Ludo Game Model Ontology 0.01

Namespace Document 24 August 2016

This version:
http://ns.inria.fr/ludo/v1/gamemodel (OWL)
Latest version:
http://ns.inria.fr/ludo/gamemodel (OWL)
Previous version:
http://ns.inria.fr/ludo/v1/gamemodel (OWL)
Authors:
Oscar RodrĂ­guez Rocha (oscar.rodriguez-rocha@inria.fr),
Catherine Faron Zucker (faron@i3s.unice.fr)
Wimmics Team

Valid XHTML + RDFa Creative Commons License This work is licensed under a Creative Commons Attribution License. This copyright applies to the Ludo Game Model Ontology Specification and accompanying documentation in RDF. Regarding underlying technology, the Ludo Game Model Ontology uses W3C's RDF technology, an open Web standard that can be freely used by anyone.


Abstract

Given the increasing amount of structured data published on the Web, many possibilities are open for creating new types of games that use resources from the Web of Data. In particular, if we consider the subcategory of Serious Games in which the object of the game is to educate the user through the interactive discovery of real-life concepts (associated to Semantic Web resources), the inclusion of a semantic representation of the user profile and his contextual information becomes an important element to recommend the user more accurate concepts. Ludo is an ontology that allows the creation of Serious Games with those characteristics.

Table of Contents

Ludo Game Model Ontology at a glance

An a-z index of Ludo Game Model Ontology terms, by class (categories or types) and by property.

Classes: | Action | Animation | Appearance | ArtRequirement | Button | Checkbox | CompleteGameStructure | ComputedResult | Constraint | DecidingCondition | DifficultyIndicator | EventTrigger | Force | GameAct | GameActingScript | GameAttribute | GameContext | GameControl | GameControlInterface | GameDimension | GameEnvironment | GameEvent | GameInteractionRule | GameInteractionRuleOutcome | GameKnowledgeBase | GameObject | GameObjective | GamePhysics | GamePlayer | GamePresentation | GameRecord | GameResult | GameRule | GameScenario | GameScoringRule | GameSimulation | GameStructure | GameTempo | GameTheme | GoalCondition | Intelligence | Inventory | InventoryState | Learn | Mass | Motion | Navigate | ObjectAttribute | ObjectImage | ObjectVitality | ObjectsAttribute | PedagogicEventIndicator | Presentation-basedStructure | RawResult | Scenario-basedStructure | Score | SeriousGame | SoidityState | Training-basedStructure | VirtualCamera | Vital | VitalUpdate |

Properties: | hasActingCoordination | hasAction | hasAnimation | hasAnimationType | hasAppearance | hasArea | hasArtRequirement | hasConstraint | hasDifficultyIndicator | hasDifficultyIndicatorValue | hasEventTrigger | hasEventTriggerClass | hasEventTriggerCommand | hasForce | hasFrontEndDisplay | hasGameAct | hasGameActObject | hasGameActingScript | hasGameAttribute | hasGameContext | hasGameControl | hasGameControlInterface | hasGameDimension | hasGameDimention | hasGameEnvironment | hasGameEvent | hasGameKnowledgeBase | hasGameObject | hasGameObjective | hasGamePhysics | hasGamePlayer | hasGameRecord | hasGameResult | hasGameRule | hasGameScenario | hasGameStructure | hasGameTempo | hasGameTheme | hasGoalCondition | hasGoalConditionDescription | hasHardwareInterface | hasInputEvent | hasIntelligences | hasInteractionCondition | hasInteractionRuleActor | hasInteractionRuleOutcome | hasInteractionRuleOutcomeOperation | hasInteractionRuleSubject | hasInventory | hasInventoryQuantity | hasMass | hasMatter | hasMotion | hasNormalForce | hasObjectVitality | hasObjectVitalityValue | hasPedagogicEvent | hasPedagogicEventIndicator | hasScoringCondition | hasSoringRuleOutcome | hasSound | hasTempoScale | hasText | hasURI | hasVirtualCamera | hasVirtualCameraPosition | hasVitalUpdate | isSolid |

Main Ludo Game Model Ontology terms, grouped in broad categories.

Introduction

Ludo is an ontology created to enable the description and representation of Serious Games that use structured data published on the Web through the Linked Data as a knowledge base. From the representation of the players’ profile and their contextual information whithin the game, it is possible to generate personalized recommendations of related educational resources in order to stimulate the learning process while playing.
Given the increasing amount of structured data published on the Web, many possibilities are open for creating new types of games that use resources from the Web of Data. In particular, if we consider the subcategory of Serious Games in which the object of the game is to educate the user through the interactive discovery of real-life concepts (associated to Semantic Web resources), the inclusion of a semantic representation of the user profile and his contextual information becomes an important element to recommend the user more accurate concepts. Ludo is an ontology that allows the creation of Serious Games with those characteristics.

Ludo Game Model Ontology Classes and Properties

The Ludo Game Model Ontology introduces the following classes and properties.

Classes: | Action | Animation | Appearance | ArtRequirement | Button | Checkbox | CompleteGameStructure | ComputedResult | Constraint | DecidingCondition | DifficultyIndicator | EventTrigger | Force | GameAct | GameActingScript | GameAttribute | GameContext | GameControl | GameControlInterface | GameDimension | GameEnvironment | GameEvent | GameInteractionRule | GameInteractionRuleOutcome | GameKnowledgeBase | GameObject | GameObjective | GamePhysics | GamePlayer | GamePresentation | GameRecord | GameResult | GameRule | GameScenario | GameScoringRule | GameSimulation | GameStructure | GameTempo | GameTheme | GoalCondition | Intelligence | Inventory | InventoryState | Learn | Mass | Motion | Navigate | ObjectAttribute | ObjectImage | ObjectVitality | ObjectsAttribute | PedagogicEventIndicator | Presentation-basedStructure | RawResult | Scenario-basedStructure | Score | SeriousGame | SoidityState | Training-basedStructure | VirtualCamera | Vital | VitalUpdate |

Properties: | hasActingCoordination | hasAction | hasAnimation | hasAnimationType | hasAppearance | hasArea | hasArtRequirement | hasConstraint | hasDifficultyIndicator | hasDifficultyIndicatorValue | hasEventTrigger | hasEventTriggerClass | hasEventTriggerCommand | hasForce | hasFrontEndDisplay | hasGameAct | hasGameActObject | hasGameActingScript | hasGameAttribute | hasGameContext | hasGameControl | hasGameControlInterface | hasGameDimension | hasGameDimention | hasGameEnvironment | hasGameEvent | hasGameKnowledgeBase | hasGameObject | hasGameObjective | hasGamePhysics | hasGamePlayer | hasGameRecord | hasGameResult | hasGameRule | hasGameScenario | hasGameStructure | hasGameTempo | hasGameTheme | hasGoalCondition | hasGoalConditionDescription | hasHardwareInterface | hasInputEvent | hasIntelligences | hasInteractionCondition | hasInteractionRuleActor | hasInteractionRuleOutcome | hasInteractionRuleOutcomeOperation | hasInteractionRuleSubject | hasInventory | hasInventoryQuantity | hasMass | hasMatter | hasMotion | hasNormalForce | hasObjectVitality | hasObjectVitalityValue | hasPedagogicEvent | hasPedagogicEventIndicator | hasScoringCondition | hasSoringRuleOutcome | hasSound | hasTempoScale | hasText | hasURI | hasVirtualCamera | hasVirtualCameraPosition | hasVitalUpdate | isSolid |

Classes and Properties (full detail)


Classes

Class: gamemodel:Action

Action - The action of a game object, it consists of motion, animation, sound and vital updates.
Status: stable
Properties include: hasVitalUpdate hasMotion hasAnimation hasSound
Used with: hasAction
Sub class of owl:Thing
OWL Class

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Class: gamemodel:Animation

Animation - An animation defines the virtual performance of a game object without reference of the position of the game object as a whole.
Status: stable
Properties include: hasAnimationType
Used with: hasAnimation
Sub class of owl:Thing
OWL Class

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Class: gamemodel:Appearance

Appearance - The visual appearance of a game object
Status: stable
Used with: hasAppearance
Sub class of owl:Thing
Has sub class Object Image gamemodel:ObjectImage
OWL Class

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Class: gamemodel:ArtRequirement

Art Requirement - Art requirements related the game through expressive written text
Status: stable
Used with: hasArtRequirement
Sub class of owl:Thing
OWL Class

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Class: gamemodel:Button

Button - Button
Status: stable
Sub class of owl:Thing
OWL Class

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Class: gamemodel:Checkbox

Checkbox - Checkbox
Status: stable
Sub class of owl:Thing
OWL Class

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Class: gamemodel:CompleteGameStructure

Complete Game Structure - Complete Game Structure
Status: stable
Sub class of Game Structure
OWL Class

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Class: gamemodel:ComputedResult

Computed result - Computed result
Status: stable
Sub class of Game Result
Disjoint With: Raw result
OWL Class

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Class: gamemodel:Constraint

Constraint - External forces
Status: stable
Used with: hasConstraint
Sub class of owl:Thing
OWL Class

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Class: gamemodel:DecidingCondition

Deciding Condition - Deciding Condition
Status: stable
Sub class of Intelligence
OWL Class

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Class: gamemodel:DifficultyIndicator

Difficulty Indicator - A value associated to the difficulty of the game scenario
Status: stable
Properties include: hasDifficultyIndicatorValue
Used with: hasDifficultyIndicator
Sub class of owl:Thing
OWL Class

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Class: gamemodel:EventTrigger

Event Trigger - Event triggers are used to invoke the transition between game sections and activate the game events within a game scenario
Status: stable
Properties include: hasEventTriggerClass hasEventTriggerCommand
Used with: hasEventTrigger
Sub class of owl:Thing
OWL Class

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Class: gamemodel:Force

Force - A motion is subject to a force
Status: stable
Properties include: hasNormalForce
Used with: hasForce
Sub class of owl:Thing
OWL Class

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Class: gamemodel:GameAct

Game Act - The performance of a game object in a game event. It consists of a game object and a game acting script that describe how the game object should move, animate, sound and interact with other game object in a game scenario.
Status: stable
Properties include: hasGameActObject hasGameActingScript
Used with: hasGameAct
Sub class of owl:Thing
OWL Class

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Class: gamemodel:GameActingScript

Game Acting Script - Is composed by one or more acting coordination that instruct how a specific game object act in a defined sequence.
Status: stable
Properties include: hasActingCoordination
Used with: hasGameActingScript
Sub class of owl:Thing
OWL Class

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Class: gamemodel:GameAttribute

Game Attribute - Data properties that represent a game objects vitality, physical being, cognitive state and ownership.
Status: stable
Sub class of owl:Thing
Has sub class Score Vital gamemodel:Score gamemodel:Vital
OWL Class

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Class: gamemodel:GameContext

Game Context - Describes the type of game content presented to game players in a game presentation or game simulation.
Status: stable
Used with: hasGameContext
Sub class of owl:Thing
Has sub class Game Presentation Game Simulation gamemodel:GamePresentation gamemodel:GameSimulation
OWL Class

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Class: gamemodel:GameControl

Game Control - Provides game player the channel to control game objects
Status: stable
Properties include: hasGameControlInterface hasInputEvent
Used with: hasGameControl
Sub class of owl:Thing
OWL Class

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Class: gamemodel:GameControlInterface

Game Control Interface - Game Control Interface
Status: stable
Properties include: hasHardwareInterface
Used with: hasGameControlInterface
Sub class of owl:Thing
OWL Class

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Class: gamemodel:GameDimension

Game Dimension - Represents the virtual space in which the game simulation takes place in 2D or 3D.
Status: stable
Properties include: hasGameDimension
Used with: hasGameDimention
Sub class of owl:Thing
OWL Class

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Class: gamemodel:GameEnvironment

Game Environment - Represents the composition of the virtual world by populating the virtual space with game objects.
Status: stable
Used with: hasGameEnvironment
Sub class of owl:Thing
OWL Class

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Class: gamemodel:GameEvent

Game Event - Is the happening associated to a game scenario. A game event is composed of a set of game act and an event trigger which initiate the game event.
Status: stable
Properties include: hasGameAct
Used with: hasGameEvent
Sub class of owl:Thing
OWL Class

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Class: gamemodel:GameInteractionRule

Game Interaction Rule - It dictates the outcome of the interaction from two game objects.
Status: stable
Properties include: hasInteractionRuleActor hasInteractionRuleOutcome hasInteractionCondition hasInteractionRuleSubject
Sub class of Game Rule
Disjoint With: Game Scoring Rule
OWL Class

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Class: gamemodel:GameInteractionRuleOutcome

Interaction Rule Outcome - Outcome of an Interaction Rule
Status: stable
Properties include: hasMatter hasInteractionRuleOutcomeOperation
Used with: hasInteractionRuleOutcome
Sub class of owl:Thing
OWL Class

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Class: gamemodel:GameObject

Game Object - Represents virtual things that populate the game world and can be designed to have a combination of abilities such as decision making, moving, acting and responding to surroundings and game players input simulating their existence in the game world.
Status: stable
Properties include: hasAppearance hasAction hasIntelligences
Used with: hasInteractionRuleActor hasGameObject hasInteractionRuleSubject hasGameActObject
Sub class of owl:Thing
OWL Class

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Class: gamemodel:GameObjective

Game Objective - Represents the goal associated to a game scenario
Status: stable
Properties include: hasGoalCondition
Used with: hasGameObjective
Sub class of owl:Thing
OWL Class

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Class: gamemodel:GamePhysics

Game Physics - Defines the physicality of the game world. It encompasses the collision world and environment forces.
Status: stable
Sub class of owl:Thing
OWL Class

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Class: gamemodel:GamePlayer

Game Player - The user of the game application who provides inputs to the game system as part of the gaming activity.
Status: stable
Properties include: hasGameControl hasGameRecord hasInventory
Used with: hasGamePlayer
Sub class of foaf:Person
OWL Class

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Class: gamemodel:GamePresentation

Game Presentation - A virtual canvas that holds media components and GUI components to form a game menu, a game notification or a cut-scene to present information about the game and allow them to navigate through the game structure
Status: stable
Sub class of Game Context
OWL Class

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Class: gamemodel:GameRecord

Game Record - A game record is a log of game players achievements in the game
Status: stable
Properties include: hasGameResult
Used with: hasGameRecord
Sub class of owl:Thing
OWL Class

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Class: gamemodel:GameResult

Game Result - Game Result
Status: stable
Used with: hasGameResult
Sub class of owl:Thing
Has sub class Raw result Computed result gamemodel:RawResult gamemodel:ComputedResult
OWL Class

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Class: gamemodel:GameRule

Game Rule - States the relationship between game objects and game world, and the effect of an interaction. It can either be a Game Scoring Rule or Game Interaction Rule.
Status: stable
Used with: hasGameRule
Sub class of owl:Thing
Has sub class Game Scoring Rule Game Interaction Rule gamemodel:GameScoringRule gamemodel:GameInteractionRule
OWL Class

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Class: gamemodel:GameScenario

Game Scenario - A description of a situation which require game player to overcome a number of challenges in order to achieve the defined objectives. It is also commonly termed as game level in gaming jargon.
Status: stable
Properties include: hasDifficultyIndicator hasGameEnvironment hasVirtualCamera hasGameEvent
Used with: hasGameScenario
Sub class of owl:Thing
OWL Class

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Class: gamemodel:GameScoringRule

Game Scoring Rule - Only applies to game player and it defines what to be awarded to the game player when a scoring condition is met.
Status: stable
Properties include: hasScoringCondition hasSoringRuleOutcome
Sub class of Game Rule
OWL Class

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Class: gamemodel:GameSimulation

Game Simulation - Represents the simulation of a game scenario and is governed by a set of rules that define the interactivity, physical and temporal properties of the virtual world. It has game rules, game dimension, game tempo and game physics.
Status: stable
Properties include: hasGameScenario hasGameDimention hasFrontEndDisplay hasGameTempo hasGameRule
Sub class of Game Context
OWL Class

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Class: gamemodel:GameStructure

Game Structure - Describes the architecture and flow of the game. It segments game into game sections. A game section is composed of a game context, pedagogic event indicator and event trigger.
Status: stable
Properties include: hasGameContext hasPedagogicEventIndicator
Used with: hasGameStructure
Sub class of owl:Thing
Has sub class Presentation-based Structure Scenario-based Structure Complete Game Structure Training-based Structure gamemodel:Presentation-basedStructure gamemodel:Scenario-basedStructure gamemodel:CompleteGameStructure gamemodel:Training-basedStructure
OWL Class

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Class: gamemodel:GameTempo

Game Tempo - Represents the realtion between the pace of the time in a game and the time in the real world.
Status: stable
Properties include: hasTempoScale
Used with: hasGameTempo
Sub class of owl:Thing
OWL Class

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Class: gamemodel:GameTheme

Game Theme - Describes most of the art requirements related the game through expressive written text.
Status: stable
Properties include: hasArtRequirement
Used with: hasGameTheme
Sub class of owl:Thing
OWL Class

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Class: gamemodel:GoalCondition

Goal Condition - The goal condition checks a track-able value against a constant value defined by the game designer to determine if the game objective has been met or not. The game objective is marked as achieve once the goal condition has been satisfied.
Status: stable
Properties include: hasGoalConditionDescription
Used with: hasGoalCondition
Sub class of owl:Thing
OWL Class

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Class: gamemodel:Intelligence

Intelligence - Provides game object the ability to decide, navigate and even learn.
Status: stable
Used with: hasIntelligences
Sub class of owl:Thing
Has sub class Deciding Condition gamemodel:DecidingCondition
OWL Class

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Class: gamemodel:Inventory

Inventory - Inventory presents the idea where player can own a number of game objects in the game as part of the game play. An inventory can be a collection of weapons in a shooter game or a collection of magic spell and potions in a role-playing game. In games such as Resident Evil 5 (www.residentevil.com), a game player can hold 9 items in the inventory at any one time.
Status: stable
Used with: hasInventory
Sub class of owl:Thing
OWL Class

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Class: gamemodel:InventoryState

Inventory State - The inventory is defined to hold a limited supply of consumable for a game object.
Status: stable
Properties include: hasInventoryQuantity
Sub class of Object Atrribute
OWL Class

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Class: gamemodel:Learn

Learn - Learn
Status: stable
Sub class of owl:Thing
OWL Class

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Class: gamemodel:Mass

Mass - The mass that affects the motion of the game object
Status: stable
Properties include: hasMass
Sub class of Object Atrribute
OWL Class

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Class: gamemodel:Motion

Motion - Motion refers to the actual translation of game object position in the game world. A motion is subject to a force and also constraints (external force).
Status: stable
Properties include: hasConstraint hasForce
Used with: hasMotion
Sub class of owl:Thing
OWL Class

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Class: gamemodel:ObjectAttribute

Object Atrribute - Data properties that represent a game objects vitality, physical being, cognitive state and ownership
Status: stable
Sub class of owl:Thing
Has sub class Inventory State Object Vitality Mass gamemodel:InventoryState gamemodel:ObjectVitality gamemodel:Mass
OWL Class

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Class: gamemodel:ObjectImage

Object Image - The object image is represented using one or more image components
Status: stable
Sub class of Appearance
OWL Class

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Class: gamemodel:ObjectVitality

Object Vitality - Vitality of an object such as life or interrelated attributes such as health, energy, strength, social and etc.
Status: stable
Properties include: hasObjectVitalityValue hasObjectVitality
Sub class of Object Atrribute
OWL Class

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Class: gamemodel:ObjectsAttribute

Objects attribute - Objects attribute
Status: stable
Sub class of owl:Thing
Has sub class Solidity State gamemodel:SoidityState
OWL Class

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Class: gamemodel:PedagogicEventIndicator

Pedagogic Event Indicator - Each game section is associated with one or more pedagogic events from the Gagnes nine events of instructions
Status: stable
Properties include: hasPedagogicEvent
Used with: hasPedagogicEventIndicator
Sub class of owl:Thing
OWL Class

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Class: gamemodel:Presentation-basedStructure

Presentation-based Structure - Presentation-based Structure
Status: stable
Sub class of Game Structure
OWL Class

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Class: gamemodel:RawResult

Raw result - Raw result
Status: stable
Sub class of Game Result
OWL Class

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Class: gamemodel:Scenario-basedStructure

Scenario-based Structure - Scenario-based Structure
Status: stable
Sub class of Game Structure
OWL Class

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Class: gamemodel:Score

Score - Score
Status: stable
Sub class of Game Attribute
Disjoint With: Vital
OWL Class

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Class: gamemodel:SeriousGame

Serious Game - Serious Game
Status: stable
Properties include: hasGameKnowledgeBase hasGameStructure hasGamePlayer hasGameTheme
Sub class of owl:Thing
OWL Class

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Class: gamemodel:SoidityState

Solidity State - The solidity state defines if a game object is solid, whereas the mass affects the motion of the game object.
Status: stable
Properties include: isSolid
Sub class of Objects attribute
OWL Class

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Class: gamemodel:Training-basedStructure

Training-based Structure - Training-based Structure
Status: stable
Sub class of Game Structure
OWL Class

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Class: gamemodel:VirtualCamera

Virtual Camera - Viewport to the game world
Status: stable
Properties include: hasVirtualCameraPosition
Used with: hasVirtualCamera
Sub class of owl:Thing
OWL Class

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Class: gamemodel:Vital

Vital - Game designers can choose to represent the game object using a single vital definition such as life or further elaborate the vitality of a game object into interrelated attributes such as health, energy, strength, social and etc.
Status: stable
Sub class of Game Attribute
OWL Class

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Class: gamemodel:VitalUpdate

Vital Update - Revises the value of vitals for a game object as a measure that takes into account the cost of an action inflicted to the object or the cost of performing an action.
Status: stable
Sub class of owl:Thing
OWL Class

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Class: gamemodel:GameKnowledgeBase

Game Knowledge Base - A Knowledge Base to be used by the game.
Status: unknown
Used with: hasGameKnowledgeBase
Sub class of http://rdfs.org/ns/void#:Dataset
OWL Class

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Properties

Property: gamemodel:hasActingCoordination

Has Game Acting Coordination - The coordination of a game object can involve appear (for generation and re- spawning of game object), animating an action, playing a sound, moving towards a checkpoint, interacting with another game object or a composition of these.
Status: stable
Domain: Game Acting Script
Range: xsd:string
Datatype Property

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Property: gamemodel:hasAction

Has action - Has action
Status: stable
Domain: Game Object
Range: Action
Object Property

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Property: gamemodel:hasAnimation

Has animation - Has animation
Status: stable
Domain: Action
Range: Animation
Object Property

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Property: gamemodel:hasAnimationType

Has Animation Type - Defines the animation type, either 2D or 3D
Status: stable
Domain: Animation
Range: xsd:string
Datatype Property

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Property: gamemodel:hasAppearance

Has appearance - Has appearance
Status: stable
Domain: Game Object
Range: Appearance
Object Property

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Property: gamemodel:hasArea

Has area - Relates an Area with any component to be represented graphically on the game screen, sucha as GUI components and Media components
Status: stable
Object Property

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Property: gamemodel:hasArtRequirement

Has art requirement - Has art requirement
Status: stable
Domain: Game Theme
Range: Art Requirement
Object Property

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Property: gamemodel:hasConstraint

Has constraint - Has constraint
Status: stable
Domain: Motion
Range: Constraint
Object Property

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Property: gamemodel:hasDifficultyIndicator

Has difficulty indicator - Has difficulty indicator
Status: stable
Domain: Game Scenario
Range: Difficulty Indicator
Object Property

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Property: gamemodel:hasDifficultyIndicatorValue

Difficulty - Has difficulty indicator value
Status: stable
Domain: Difficulty Indicator
Range: xsd:integer
Datatype Property

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Property: gamemodel:hasEventTrigger

Has event trigger - The property to relate a Game Structure or a Game Event with an Event Trigger
Status: stable
Range: Event Trigger
Object Property

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Property: gamemodel:hasEventTriggerClass

Has Event Trigger Class - Event triggers are used to invoke the transition between game sections and activate the game events within a game scenario. They can be classified into four distinct classes, namely: Input trigger detects user input via hardware interface or graphical user interface (GUI); Time trigger is essentially a countdown timer with an interval value with frequency of once, to repeat infinitely or to repeat finitely; Proximity trigger like input trigger has a hotspot that detects the collision of a specified game object, a class of game object or a group of game objects from different classes; Game mechanics trigger is associated to a range of game application related of events such media event, game event and simulation event. Each event trigger is associated with a command that specify the transition between game sections or activation of a game event.
Status: stable
Domain: Event Trigger
Range: xsd:string
Datatype Property

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Property: gamemodel:hasEventTriggerCommand

Has Event trigger command - Has Event trigger command
Status: stable
Domain: Event Trigger
Range: xsd:string
Datatype Property

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Property: gamemodel:hasForce

Has force - Has force
Status: stable
Domain: Motion
Range: Force
Object Property

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Property: gamemodel:hasFrontEndDisplay

Has front end display - Has front end display
Status: stable
Domain: Game Simulation
Range: http://ns.inria.fr/ludo/v1/gamepresentation#:FrontEndDisplay
Object Property

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Property: gamemodel:hasGameAct

Has Game Act - Has Game Act
Status: stable
Domain: Game Event
Range: Game Act
Object Property

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Property: gamemodel:hasGameActObject

Has Game Act Object - Has Game Act Object
Status: stable
Domain: Game Act
Range: Game Object
Object Property

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Property: gamemodel:hasGameActingScript

Game Acting Script - Game Acting Script
Status: stable
Domain: Game Act
Range: Game Acting Script
Object Property

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Property: gamemodel:hasGameAttribute

Has Game Attribute - Has Game Attribute
Status: stable
Object Property

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Property: gamemodel:hasGameContext

Has Game Context - Has Game Context
Status: stable
Domain: Game Structure
Range: Game Context
Object Property

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Property: gamemodel:hasGameControl

Has Game Control - Has Game Control
Status: stable
Domain: Game Player
Range: Game Control
Object Property

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Property: gamemodel:hasGameDimension

Has Game Dimension - The game dimension refers to the virtual space of which the game simulation takes place. It can either be 2D or 3D.
Status: stable
Domain: Game Dimension
Range: xsd:string
Datatype Property

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Property: gamemodel:hasGameDimention

Has Game Dimention - Has Game Dimention
Status: stable
Domain: Game Simulation
Range: Game Dimension
Object Property

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Property: gamemodel:hasGameEnvironment

Has Game Environment - Has Game Environment
Status: stable
Domain: Game Scenario
Range: Game Environment
Object Property

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Property: gamemodel:hasGameEvent

Has Game Event - Has Game Event
Status: stable
Domain: Game Scenario
Range: Game Event
Object Property

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Property: gamemodel:hasGameKnowledgeBase

Has Game Knowledge-Base - Has Game Knowledge-Base
Status: stable
Domain: Serious Game
Range: Game Knowledge Base
Object Property

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Property: gamemodel:hasGameObject

Has Game Object - This property applies for a Game Environment, a Serious Game and an Inventory
Status: stable
Range: Game Object
Object Property

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Property: gamemodel:hasGameObjective

Has Game Objective - This property relates with a Game Objective. Can be used for Game Scenario and Inventory objects.
Status: stable
Range: Game Objective
Object Property

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Property: gamemodel:hasGamePhysics

Has Game Physics - Has Game Physics
Status: stable
Range: xsd:string
Datatype Property

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Property: gamemodel:hasGamePlayer

Has Game Player - Has Game Player
Status: stable
Domain: Serious Game
Range: Game Player
Object Property

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Property: gamemodel:hasGameRecord

Has Game Record - Has Game Record
Status: stable
Domain: Game Player
Range: Game Record
Object Property

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Property: gamemodel:hasGameResult

Has Game Result - Has Game Result
Status: stable
Domain: Game Record
Range: Game Result
Object Property

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Property: gamemodel:hasGameRule

Has Game Rule - This property relates a Game Simulation with a Game Rule
Status: stable
Domain: Game Simulation
Range: Game Rule
Object Property

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Property: gamemodel:hasGameScenario

Has Game Scenario - Has Game Scenario
Status: stable
Domain: Game Simulation
Range: Game Scenario
Object Property

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Property: gamemodel:hasGameStructure

Has Game Structure - Has Game Structure
Status: stable
Domain: Serious Game
Range: Game Structure
Object Property

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Property: gamemodel:hasGameTempo

Has Game Tempo - Has Game Tempo
Status: stable
Domain: Game Simulation
Range: Game Tempo
Object Property

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Property: gamemodel:hasGameTheme

Has Game Theme - Has Game Theme
Status: stable
Domain: Serious Game
Range: Game Theme
Object Property

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Property: gamemodel:hasGoalCondition

Has Goal Condition - Has Goal Condition
Status: stable
Domain: Game Objective
Range: Goal Condition
Object Property

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Property: gamemodel:hasGoalConditionDescription

Goal Condition description - The description of the goal condition
Status: stable
Domain: Goal Condition
Range: rdfs:Literal
Datatype Property

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Property: gamemodel:hasHardwareInterface

Has hardware Interface - Examples of hardware interface include keyboard, mouse, gamepad, joystick, motionsensor, camera and microphone.
Status: stable
Domain: Game Control Interface
Range: xsd:string
Datatype Property

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Property: gamemodel:hasInputEvent

Has Input Event - Has Input Event
Status: stable
Domain: Game Control
Object Property

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Property: gamemodel:hasIntelligences

Has Intelligences - Has Intelligences
Status: stable
Domain: Game Object
Range: Intelligence
Object Property

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Property: gamemodel:hasInteractionCondition

Interaction Condition - It refers to the state of actor or the state of the game world
Status: stable
Domain: Game Interaction Rule
Range: xsd:string
Datatype Property

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Property: gamemodel:hasInteractionRuleActor

Interaction Rule Actor - Interaction Rule Actor
Status: stable
Domain: Game Interaction Rule
Range: Game Object
Object Property

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Property: gamemodel:hasInteractionRuleOutcome

Interaction Rule Outcome - Interaction Rule Outcome
Status: stable
Domain: Game Interaction Rule
Range: Interaction Rule Outcome
Object Property

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Property: gamemodel:hasInteractionRuleOutcomeOperation

Interaction Rule Outcome Operation - Rewarding the player with any game object can mean give (add) or take away (subtract) an item or increase (add) or decrease (subtract) in the value of an attribute to provide the game player the advantage to succeed in the game.
Status: stable
Domain: Interaction Rule Outcome
Range: xsd:string
Datatype Property

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Property: gamemodel:hasInteractionRuleSubject

Interaction Rule Subject - Interaction Rule Subject
Status: stable
Domain: Game Interaction Rule
Range: Game Object
Object Property

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Property: gamemodel:hasInventory

Has Inventory - Has Inventory
Status: stable
Domain: Game Player
Range: Inventory
Object Property

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Property: gamemodel:hasInventoryQuantity

Has inventory quantity - Has inventory quantity
Status: stable
Domain: Inventory State
Range: xsd:integer
Datatype Property

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Property: gamemodel:hasMass

Mass - The amount of matter of an object in Kilograms.
Status: stable
Domain: Mass
Range: xsd:float
Datatype Property

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Property: gamemodel:hasMatter

Interaction Rule Outcome Matter - Each game rule is paired with an outcome which has a matter and an operation to add or subtract a value from the matter. Matter in the context of game refers to an item, an attribute or permission.
Status: stable
Domain: Interaction Rule Outcome
Range: xsd:string
Datatype Property

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Property: gamemodel:hasMotion

Has Motion - Has Motion
Status: stable
Domain: Action
Range: Motion
Object Property

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Property: gamemodel:hasNormalForce

Normal force - The normal force
Status: stable
Domain: Force
Range: xsd:float
Datatype Property

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Property: gamemodel:hasObjectVitality

Has Object Vitality - Vitality of an object such as life or interrelated attributes such as health, energy, strength, social and etc.
Status: stable
Domain: Object Vitality
Range: xsd:string
Datatype Property

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Property: gamemodel:hasObjectVitalityValue

Object Vitality Value - Object Vitality Value
Status: stable
Domain: Object Vitality
Range: xsd:integer
Datatype Property

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Property: gamemodel:hasPedagogicEvent

Pedagogic Event - Associates each game section with one or more pedagogic events from the Gagne's nine events of instructions. These events ordered in sequence are (1) gaining attention, (2) informing learning objectives, (3) recalling prior learning, (4) presenting learning content, (5) providing learning guidance, (6) eliciting performance, (7) provide feedback, (8) assess performance and, (9) enhance retention and transfer.
Status: stable
Domain: Pedagogic Event Indicator
Range: xsd:string
Datatype Property

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Property: gamemodel:hasPedagogicEventIndicator

Has Pedagogic Event Indicator - Has Pedagogic Event Indicator
Status: stable
Domain: Game Structure
Range: Pedagogic Event Indicator
Object Property
Functional Property

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Property: gamemodel:hasScoringCondition

Scoring Condition - Every game scoring rule has a scoring condition which has no direct relation with interaction. It can be derived from the state of a game object (e.g. enemy is dead or fire is extinguished), the input statistics (e.g. accuracy is above 80%), the time (e.g. respond is less than 5 seconds or level completed in less than 5 minutes), or the game objective (e.g. objective 1, 2 and 5 are met).
Status: stable
Domain: Game Scoring Rule
Range: xsd:string
Datatype Property

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Property: gamemodel:hasSoringRuleOutcome

Scoring Rule Outcome - The outcome of an Scoring Rule
Status: stable
Domain: Game Scoring Rule
Range: xsd:string
Datatype Property

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Property: gamemodel:hasSound

Has Sound - Has Sound
Status: stable
Domain: Action
Object Property

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Property: gamemodel:hasTempoScale

Game tempo scale - The tempo scale at which the time is passing. This can be used for slow motion effects. When timeScale is 1.0 the time is passing as fast as realtime. When timeScale is 0.5 the time is passing 2x slower than realtime. When timeScale is set to zero the game is basically paused if all your functions are frame rate independent.y. Based on: http://docs.unity3d.com/ScriptReference/Time-timeScale.html
Status: stable
Domain: Game Tempo
Range: xsd:double
Datatype Property

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Property: gamemodel:hasText

Has text - Has text
Status: stable
Range: xsd:string
Datatype Property

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Property: gamemodel:hasURI

URI - Uniform Resource Identifier
Status: stable
Object Property

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Property: gamemodel:hasVirtualCamera

Has Virtual Camera - Has Virtual Camera
Status: stable
Domain: Game Scenario
Range: Virtual Camera
Object Property

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Property: gamemodel:hasVirtualCameraPosition

Has Virtual Camera Position - Position of the virtual camera in the game world
Status: stable
Domain: Virtual Camera
Range: xsd:string
Datatype Property

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Property: gamemodel:hasVitalUpdate

Has Vital Update - Has Vital Update
Status: stable
Domain: Action
Range: xsd:double
Datatype Property

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Property: gamemodel:isSolid

Solidity - Solidity
Status: stable
Domain: Solidity State
Range: xsd:boolean
Datatype Property

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Property: gamemodel:hasGameControlInterface

Has Game Control Interface - Has Game Control Interface
Status: unknown
Domain: Game Control
Range: Game Control Interface
Object Property

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