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SEGAP
(general resource information)

Contents:

Overview
1. Theme
1.1. General information
1.2. Entities
1.3. Variables
1.4. Actions
1.5. Conditions
2. Game
2.1. General information
2.2. Specific characteristics
2.3. Tips or advices
3. Player
3.1. General information
3.2. Game related information
2.3.Other players related information

1
Overview
There will be three main types of resources available through RDF ontologies.
The theme resources, that describe the thematic of a game and its contents such as variables,
actions, entities or conditions.
A game resource is built on top of one or more templates and can use only action, conditions,
entities and variable templates that are present in the templates that it inherits.
Player resources represent the actual gamers that are using/playing games that built on
themes.
Due to the fact that these themes are on top of any games, and, that a theme is a known and
established thing, SPARQL queries can be made in order to find certain information about an
ongoing game or make statistics and provide recommendations based on the player history.

1. Theme
 A theme or game theme represents the thematic of a game, a structures that defines the
baseline for a game. This is the base structure of the system. The traits defined here can later
be used for queries or as part of queries executed via SPARQL. The bottom line is that a theme
is the description (template) of a game genre or thematic. Following is a description of the basic
entities that compose a theme.

1.1. General information
Each game theme will have some general information facts that are not directly related to the
ontology structure but are relevant as presentation details for the theme.
Those details are as follows:
­ name
­ description
­ other information (such as tags or links)

1.2. Entities
This refers to a game entity, more specifically to an entity that is present only in the current
theme. An example of entity can be anything from a NPC to a building or some other object.

2
1.3. Variables
Variables are values that can be updated at the game client request during  a match or by the
system on demand. Also there can be global parameters that can provide overall information
regarding a game. Variables can range from things like the number of wins or the number of lost
games, some skill classification depending on the game to the current position of the player on
the map.

1.4. Actions
The actions of a game theme describe what actually can be done inside the game, actions are
the things that the player can do inside the game, the interaction with the environment, for
example, jump over walls, train units for his army, hide, attack entity, etc. These are the actions
that are specific for the current theme. These can vary from game theme from game theme.

1.5. Conditions
A condition can check what is needed for a match to start or to end. These checks are mainly
determined by the state of some already defined parameters such as an action or the value of a
variable. They can be done at request by the client or by the system at a specified time or
triggered by some event.

3
2. Game
The game is the actual content of the platform. This is what is being used. The game is derived
from one or more themes and can only declare parameters that were defined inside the themes
it is based on. Players interact with games that in return interact with them. The standard
requirements for a game are described in this section.

2.1. General information
This is the standard game information that provides a basic overview and presentation. It is not
related to the game ontology structure directly, it is here only to be used as a meaning to
familiarize the players with the game and make a decision if they are going to play or not.
­ name
­ developer
­ publisher
­ website
­ description
­ screenshots
­ videos

2.2. Specific characteristics
These guidelines are specific to a certain game only depending on the game theme or themes:
­ theme(s)
­ actions (build constructions, train units, attack, defend, upgrade, etc)
4
­ start conditions (location, resources, items, etc.)
­ win/loose end conditions (location, resources, items, unit destroyed, actions done, etc)
­ entities

2.3. Tips or advices
This type of information can be provided after evaluating some conditions at the clients request
in game or outside the game. For example if the player has lost a certain amount of units in a
strategy game he can be advised to create more of those units to replace his lost ones. The tips
are per game only. Each game must define its own tips. In theory the tips are unique for each
game.

3. Player
3.1. General information
This is the standard general player information that is being used in the system to help other
players to find other players with related interests, region, etc:
­ name
­ age
­ country
­ location (city, region, etc)
­ website/blog
­ social network information
­ e­mail
­ other details

3.2. Game related information
This is the information related to the player gaming experience, these parameters are distinct for
every game. The games fill in this information during gameplay. This information is related to
game parameters such as actions, conditions, variables and entities.
Awards can be provided to the player during or after special events.
These are the parameters that a game client can send/retrieve updates about to/from the API
depending on the game theme, here is an example:
­ player skill
­ played games
­ wins/loses
­ current game parameters (player related information such as position, health, inventory, units,
etc)
­ current game opponents
­ overall game parameters (prefered region on a map, preferred weapon on a map, etc)
5
­ overall game opponents

2.3.Other players related information
This is the information related to the player social interaction regarding the games:
­ friends
­ groups

6

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SEGAP-General resource information