Proceedings of the the Third Workshop on Procedural Content Generation in Games 2012
DOI: 10.1145/2538528.2538530
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Designing Semantic Game Worlds

Abstract: Current game worlds often fall short in providing consistency between the visual representation of the world and the way it feels, behaves, and reacts. This problem partly originates from the goaloriented and cost-effective nature of the game development process, which mostly favors ad hoc solutions for one particular game, rather than investing in concepts like reusability and emergent gameplay. In broader terms, we observe that game worlds miss semantics, and we argue that its deployment has the potential to… Show more

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Cited by 27 publications
(17 citation statements)
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References 15 publications
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“…authentic sandbox games). Current work in using semantics in games focuses on the use of semantic information to generate game worlds or to describe interactions with game worlds such as the work in [27,29,40]. Although these provide useful insights in generic semantic models that describe interactions with game worlds, they do not offer vocabularies for describing game content such as game characters and they neither provide a generic approach for reusing Web content to generate games.…”
Section: Related Workmentioning
confidence: 99%
“…authentic sandbox games). Current work in using semantics in games focuses on the use of semantic information to generate game worlds or to describe interactions with game worlds such as the work in [27,29,40]. Although these provide useful insights in generic semantic models that describe interactions with game worlds, they do not offer vocabularies for describing game content such as game characters and they neither provide a generic approach for reusing Web content to generate games.…”
Section: Related Workmentioning
confidence: 99%
“…The concept of an object taxonomy is not new, and has been used in previous work [5,20,21]. These object taxonomies classify the game world into di erent categories, with the implicit understanding that each category is given a di erent purpose in that world.…”
Section: Taxonomies In Game Worldsmentioning
confidence: 99%
“…authentic sandbox games). Current work in using semantics in games focuses on the use of semantic information to generate game worlds or to describe interactions with game worlds such as the work in [21], [28], [38]. Although these provide useful insights in generic semantic models that describe interactions with game worlds, they do not offer vocabularies for describing game content and they neither provide a generic approach for reusing Web content to generate games.…”
Section: Procedural Content Generation and Semanticsmentioning
confidence: 99%
“…Once all game content has been parsed and classified, gaming information can be structured in RDF using common vocabularies such as SKOS 21 for describing knowledge organization systems (such as thesauri) concepts, Dublin Core 22 for describing provenance information, FOAF 23 for describing information about people, SIOC 24 for interlinking different online communities together, and Review vocabulary 25 for describing review information, amongst other vocabularies. However, new ontologies, that describe game levels or game design would be required to define new concepts which are not found in current semantic vocabularies.…”
Section: Extracting Game Informationmentioning
confidence: 99%