in User-Centred Game Design
Auteurs : Alessandro Canossa [Danemark] ; Anders Drachen [Danemark]Source :
- Lecture Notes in Computer Science [ 0302-9743 ] ; 2009.
English descriptors
- Teeft :
- Alan cooper, Behaviour, Belief systems, Canossa, Case study, Computer games, Crystal dynamics, Design process, Electronic arts, Emotional responses, Extreme cases, Game design, Game design philosophy, Game mechanics, Game metrics, Game tomb raider underworld, Gameplay, Gameplay metrics, Gameplay metrics analysis, Good sense, Hybrid personas, Instrumentation data, Interaction design, Interactive entertainment, Large majority, Limited subset, Mass customization, Metrics, Model reader, Paradigm shift, Parameters individuated, Persona, Persona hypotheses, Persona models, Persona narrative description, Playable version, Player behavior, Possibility space, Precise jumps, Procedural description, Raider, Same time, Social sciences, Tomb raider, Tomb raider underworld, Total amount, Usability testing, User, User experience, Virtual environment.
Abstract
Abstract: Game designers attempt to ignite affective, emotional responses from players via engineering game designs to incite definite user experiences. Theories of emotion state that definite emotional responses are individual, and caused by the individual interaction sequence or history. Engendering desired emotions in the audience of traditional audiovisual media is a considerable challenge; however it is potentially even more difficult to achieve the same goal for the audience of interactive entertainment, because a substantial degree of control rests in the hand of the end user rather than the designer. This paper presents a possible solution to the challenge of integrating the user in the design of interactive entertainment such as computer games by employing the "persona" framework introduced by Alan Cooper. This approach is already in use in interaction design. The method can be improved by complementing the traditional narrative description of personas with quantitative, data-oriented models of predicted patterns of user behaviour for a specific computer game Additionally, persona constructs can be applied both as design-oriented metaphors during the development of games, and as analytical lenses to existing games, e.g. for evaluation of patterns of player behaviour.
Url:
DOI: 10.1007/978-3-642-03658-3_55
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<term>Computer games</term>
<term>Crystal dynamics</term>
<term>Design process</term>
<term>Electronic arts</term>
<term>Emotional responses</term>
<term>Extreme cases</term>
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<term>Game design philosophy</term>
<term>Game mechanics</term>
<term>Game metrics</term>
<term>Game tomb raider underworld</term>
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<term>Gameplay metrics</term>
<term>Gameplay metrics analysis</term>
<term>Good sense</term>
<term>Hybrid personas</term>
<term>Instrumentation data</term>
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<term>Interactive entertainment</term>
<term>Large majority</term>
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<term>Mass customization</term>
<term>Metrics</term>
<term>Model reader</term>
<term>Paradigm shift</term>
<term>Parameters individuated</term>
<term>Persona</term>
<term>Persona hypotheses</term>
<term>Persona models</term>
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<term>Precise jumps</term>
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<term>Social sciences</term>
<term>Tomb raider</term>
<term>Tomb raider underworld</term>
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<front><div type="abstract" xml:lang="en">Abstract: Game designers attempt to ignite affective, emotional responses from players via engineering game designs to incite definite user experiences. Theories of emotion state that definite emotional responses are individual, and caused by the individual interaction sequence or history. Engendering desired emotions in the audience of traditional audiovisual media is a considerable challenge; however it is potentially even more difficult to achieve the same goal for the audience of interactive entertainment, because a substantial degree of control rests in the hand of the end user rather than the designer. This paper presents a possible solution to the challenge of integrating the user in the design of interactive entertainment such as computer games by employing the "persona" framework introduced by Alan Cooper. This approach is already in use in interaction design. The method can be improved by complementing the traditional narrative description of personas with quantitative, data-oriented models of predicted patterns of user behaviour for a specific computer game Additionally, persona constructs can be applied both as design-oriented metaphors during the development of games, and as analytical lenses to existing games, e.g. for evaluation of patterns of player behaviour.</div>
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