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Tracking and using 
Player psychological profile 
Emmanuel Guardiola Ph.D
Game design 
Manipulating the player model
Behind the 
Press-Button 
The Game Feel model of interactivity extrait de Game Feel, Steve Swink 
E.Guardiola - Seaside Agency
Player skills 
Pure Hidden 
Ouat Entertainment, 2009 
E.Guardiola - Seaside Agency
Tetris: the grand master 3 – Terror-instinct, arcade, Akira, 2005 
Player skills 
E.Guardiola - Seaside Agency
The player measured 
Space Invader, version arcade, Taito, 1978 Defender, Atari 2600, Williams inc., 1980 
E.Guardiola - Seaside Agency
Performance measure 
Blue Estate The Game, HE SAW, 2014 
E.Guardiola - Seaside Agency
Playtest data 
E.Guardiola - Seaside Agency
Clone 
Différents comportements de joueur face à des patterns (segments de circuit) 
mesurés dans Forza Motorsport 
Forza Motorsport, Microsoft Xbox, Microsoft Game Studios, 2005 
E.Guardiola - Seaside Agency
Player modeling In business
Player path model 
Acquisition, retention 
Share 
E.Guardiola - Seaside Agency
Buyer Typology 
E.Guardiola - Seaside Agency 
E.Guardiola - Seaside Agency
User data as 
Business model 
E.Guardiola - Seaside Agency
Creating a psychological model 
of the player
Bartle Typology 96 
E.Guardiola - Seaside Agency
Decision theory 
Game theory 
Guardiola /Natkin – 2005 – CEDRIC CNAM 
E.Guardiola - Seaside Agency
E.Guardiola - Seaside Agency
Holland RIASEC model 
E.Guardiola - Seaside Agency
E.Guardiola - Seaside Agency
E.Guardiola - Seaside Agency
Why using gameplay 
psychological profiling
On the other: Ad and Shop ingame 
Player path 
E.Guardiola - Seaside Agency 
E.Guardiola - Seaside Agency
Digital advertising tendency 
E.Guardiola - Seaside Agency
Task 
• Performance 
• Efficiency & Effectiveness 
• Completion & Perseverance 
• … 
Motivation 
• Motivation type, extrinsic to 
intrinsic (Deci) 
• pay off preference 
• … 
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
Game Data 
• Task 
• Strategy 
• Motivation 
• Preference Learning 
• … 
E.Guardiola - Seaside Agency 
Gameplay Typology / 
Style / Archetype 
Existing model 
(some examples) 
RIASEC 
Professional interest 
LOV 
List Of Values 
Big 5 
Bartle like typo Personality traits
03:52 
Preference for timed 
gameplay mechanics 
Challenge based on 
executions skills 
http://utsa.edu/careercenter/students/career_assessments/RIASEC_Holland_Codes.html 
https://www.iusb.edu/career-services/rsrc-holland.php 
http://www.livenaturallymag.com/2013/06/01/comment-faire-son-choix-de-carriere/ 
http://www.reussirmavie.net/Pour-quels-metiers-etes-vous-fait_a1524.html
+ = 
Experiment solution, 
non explicit choice. 
Challenge: associative 
thinking, complex 
system 
http://utsa.edu/careercenter/students/career_assessments/RIASEC_Holland_Codes.html 
https://www.iusb.edu/career-services/rsrc-holland.php 
http://www.livenaturallymag.com/2013/06/01/comment-faire-son-choix-de-carriere/ 
http://www.reussirmavie.net/Pour-quels-metiers-etes-vous-fait_a1524.html
Digital marketing: 
Increasing matching 
Social game 
Player Data 
Platform 
User Data 
Digital marketing 
ecosystem 
Agency / 
product 
Player 
Consumer 
Game dev: 
giving value to 
player data 
Platform: Better 
user segmentation, 
CPM value 
Matchmaking 
Ad/user 
E.Guardiola - Seaside Agency
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
Emmanuel Guardiola 
+33 612 952 094 
emmanuel.guardiola@seasideagency.com

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Tracking player psychological profile in game - emmanuel guardiola

  • 1. Tracking and using Player psychological profile Emmanuel Guardiola Ph.D
  • 2. Game design Manipulating the player model
  • 3. Behind the Press-Button The Game Feel model of interactivity extrait de Game Feel, Steve Swink E.Guardiola - Seaside Agency
  • 4. Player skills Pure Hidden Ouat Entertainment, 2009 E.Guardiola - Seaside Agency
  • 5. Tetris: the grand master 3 – Terror-instinct, arcade, Akira, 2005 Player skills E.Guardiola - Seaside Agency
  • 6. The player measured Space Invader, version arcade, Taito, 1978 Defender, Atari 2600, Williams inc., 1980 E.Guardiola - Seaside Agency
  • 7. Performance measure Blue Estate The Game, HE SAW, 2014 E.Guardiola - Seaside Agency
  • 8. Playtest data E.Guardiola - Seaside Agency
  • 9. Clone Différents comportements de joueur face à des patterns (segments de circuit) mesurés dans Forza Motorsport Forza Motorsport, Microsoft Xbox, Microsoft Game Studios, 2005 E.Guardiola - Seaside Agency
  • 10. Player modeling In business
  • 11. Player path model Acquisition, retention Share E.Guardiola - Seaside Agency
  • 12. Buyer Typology E.Guardiola - Seaside Agency E.Guardiola - Seaside Agency
  • 13. User data as Business model E.Guardiola - Seaside Agency
  • 14. Creating a psychological model of the player
  • 15. Bartle Typology 96 E.Guardiola - Seaside Agency
  • 16. Decision theory Game theory Guardiola /Natkin – 2005 – CEDRIC CNAM E.Guardiola - Seaside Agency
  • 18. Holland RIASEC model E.Guardiola - Seaside Agency
  • 21. Why using gameplay psychological profiling
  • 22. On the other: Ad and Shop ingame Player path E.Guardiola - Seaside Agency E.Guardiola - Seaside Agency
  • 23. Digital advertising tendency E.Guardiola - Seaside Agency
  • 24. Task • Performance • Efficiency & Effectiveness • Completion & Perseverance • … Motivation • Motivation type, extrinsic to intrinsic (Deci) • pay off preference • … 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
  • 25. Game Data • Task • Strategy • Motivation • Preference Learning • … E.Guardiola - Seaside Agency Gameplay Typology / Style / Archetype Existing model (some examples) RIASEC Professional interest LOV List Of Values Big 5 Bartle like typo Personality traits
  • 26. 03:52 Preference for timed gameplay mechanics Challenge based on executions skills http://utsa.edu/careercenter/students/career_assessments/RIASEC_Holland_Codes.html https://www.iusb.edu/career-services/rsrc-holland.php http://www.livenaturallymag.com/2013/06/01/comment-faire-son-choix-de-carriere/ http://www.reussirmavie.net/Pour-quels-metiers-etes-vous-fait_a1524.html
  • 27. + = Experiment solution, non explicit choice. Challenge: associative thinking, complex system http://utsa.edu/careercenter/students/career_assessments/RIASEC_Holland_Codes.html https://www.iusb.edu/career-services/rsrc-holland.php http://www.livenaturallymag.com/2013/06/01/comment-faire-son-choix-de-carriere/ http://www.reussirmavie.net/Pour-quels-metiers-etes-vous-fait_a1524.html
  • 28. Digital marketing: Increasing matching Social game Player Data Platform User Data Digital marketing ecosystem Agency / product Player Consumer Game dev: giving value to player data Platform: Better user segmentation, CPM value Matchmaking Ad/user E.Guardiola - Seaside Agency
  • 29. 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
  • 30. Emmanuel Guardiola +33 612 952 094 emmanuel.guardiola@seasideagency.com

Editor's Notes

  1. Les game designer
  2. Les game designer
  3. Association of consumers research