2016
DOI: 10.1007/s11042-016-3552-6
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An ontology for videogame interoperability

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Cited by 11 publications
(4 citation statements)
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“…The authors in [23] provide a generic ontology for defining RPG games and do not provide detailed concepts to describe game characters for other genre types. Finally, the Video Game Ontology (VGO) [33] provides concepts for defining interoperability amongst video games and the Game2Web ontology [37] focuses on linking game events and entities to social data. Although these vocabularies are useful for describing several aspects of game information, the ontologies are still limited to specific features and hence do not provide features for describing detailed game character information.…”
Section: Related Workmentioning
confidence: 99%
“…The authors in [23] provide a generic ontology for defining RPG games and do not provide detailed concepts to describe game characters for other genre types. Finally, the Video Game Ontology (VGO) [33] provides concepts for defining interoperability amongst video games and the Game2Web ontology [37] focuses on linking game events and entities to social data. Although these vocabularies are useful for describing several aspects of game information, the ontologies are still limited to specific features and hence do not provide features for describing detailed game character information.…”
Section: Related Workmentioning
confidence: 99%
“…However, the vocabulary is not available and in this regard, it is unclear what game concepts this vocabulary provides. Finally, the Video Game Ontology [31] provides concepts for defining interoperability amongst video games and the Game2Web ontology [33] focuses on linking game events and entities to social data. Although these vocabularies are useful for describing several aspects of game information the ontologies are still limited to specific features of particular facets of game generation.…”
Section: Procedural Content Generation and Semanticsmentioning
confidence: 99%
“…By 2022, the market had grown to USD 197 billion [9]. The overall growth of the digital game industry partially depends on the increasing diversity of its user base and on the introduction of casual games [10], suitable for any user who is not necessarily a habitual digital game consumer (i.e., "gamer"). The ratio of male to female users has become more balanced [8], and user categories have expanded to include children, educators, corporate professionals, individuals in therapy, and those with various types of disabilities.…”
Section: Introductionmentioning
confidence: 99%