tracking player psychological profile in game - emmanuel guardiola

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Tracking and using Player psychological profile Emmanuel Guardiola Ph.D

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Player's input in a game is a decision. By observing people decisions or choices, you can deduce psychological traits. This is a new way to understand your players, users, consumers. It opens a new field in managing communities, producing online content or marketing products. This lecture exposes last researches and experimentations into tracking player psychological profile in game. How can we make match data and existing psychological model? What are the right items to collect during gameplay and how to transform them into practical dimensions? This state of art and examples update the possible tools we have to understand the player. Intended audience & prerequisites: Producer, management, marketing, creative direcor Session takeaway: This session is a opening window on a new way to track and profile the player.

TRANSCRIPT

Page 1: Tracking player psychological profile in game - emmanuel guardiola

Tracking and using Player psychological profile

Emmanuel Guardiola Ph.D

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Game designManipulating the player model

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Behind the Press-Button

The Game Feel model of interactivity extrait de Game Feel, Steve Swink

E.Guardiola - Seaside Agency

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Player skills

Pure HiddenOuat Entertainment, 2009

E.Guardiola - Seaside Agency

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Tetris: the grand master 3 – Terror-instinct, arcade, Akira, 2005

Player skills

E.Guardiola - Seaside Agency

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The player measured

Space Invader, version arcade, Taito, 1978 Defender, Atari 2600, Williams inc., 1980E.Guardiola - Seaside Agency

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Performance measure

Blue Estate The Game, HE SAW, 2014

E.Guardiola - Seaside Agency

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Playtest data

E.Guardiola - Seaside Agency

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Clone

Différents comportements de joueur face à des patterns (segments de circuit) mesurés dans Forza Motorsport

 

Forza Motorsport, Microsoft Xbox, Microsoft Game Studios, 2005E.Guardiola - Seaside Agency

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Player modeling In business

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Player path modelAcquisition, retention

Share

E.Guardiola - Seaside Agency

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E.Guardiola - Seaside Agency

Buyer Typology

E.Guardiola - Seaside Agency

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User data as Business model

E.Guardiola - Seaside Agency

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Creating a psychological model of the player

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Bartle Typology 96

 

E.Guardiola - Seaside Agency

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Decision theoryGame theory

Guardiola /Natkin – 2005 – CEDRIC CNAM

E.Guardiola - Seaside Agency

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E.Guardiola - Seaside Agency

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Holland RIASEC model

E.Guardiola - Seaside Agency

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E.Guardiola - Seaside Agency

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E.Guardiola - Seaside Agency

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Why using gameplay psychological profiling

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Player path

E.Guardiola - Seaside Agency

On the other: Ad and Shop ingame

E.Guardiola - Seaside Agency

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Digital advertising tendency

E.Guardiola - Seaside Agency

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Motivation • Motivation type, extrinsic to

intrinsic (Deci)• pay off preference• …

Task• Performance• Efficiency & Effectiveness • Completion & Perseverance• …

Strategy• Conservative or try new • Risk aversion• …

Learning• follow tuto, objectives or

experiment (Kolb)• Push limits• …

Preferences • Gameplay types• Narrative context• …

E.Guardiola - Seaside Agency

PGP criteria

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E.Guardiola - Seaside Agency

Game Data

Gameplay Typology / Style / Archetype

Existing model (some examples)

RIASEC Professional interest

LOV List Of Values

Big 5Personality traitsBartle like typo

• Task• Strategy• Motivation• Preference Learning • …

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03:52Preference for timed

gameplay mechanicsChallenge based on executions skills

http://utsa.edu/careercenter/students/career_assessments/RIASEC_Holland_Codes.htmlhttp://www.livenaturallymag.com/2013/06/01/comment-faire-son-choix-de-carriere/https://www.iusb.edu/career-services/rsrc-holland.php

http://www.reussirmavie.net/Pour-quels-metiers-etes-vous-fait_a1524.html

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http://utsa.edu/careercenter/students/career_assessments/RIASEC_Holland_Codes.htmlhttp://www.livenaturallymag.com/2013/06/01/comment-faire-son-choix-de-carriere/https://www.iusb.edu/career-services/rsrc-holland.php

http://www.reussirmavie.net/Pour-quels-metiers-etes-vous-fait_a1524.html

Experiment solution, non explicit choice. Challenge: associative thinking, complex system

+ =

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Digital marketing: Increasing matching

Social game

Player Data

Platform

User Data

Digital marketing ecosystem

Agency / product

PlayerConsumer

Game dev: giving value to

player data

Platform: Better user segmentation,

CPM value

Matchmaking Ad/user

E.Guardiola - Seaside Agency

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TAKE AWAY

Game design = manipulating player models (psychological, sociological, cognitive…)

Gameplay data = allow creation of archetype

Gameplay profiles = impact value chain of online advertising

E.Guardiola - Seaside Agency

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Emmanuel Guardiola+33 612 952 094

[email protected]