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		<id>https://gameontology.com/index.php?title=Goals&amp;diff=286</id>
		<title>Goals</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Goals&amp;diff=286"/>
		<updated>2022-03-30T21:44:51Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ontology]][[Category:Goals]]&lt;br /&gt;
Goals are the in-game objectives or conditions that the player must meet if he expects to succeed at the game. These are goals that the game defines for the player to meet, though they may or may not be explicitly communicated to the player. In fact, in the eyes of the player, they may not even be defined.&lt;br /&gt;
&lt;br /&gt;
When analyzing a game, one can find goals at different levels of granularity. For all games we could say that the highest level goal is to Win the game or Play as well as possible. However, in order to achieve that goal the player may have to Find the key to open the door or Defeat the Boss Monster. Goals must be considered at the scope or level in which they affect the decisions the player is making. Some goals may be very short-term (Get the key on the other side of the room) while others may be much more long-term. (Solve the mystery of the murder).&lt;br /&gt;
&lt;br /&gt;
We have made a conscious decision not to include specific goals that are commonly seen across videogames. In the first place, we could never hope to cover all the possible goals that could be invented. In particular, those goals that are narrative in nature (save the princess, save the queen, save the planet, save the universe, etc.). Secondly, and more importantly, there exists a one-to-one correspondence between goals and entity manipulation. This is not surprising since entity manipulation is the means by which players perform actions in the game in pursuit of achieving the goals set forth. For example, if the goal is to reach the finish line, then the player will be moving by traversing the gameworld.&lt;br /&gt;
&lt;br /&gt;
Finally, there are goals that are borne from the desires and whims of the players. For example, a person playing Sim City may decide that, for personal reasons, she wishes to build a city that is as similar as possible to the one she lives in. Another player may decide that he wants to play Quake without using any weapon more powerful than the shotgun. Goals that players self-impose on their game-playing experience are covered in the experiential branch of this ontology..&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====Children====&lt;br /&gt;
*[[Agent Goals]]&lt;br /&gt;
*[[Game Goals]]&lt;br /&gt;
*[[Goal Metrics]]&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Main_Page&amp;diff=285</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Main_Page&amp;diff=285"/>
		<updated>2020-09-22T22:39:27Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: /* Publications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Game Ontology Project=&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project (GOP) is a framework for describing, analyzing and studying games. It is a hierarchy of concepts abstracted from an analysis of many specific games. GOP borrows concepts and methods from prototype theory as well as grounded theory to achieve a framework that is always growing and changing as new games are analyzed or particular research questions are explored.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project&#039;s approach is to develop a game ontology that identifies the important structural elements of games and the relationships between them, organizing them hierarchically. The use of the term ontology is borrowed from computer science, and refers to the identification and (oftentimes formal) description of entities within a domain. Often, the elements are derived from common game terminology (e.g. level and boss) and then refined by both by abstracting more general concepts and by identifying more precise or specific concepts. An ontology is different than a game taxonomy in that, rather than organizing games by their characteristics or elements, it is the elements themselves that are organized.&lt;br /&gt;
This approach is well suited to exploring issues and questions regarding games and gameplay. The GOP provides a framework for exploring, dissecting and understanding the relationships between different game elements. A few examples of research questions we have already begun to explore include: &amp;quot;How can we understand interactivity in games?&amp;quot;, &amp;quot;How is gameplay regulated over the progress of a game?&amp;quot;, and &amp;quot;What roles does space play within games?&amp;quot;. Some of our explorations are also available in the publications area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Elements of the Ontology=&lt;br /&gt;
&lt;br /&gt;
===[[Interface]]===&lt;br /&gt;
[[:Category:Interface|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules]]===&lt;br /&gt;
[[:Category:Rules|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Entity Manipulation]]===&lt;br /&gt;
[[:Category:Entity Manipulation|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Goals]]===&lt;br /&gt;
[[:Category:Goals|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
We welcome your participation! In order to get the most out of your experience, you might want to familiarize yourself with the project as well as how wikis work.&lt;br /&gt;
* [[Frequently Asked Questions]]&lt;br /&gt;
*&#039;&#039;&#039;Participating of the Ontology Project&#039;&#039;&#039;&lt;br /&gt;
**[[General Structure for Ontology Entries]]&lt;br /&gt;
**[[Available templates]], and what they mean.&lt;br /&gt;
**[[Ontology Entry Format|How to format an Ontology entry]]&lt;br /&gt;
**[[Example - Proposing a new entry]]&lt;br /&gt;
*&#039;&#039;&#039;Wiki Editing&#039;&#039;&#039;&lt;br /&gt;
**[https://en.wikipedia.org/wiki/Wikipedia:Tutorial/Formatting Cheatsheet for editing] in Wiki (the cheatsheet is for Wikipedia, but the commands are the same)&lt;br /&gt;
&lt;br /&gt;
=Work in Progress=&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Proposal|Ontology Entries Currently Being Proposed]]&lt;br /&gt;
*[[:Category:Outofdate|Ontology Entries Considered Out of Date]]&lt;br /&gt;
*[[To-Do List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Publications=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2020&#039;&#039;&#039;&lt;br /&gt;
**Debus, M., Zagal, J.P., Cardona-Rivera, R., [http://gamestudies.org/2003/articles/debus_zagal_cardonarivera A Typology of Imperative Game Goals], [http://gamestudies.org/2003/ Game Studies] 20:3.&lt;br /&gt;
**Cardona-Rivera, R., Zagal, J.P., Debus, M., Narrative Goals in Games: A Novel Nexus of Story and Gameplay, Proceedings of Foundations of Digital Games (FDG) 2020, Malta. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2019&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J.P., Debus, M., Cardona-Rivera, R., On the Ultimate Goals of Games: Winning, Finishing, and Prolonging, Proceedings of the 13th International Philosophy of Computer Games Conference, St Petersburg, Russia.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2010&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Time in Videogames: A Survey and Analysis, Simulation &amp;amp; Gaming, 41(6), 844-868.&lt;br /&gt;
*&#039;&#039;&#039;2008&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J.P., Bruckman, A. Novices, Gamers, and Scholars: Exploring the Challenges of Teaching About Games, Game Studies 8:2&lt;br /&gt;
**Zagal, J. P., Fernandez-Vara, C., Mateas, M. Rounds, Levels, and Waves: The Early Evolution of Gameplay Segmentation, Games &amp;amp; Culture. Vol. 3. No. 2, 175-198&lt;br /&gt;
*&#039;&#039;&#039;2007&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Temporal Frames: A Unifying Framework for the Analysis of Game Temporality, Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2007), Tokyo, Japan, 516-523.&lt;br /&gt;
*&#039;&#039;&#039;2005&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J., Mateas, M., Fernandez-Vara, C., Hochhalter, B. and Lichti, N., Towards an Ontological Language for Game Analysis, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
**Fernandez-Vara, C., Zagal, J., Mateas, M., Evolution of Spatial Configurations In Videogames, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
&lt;br /&gt;
==Related Work using the Game Ontology==&lt;br /&gt;
*Mazzetta, F. (2015) - [http://ossessionicontaminazioni.blogspot.com/2015/07/game-onthology-project-una-risorsa-per.html Game Ontology Project: Una Risorsa per I Game Studies e per L-indicizzazione (non solo) Semantica dei Videogiochi]&lt;br /&gt;
*Neubauer, S. (2006) - The Gameplay Video Segmentation Method&lt;br /&gt;
*Söderqvist, T. &amp;amp; Larsson, C. (2006) - Items in Massively Multiplayer Online Role-Playing Games&lt;br /&gt;
*[[Related Work|References to similar or inspirational work]]&lt;br /&gt;
&lt;br /&gt;
=People=&lt;br /&gt;
&lt;br /&gt;
[[Project Members|Members, past and present, of the Game Ontology Project]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Related Projects=&lt;br /&gt;
&lt;br /&gt;
[[File:GameLogBETA.png]]&lt;br /&gt;
&lt;br /&gt;
You might also be interested in using GameLog, an online system for keeping journals of your gameplaying activity. We have found it useful in our work on the Game Ontology Project.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Wiki was formerly hosted by DePaul University&#039;s College of Computing and Digital Media. Prior to that it was maintained by the [http://egl.lmc.gatech.edu/ Experimental Game Lab] at the Georgia Institute of Technology.&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Main_Page&amp;diff=284</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Main_Page&amp;diff=284"/>
		<updated>2020-09-22T22:37:24Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: /* Publications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Game Ontology Project=&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project (GOP) is a framework for describing, analyzing and studying games. It is a hierarchy of concepts abstracted from an analysis of many specific games. GOP borrows concepts and methods from prototype theory as well as grounded theory to achieve a framework that is always growing and changing as new games are analyzed or particular research questions are explored.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project&#039;s approach is to develop a game ontology that identifies the important structural elements of games and the relationships between them, organizing them hierarchically. The use of the term ontology is borrowed from computer science, and refers to the identification and (oftentimes formal) description of entities within a domain. Often, the elements are derived from common game terminology (e.g. level and boss) and then refined by both by abstracting more general concepts and by identifying more precise or specific concepts. An ontology is different than a game taxonomy in that, rather than organizing games by their characteristics or elements, it is the elements themselves that are organized.&lt;br /&gt;
This approach is well suited to exploring issues and questions regarding games and gameplay. The GOP provides a framework for exploring, dissecting and understanding the relationships between different game elements. A few examples of research questions we have already begun to explore include: &amp;quot;How can we understand interactivity in games?&amp;quot;, &amp;quot;How is gameplay regulated over the progress of a game?&amp;quot;, and &amp;quot;What roles does space play within games?&amp;quot;. Some of our explorations are also available in the publications area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Elements of the Ontology=&lt;br /&gt;
&lt;br /&gt;
===[[Interface]]===&lt;br /&gt;
[[:Category:Interface|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules]]===&lt;br /&gt;
[[:Category:Rules|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Entity Manipulation]]===&lt;br /&gt;
[[:Category:Entity Manipulation|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Goals]]===&lt;br /&gt;
[[:Category:Goals|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
We welcome your participation! In order to get the most out of your experience, you might want to familiarize yourself with the project as well as how wikis work.&lt;br /&gt;
* [[Frequently Asked Questions]]&lt;br /&gt;
*&#039;&#039;&#039;Participating of the Ontology Project&#039;&#039;&#039;&lt;br /&gt;
**[[General Structure for Ontology Entries]]&lt;br /&gt;
**[[Available templates]], and what they mean.&lt;br /&gt;
**[[Ontology Entry Format|How to format an Ontology entry]]&lt;br /&gt;
**[[Example - Proposing a new entry]]&lt;br /&gt;
*&#039;&#039;&#039;Wiki Editing&#039;&#039;&#039;&lt;br /&gt;
**[https://en.wikipedia.org/wiki/Wikipedia:Tutorial/Formatting Cheatsheet for editing] in Wiki (the cheatsheet is for Wikipedia, but the commands are the same)&lt;br /&gt;
&lt;br /&gt;
=Work in Progress=&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Proposal|Ontology Entries Currently Being Proposed]]&lt;br /&gt;
*[[:Category:Outofdate|Ontology Entries Considered Out of Date]]&lt;br /&gt;
*[[To-Do List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Publications=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2020&#039;&#039;&#039;&lt;br /&gt;
**Debus, M., Zagal, J.P., Cardona-Rivera, R., [http://gamestudies.org/2003/articles/debus_zagal_cardonarivera A Typology of Imperative Game Goals], [http://gamestudies.org/2003/ Game Studies] 20:3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2019&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J.P., Debus, M., Cardona-Rivera, R., On the Ultimate Goals of Games: Winning, Finishing, and Prolonging, Proceedings of the 13th International Philosophy of Computer Games Conference, St Petersburg, Russia.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2010&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Time in Videogames: A Survey and Analysis, Simulation &amp;amp; Gaming, 41(6), 844-868.&lt;br /&gt;
*&#039;&#039;&#039;2008&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J.P., Bruckman, A. Novices, Gamers, and Scholars: Exploring the Challenges of Teaching About Games, Game Studies 8:2&lt;br /&gt;
**Zagal, J. P., Fernandez-Vara, C., Mateas, M. Rounds, Levels, and Waves: The Early Evolution of Gameplay Segmentation, Games &amp;amp; Culture. Vol. 3. No. 2, 175-198&lt;br /&gt;
*&#039;&#039;&#039;2007&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Temporal Frames: A Unifying Framework for the Analysis of Game Temporality, Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2007), Tokyo, Japan, 516-523.&lt;br /&gt;
*&#039;&#039;&#039;2005&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J., Mateas, M., Fernandez-Vara, C., Hochhalter, B. and Lichti, N., Towards an Ontological Language for Game Analysis, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
**Fernandez-Vara, C., Zagal, J., Mateas, M., Evolution of Spatial Configurations In Videogames, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
&lt;br /&gt;
==Related Work using the Game Ontology==&lt;br /&gt;
*Mazzetta, F. (2015) - [http://ossessionicontaminazioni.blogspot.com/2015/07/game-onthology-project-una-risorsa-per.html Game Ontology Project: Una Risorsa per I Game Studies e per L-indicizzazione (non solo) Semantica dei Videogiochi]&lt;br /&gt;
*Neubauer, S. (2006) - The Gameplay Video Segmentation Method&lt;br /&gt;
*Söderqvist, T. &amp;amp; Larsson, C. (2006) - Items in Massively Multiplayer Online Role-Playing Games&lt;br /&gt;
*[[Related Work|References to similar or inspirational work]]&lt;br /&gt;
&lt;br /&gt;
=People=&lt;br /&gt;
&lt;br /&gt;
[[Project Members|Members, past and present, of the Game Ontology Project]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Related Projects=&lt;br /&gt;
&lt;br /&gt;
[[File:GameLogBETA.png]]&lt;br /&gt;
&lt;br /&gt;
You might also be interested in using GameLog, an online system for keeping journals of your gameplaying activity. We have found it useful in our work on the Game Ontology Project.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Wiki was formerly hosted by DePaul University&#039;s College of Computing and Digital Media. Prior to that it was maintained by the [http://egl.lmc.gatech.edu/ Experimental Game Lab] at the Georgia Institute of Technology.&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Main_Page&amp;diff=283</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Main_Page&amp;diff=283"/>
		<updated>2020-09-22T22:34:39Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: /* Publications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Game Ontology Project=&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project (GOP) is a framework for describing, analyzing and studying games. It is a hierarchy of concepts abstracted from an analysis of many specific games. GOP borrows concepts and methods from prototype theory as well as grounded theory to achieve a framework that is always growing and changing as new games are analyzed or particular research questions are explored.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project&#039;s approach is to develop a game ontology that identifies the important structural elements of games and the relationships between them, organizing them hierarchically. The use of the term ontology is borrowed from computer science, and refers to the identification and (oftentimes formal) description of entities within a domain. Often, the elements are derived from common game terminology (e.g. level and boss) and then refined by both by abstracting more general concepts and by identifying more precise or specific concepts. An ontology is different than a game taxonomy in that, rather than organizing games by their characteristics or elements, it is the elements themselves that are organized.&lt;br /&gt;
This approach is well suited to exploring issues and questions regarding games and gameplay. The GOP provides a framework for exploring, dissecting and understanding the relationships between different game elements. A few examples of research questions we have already begun to explore include: &amp;quot;How can we understand interactivity in games?&amp;quot;, &amp;quot;How is gameplay regulated over the progress of a game?&amp;quot;, and &amp;quot;What roles does space play within games?&amp;quot;. Some of our explorations are also available in the publications area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Elements of the Ontology=&lt;br /&gt;
&lt;br /&gt;
===[[Interface]]===&lt;br /&gt;
[[:Category:Interface|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules]]===&lt;br /&gt;
[[:Category:Rules|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Entity Manipulation]]===&lt;br /&gt;
[[:Category:Entity Manipulation|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Goals]]===&lt;br /&gt;
[[:Category:Goals|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
We welcome your participation! In order to get the most out of your experience, you might want to familiarize yourself with the project as well as how wikis work.&lt;br /&gt;
* [[Frequently Asked Questions]]&lt;br /&gt;
*&#039;&#039;&#039;Participating of the Ontology Project&#039;&#039;&#039;&lt;br /&gt;
**[[General Structure for Ontology Entries]]&lt;br /&gt;
**[[Available templates]], and what they mean.&lt;br /&gt;
**[[Ontology Entry Format|How to format an Ontology entry]]&lt;br /&gt;
**[[Example - Proposing a new entry]]&lt;br /&gt;
*&#039;&#039;&#039;Wiki Editing&#039;&#039;&#039;&lt;br /&gt;
**[https://en.wikipedia.org/wiki/Wikipedia:Tutorial/Formatting Cheatsheet for editing] in Wiki (the cheatsheet is for Wikipedia, but the commands are the same)&lt;br /&gt;
&lt;br /&gt;
=Work in Progress=&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Proposal|Ontology Entries Currently Being Proposed]]&lt;br /&gt;
*[[:Category:Outofdate|Ontology Entries Considered Out of Date]]&lt;br /&gt;
*[[To-Do List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Publications=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2020&#039;&#039;&#039;&lt;br /&gt;
**Debus, M., Zagal, J.P., Cardona-Rivera, R.,[http://gamestudies.org/2003/articles/debus_zagal_cardonarivera A Typology of Imperative Game Goals], [http://gamestudies.org/2003/ Game Studies] 20:3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2019&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J.P., Debus, M., Cardona-Rivera, R., On the Ultimate Goals of Games: Winning, Finishing, and Prolonging, Proceedings of the 13th International Philosophy of Computer Games Conference, St Petersburg, Russia.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2010&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Time in Videogames: A Survey and Analysis, Simulation &amp;amp; Gaming, 41(6), 844-868.&lt;br /&gt;
*&#039;&#039;&#039;2008&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J.P., Bruckman, A. Novices, Gamers, and Scholars: Exploring the Challenges of Teaching About Games, Game Studies 8:2&lt;br /&gt;
**Zagal, J. P., Fernandez-Vara, C., Mateas, M. Rounds, Levels, and Waves: The Early Evolution of Gameplay Segmentation, Games &amp;amp; Culture. Vol. 3. No. 2, 175-198&lt;br /&gt;
*&#039;&#039;&#039;2007&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Temporal Frames: A Unifying Framework for the Analysis of Game Temporality, Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2007), Tokyo, Japan, 516-523.&lt;br /&gt;
*&#039;&#039;&#039;2005&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J., Mateas, M., Fernandez-Vara, C., Hochhalter, B. and Lichti, N., Towards an Ontological Language for Game Analysis, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
**Fernandez-Vara, C., Zagal, J., Mateas, M., Evolution of Spatial Configurations In Videogames, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
&lt;br /&gt;
==Related Work using the Game Ontology==&lt;br /&gt;
*Mazzetta, F. (2015) - [http://ossessionicontaminazioni.blogspot.com/2015/07/game-onthology-project-una-risorsa-per.html Game Ontology Project: Una Risorsa per I Game Studies e per L-indicizzazione (non solo) Semantica dei Videogiochi]&lt;br /&gt;
*Neubauer, S. (2006) - The Gameplay Video Segmentation Method&lt;br /&gt;
*Söderqvist, T. &amp;amp; Larsson, C. (2006) - Items in Massively Multiplayer Online Role-Playing Games&lt;br /&gt;
*[[Related Work|References to similar or inspirational work]]&lt;br /&gt;
&lt;br /&gt;
=People=&lt;br /&gt;
&lt;br /&gt;
[[Project Members|Members, past and present, of the Game Ontology Project]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Related Projects=&lt;br /&gt;
&lt;br /&gt;
[[File:GameLogBETA.png]]&lt;br /&gt;
&lt;br /&gt;
You might also be interested in using GameLog, an online system for keeping journals of your gameplaying activity. We have found it useful in our work on the Game Ontology Project.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Wiki was formerly hosted by DePaul University&#039;s College of Computing and Digital Media. Prior to that it was maintained by the [http://egl.lmc.gatech.edu/ Experimental Game Lab] at the Georgia Institute of Technology.&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Main_Page&amp;diff=282</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Main_Page&amp;diff=282"/>
		<updated>2020-09-22T22:32:59Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: /* Publications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Game Ontology Project=&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project (GOP) is a framework for describing, analyzing and studying games. It is a hierarchy of concepts abstracted from an analysis of many specific games. GOP borrows concepts and methods from prototype theory as well as grounded theory to achieve a framework that is always growing and changing as new games are analyzed or particular research questions are explored.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project&#039;s approach is to develop a game ontology that identifies the important structural elements of games and the relationships between them, organizing them hierarchically. The use of the term ontology is borrowed from computer science, and refers to the identification and (oftentimes formal) description of entities within a domain. Often, the elements are derived from common game terminology (e.g. level and boss) and then refined by both by abstracting more general concepts and by identifying more precise or specific concepts. An ontology is different than a game taxonomy in that, rather than organizing games by their characteristics or elements, it is the elements themselves that are organized.&lt;br /&gt;
This approach is well suited to exploring issues and questions regarding games and gameplay. The GOP provides a framework for exploring, dissecting and understanding the relationships between different game elements. A few examples of research questions we have already begun to explore include: &amp;quot;How can we understand interactivity in games?&amp;quot;, &amp;quot;How is gameplay regulated over the progress of a game?&amp;quot;, and &amp;quot;What roles does space play within games?&amp;quot;. Some of our explorations are also available in the publications area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Elements of the Ontology=&lt;br /&gt;
&lt;br /&gt;
===[[Interface]]===&lt;br /&gt;
[[:Category:Interface|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules]]===&lt;br /&gt;
[[:Category:Rules|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Entity Manipulation]]===&lt;br /&gt;
[[:Category:Entity Manipulation|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Goals]]===&lt;br /&gt;
[[:Category:Goals|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
We welcome your participation! In order to get the most out of your experience, you might want to familiarize yourself with the project as well as how wikis work.&lt;br /&gt;
* [[Frequently Asked Questions]]&lt;br /&gt;
*&#039;&#039;&#039;Participating of the Ontology Project&#039;&#039;&#039;&lt;br /&gt;
**[[General Structure for Ontology Entries]]&lt;br /&gt;
**[[Available templates]], and what they mean.&lt;br /&gt;
**[[Ontology Entry Format|How to format an Ontology entry]]&lt;br /&gt;
**[[Example - Proposing a new entry]]&lt;br /&gt;
*&#039;&#039;&#039;Wiki Editing&#039;&#039;&#039;&lt;br /&gt;
**[https://en.wikipedia.org/wiki/Wikipedia:Tutorial/Formatting Cheatsheet for editing] in Wiki (the cheatsheet is for Wikipedia, but the commands are the same)&lt;br /&gt;
&lt;br /&gt;
=Work in Progress=&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Proposal|Ontology Entries Currently Being Proposed]]&lt;br /&gt;
*[[:Category:Outofdate|Ontology Entries Considered Out of Date]]&lt;br /&gt;
*[[To-Do List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Publications=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2019&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J.P., Debus, M., Cardona-Rivera, R., On the Ultimate Goals of Games: Winning, Finishing, and Prolonging, Proceedings of the 13th International Philosophy of Computer Games Conference, St Petersburg, Russia.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2010&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Time in Videogames: A Survey and Analysis, Simulation &amp;amp; Gaming, 41(6), 844-868.&lt;br /&gt;
*&#039;&#039;&#039;2008&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J.P., Bruckman, A. Novices, Gamers, and Scholars: Exploring the Challenges of Teaching About Games, Game Studies 8:2&lt;br /&gt;
**Zagal, J. P., Fernandez-Vara, C., Mateas, M. Rounds, Levels, and Waves: The Early Evolution of Gameplay Segmentation, Games &amp;amp; Culture. Vol. 3. No. 2, 175-198&lt;br /&gt;
*&#039;&#039;&#039;2007&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Temporal Frames: A Unifying Framework for the Analysis of Game Temporality, Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2007), Tokyo, Japan, 516-523.&lt;br /&gt;
*&#039;&#039;&#039;2005&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J., Mateas, M., Fernandez-Vara, C., Hochhalter, B. and Lichti, N., Towards an Ontological Language for Game Analysis, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
**Fernandez-Vara, C., Zagal, J., Mateas, M., Evolution of Spatial Configurations In Videogames, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
&lt;br /&gt;
==Related Work using the Game Ontology==&lt;br /&gt;
*Mazzetta, F. (2015) - [http://ossessionicontaminazioni.blogspot.com/2015/07/game-onthology-project-una-risorsa-per.html Game Ontology Project: Una Risorsa per I Game Studies e per L-indicizzazione (non solo) Semantica dei Videogiochi]&lt;br /&gt;
*Neubauer, S. (2006) - The Gameplay Video Segmentation Method&lt;br /&gt;
*Söderqvist, T. &amp;amp; Larsson, C. (2006) - Items in Massively Multiplayer Online Role-Playing Games&lt;br /&gt;
*[[Related Work|References to similar or inspirational work]]&lt;br /&gt;
&lt;br /&gt;
=People=&lt;br /&gt;
&lt;br /&gt;
[[Project Members|Members, past and present, of the Game Ontology Project]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Related Projects=&lt;br /&gt;
&lt;br /&gt;
[[File:GameLogBETA.png]]&lt;br /&gt;
&lt;br /&gt;
You might also be interested in using GameLog, an online system for keeping journals of your gameplaying activity. We have found it useful in our work on the Game Ontology Project.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Wiki was formerly hosted by DePaul University&#039;s College of Computing and Digital Media. Prior to that it was maintained by the [http://egl.lmc.gatech.edu/ Experimental Game Lab] at the Georgia Institute of Technology.&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Main_Page&amp;diff=281</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Main_Page&amp;diff=281"/>
		<updated>2020-07-15T16:26:25Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: /* Related Work using the Game Ontology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Game Ontology Project=&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project (GOP) is a framework for describing, analyzing and studying games. It is a hierarchy of concepts abstracted from an analysis of many specific games. GOP borrows concepts and methods from prototype theory as well as grounded theory to achieve a framework that is always growing and changing as new games are analyzed or particular research questions are explored.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project&#039;s approach is to develop a game ontology that identifies the important structural elements of games and the relationships between them, organizing them hierarchically. The use of the term ontology is borrowed from computer science, and refers to the identification and (oftentimes formal) description of entities within a domain. Often, the elements are derived from common game terminology (e.g. level and boss) and then refined by both by abstracting more general concepts and by identifying more precise or specific concepts. An ontology is different than a game taxonomy in that, rather than organizing games by their characteristics or elements, it is the elements themselves that are organized.&lt;br /&gt;
This approach is well suited to exploring issues and questions regarding games and gameplay. The GOP provides a framework for exploring, dissecting and understanding the relationships between different game elements. A few examples of research questions we have already begun to explore include: &amp;quot;How can we understand interactivity in games?&amp;quot;, &amp;quot;How is gameplay regulated over the progress of a game?&amp;quot;, and &amp;quot;What roles does space play within games?&amp;quot;. Some of our explorations are also available in the publications area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Elements of the Ontology=&lt;br /&gt;
&lt;br /&gt;
===[[Interface]]===&lt;br /&gt;
[[:Category:Interface|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules]]===&lt;br /&gt;
[[:Category:Rules|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Entity Manipulation]]===&lt;br /&gt;
[[:Category:Entity Manipulation|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Goals]]===&lt;br /&gt;
[[:Category:Goals|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
We welcome your participation! In order to get the most out of your experience, you might want to familiarize yourself with the project as well as how wikis work.&lt;br /&gt;
* [[Frequently Asked Questions]]&lt;br /&gt;
*&#039;&#039;&#039;Participating of the Ontology Project&#039;&#039;&#039;&lt;br /&gt;
**[[General Structure for Ontology Entries]]&lt;br /&gt;
**[[Available templates]], and what they mean.&lt;br /&gt;
**[[Ontology Entry Format|How to format an Ontology entry]]&lt;br /&gt;
**[[Example - Proposing a new entry]]&lt;br /&gt;
*&#039;&#039;&#039;Wiki Editing&#039;&#039;&#039;&lt;br /&gt;
**[https://en.wikipedia.org/wiki/Wikipedia:Tutorial/Formatting Cheatsheet for editing] in Wiki (the cheatsheet is for Wikipedia, but the commands are the same)&lt;br /&gt;
&lt;br /&gt;
=Work in Progress=&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Proposal|Ontology Entries Currently Being Proposed]]&lt;br /&gt;
*[[:Category:Outofdate|Ontology Entries Considered Out of Date]]&lt;br /&gt;
*[[To-Do List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Publications=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2010&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Time in Videogames: A Survey and Analysis, Simulation &amp;amp; Gaming, 41(6), 844-868.&lt;br /&gt;
*&#039;&#039;&#039;2008&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J.P., Bruckman, A. Novices, Gamers, and Scholars: Exploring the Challenges of Teaching About Games, Game Studies 8:2&lt;br /&gt;
**Zagal, J. P., Fernandez-Vara, C., Mateas, M. Rounds, Levels, and Waves: The Early Evolution of Gameplay Segmentation, Games &amp;amp; Culture. Vol. 3. No. 2, 175-198&lt;br /&gt;
*&#039;&#039;&#039;2007&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Temporal Frames: A Unifying Framework for the Analysis of Game Temporality, Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2007), Tokyo, Japan, 516-523.&lt;br /&gt;
*&#039;&#039;&#039;2005&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J., Mateas, M., Fernandez-Vara, C., Hochhalter, B. and Lichti, N., Towards an Ontological Language for Game Analysis, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
**Fernandez-Vara, C., Zagal, J., Mateas, M., Evolution of Spatial Configurations In Videogames, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
&lt;br /&gt;
==Related Work using the Game Ontology==&lt;br /&gt;
*Mazzetta, F. (2015) - [http://ossessionicontaminazioni.blogspot.com/2015/07/game-onthology-project-una-risorsa-per.html Game Ontology Project: Una Risorsa per I Game Studies e per L-indicizzazione (non solo) Semantica dei Videogiochi]&lt;br /&gt;
*Neubauer, S. (2006) - The Gameplay Video Segmentation Method&lt;br /&gt;
*Söderqvist, T. &amp;amp; Larsson, C. (2006) - Items in Massively Multiplayer Online Role-Playing Games&lt;br /&gt;
*[[Related Work|References to similar or inspirational work]]&lt;br /&gt;
&lt;br /&gt;
=People=&lt;br /&gt;
&lt;br /&gt;
[[Project Members|Members, past and present, of the Game Ontology Project]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Related Projects=&lt;br /&gt;
&lt;br /&gt;
[[File:GameLogBETA.png]]&lt;br /&gt;
&lt;br /&gt;
You might also be interested in using GameLog, an online system for keeping journals of your gameplaying activity. We have found it useful in our work on the Game Ontology Project.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Wiki was formerly hosted by DePaul University&#039;s College of Computing and Digital Media. Prior to that it was maintained by the [http://egl.lmc.gatech.edu/ Experimental Game Lab] at the Georgia Institute of Technology.&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Main_Page&amp;diff=280</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Main_Page&amp;diff=280"/>
		<updated>2020-07-15T16:25:46Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: /* Related Work using the Game Ontology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Game Ontology Project=&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project (GOP) is a framework for describing, analyzing and studying games. It is a hierarchy of concepts abstracted from an analysis of many specific games. GOP borrows concepts and methods from prototype theory as well as grounded theory to achieve a framework that is always growing and changing as new games are analyzed or particular research questions are explored.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project&#039;s approach is to develop a game ontology that identifies the important structural elements of games and the relationships between them, organizing them hierarchically. The use of the term ontology is borrowed from computer science, and refers to the identification and (oftentimes formal) description of entities within a domain. Often, the elements are derived from common game terminology (e.g. level and boss) and then refined by both by abstracting more general concepts and by identifying more precise or specific concepts. An ontology is different than a game taxonomy in that, rather than organizing games by their characteristics or elements, it is the elements themselves that are organized.&lt;br /&gt;
This approach is well suited to exploring issues and questions regarding games and gameplay. The GOP provides a framework for exploring, dissecting and understanding the relationships between different game elements. A few examples of research questions we have already begun to explore include: &amp;quot;How can we understand interactivity in games?&amp;quot;, &amp;quot;How is gameplay regulated over the progress of a game?&amp;quot;, and &amp;quot;What roles does space play within games?&amp;quot;. Some of our explorations are also available in the publications area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Elements of the Ontology=&lt;br /&gt;
&lt;br /&gt;
===[[Interface]]===&lt;br /&gt;
[[:Category:Interface|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules]]===&lt;br /&gt;
[[:Category:Rules|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Entity Manipulation]]===&lt;br /&gt;
[[:Category:Entity Manipulation|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Goals]]===&lt;br /&gt;
[[:Category:Goals|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
We welcome your participation! In order to get the most out of your experience, you might want to familiarize yourself with the project as well as how wikis work.&lt;br /&gt;
* [[Frequently Asked Questions]]&lt;br /&gt;
*&#039;&#039;&#039;Participating of the Ontology Project&#039;&#039;&#039;&lt;br /&gt;
**[[General Structure for Ontology Entries]]&lt;br /&gt;
**[[Available templates]], and what they mean.&lt;br /&gt;
**[[Ontology Entry Format|How to format an Ontology entry]]&lt;br /&gt;
**[[Example - Proposing a new entry]]&lt;br /&gt;
*&#039;&#039;&#039;Wiki Editing&#039;&#039;&#039;&lt;br /&gt;
**[https://en.wikipedia.org/wiki/Wikipedia:Tutorial/Formatting Cheatsheet for editing] in Wiki (the cheatsheet is for Wikipedia, but the commands are the same)&lt;br /&gt;
&lt;br /&gt;
=Work in Progress=&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Proposal|Ontology Entries Currently Being Proposed]]&lt;br /&gt;
*[[:Category:Outofdate|Ontology Entries Considered Out of Date]]&lt;br /&gt;
*[[To-Do List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Publications=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2010&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Time in Videogames: A Survey and Analysis, Simulation &amp;amp; Gaming, 41(6), 844-868.&lt;br /&gt;
*&#039;&#039;&#039;2008&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J.P., Bruckman, A. Novices, Gamers, and Scholars: Exploring the Challenges of Teaching About Games, Game Studies 8:2&lt;br /&gt;
**Zagal, J. P., Fernandez-Vara, C., Mateas, M. Rounds, Levels, and Waves: The Early Evolution of Gameplay Segmentation, Games &amp;amp; Culture. Vol. 3. No. 2, 175-198&lt;br /&gt;
*&#039;&#039;&#039;2007&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Temporal Frames: A Unifying Framework for the Analysis of Game Temporality, Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2007), Tokyo, Japan, 516-523.&lt;br /&gt;
*&#039;&#039;&#039;2005&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J., Mateas, M., Fernandez-Vara, C., Hochhalter, B. and Lichti, N., Towards an Ontological Language for Game Analysis, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
**Fernandez-Vara, C., Zagal, J., Mateas, M., Evolution of Spatial Configurations In Videogames, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
&lt;br /&gt;
==Related Work using the Game Ontology==&lt;br /&gt;
*Mazzetta, F. (2015) - Game Ontology Project: Una Risorsa per I Game Studies e per L-indicizzazione (non solo) Semantica dei Videogiochi&lt;br /&gt;
*Neubauer, S. (2006) - The Gameplay Video Segmentation Method&lt;br /&gt;
*Söderqvist, T. &amp;amp; Larsson, C. (2006) - Items in Massively Multiplayer Online Role-Playing Games&lt;br /&gt;
*[[Related Work|References to similar or inspirational work]]&lt;br /&gt;
&lt;br /&gt;
=People=&lt;br /&gt;
&lt;br /&gt;
[[Project Members|Members, past and present, of the Game Ontology Project]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Related Projects=&lt;br /&gt;
&lt;br /&gt;
[[File:GameLogBETA.png]]&lt;br /&gt;
&lt;br /&gt;
You might also be interested in using GameLog, an online system for keeping journals of your gameplaying activity. We have found it useful in our work on the Game Ontology Project.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Wiki was formerly hosted by DePaul University&#039;s College of Computing and Digital Media. Prior to that it was maintained by the [http://egl.lmc.gatech.edu/ Experimental Game Lab] at the Georgia Institute of Technology.&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=To_Undo_Time&amp;diff=276</id>
		<title>To Undo Time</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=To_Undo_Time&amp;diff=276"/>
		<updated>2015-07-27T23:34:38Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{proposal}}&lt;br /&gt;
[[Category:Proposal]]&lt;br /&gt;
[[Category:Ontology]][[Category:Entity Manipulation]]&lt;br /&gt;
&lt;br /&gt;
To Undo Time is a discrete form of To Rewind where gameworld time is advanced by set and consistent unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parent==&lt;br /&gt;
*[[To Rewind Time]]&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Touch-Sensitive_Screen&amp;diff=275</id>
		<title>Touch-Sensitive Screen</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Touch-Sensitive_Screen&amp;diff=275"/>
		<updated>2015-07-27T23:34:23Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{proposal}}&lt;br /&gt;
[[Category:Proposal]]&lt;br /&gt;
[[Category:Ontology]][[Category:Interface]]&lt;br /&gt;
&lt;br /&gt;
Touch-Sensitive Screens are screens capable of detecting user&#039;s pressure over its  &lt;br /&gt;
surface, usually made using his fingers or an appropriate stylus pen. &lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
====Strong example====&lt;br /&gt;
&lt;br /&gt;
The handheld system Nintendo DS features two screens. One of them (the lower one) is touch-sensitive.&lt;br /&gt;
&lt;br /&gt;
==Relations with other elements of the Ontology==&lt;br /&gt;
====Parent====&lt;br /&gt;
*[[Input Devices]]&lt;br /&gt;
&lt;br /&gt;
====Children====&lt;br /&gt;
*[[Stylus Pen]]&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=To_Start_Time&amp;diff=274</id>
		<title>To Start Time</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=To_Start_Time&amp;diff=274"/>
		<updated>2015-07-27T23:33:25Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{proposal}}&lt;br /&gt;
[[Category:Proposal]]&lt;br /&gt;
[[Category:Ontology]][[Category:Entity Manipulation]]&lt;br /&gt;
&lt;br /&gt;
Starting time occurs when the player is able to set gameworld time into existence from an otherwise inactive state. &lt;br /&gt;
&lt;br /&gt;
Examples: Chu Chu Rocket&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parent==&lt;br /&gt;
*[[To Manipulate Time]]&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=To_Skip_Time&amp;diff=273</id>
		<title>To Skip Time</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=To_Skip_Time&amp;diff=273"/>
		<updated>2015-07-27T23:32:52Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{proposal}}&lt;br /&gt;
[[Category:Proposal]]&lt;br /&gt;
[[Category:Ontology]][[Category:Entity Manipulation]]&lt;br /&gt;
&lt;br /&gt;
To skip is a discrete form of To-Fast-forward where gameworld time is advanced by set and consistent unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Strong Example===&lt;br /&gt;
In Quest for Glory II: Trial by Fire, the player can choose the amount of time the hero rests in the katta&#039;s inn. This amount of time can be a couple hours, to a couple of days. Even after sleeping for weeks at a time, the player must only wait a couple of seconds for the game&#039;s time to pass.&lt;br /&gt;
&lt;br /&gt;
===Weak Example===&lt;br /&gt;
In The Elder Scrolls IV: Oblivion, you can press &amp;quot;T&amp;quot; at any time (except while in combat or in dangerous areas) to bring up a menu for how much time you want to wait for.  After specifying how many hours you wish to wait for, the time passes by in a matter of seconds.  You can also skip time by walking to a bed and pressing the use button (enter?), but you have no control over how long you rest for.&lt;br /&gt;
&lt;br /&gt;
==Parent==&lt;br /&gt;
*[[To Fast Forward Time]]&lt;br /&gt;
&lt;br /&gt;
==Children==&lt;br /&gt;
*None&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=To_Save&amp;diff=272</id>
		<title>To Save</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=To_Save&amp;diff=272"/>
		<updated>2015-07-27T23:32:17Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{proposal}}&lt;br /&gt;
[[Category:Proposal]]&lt;br /&gt;
[[Category:Ontology]][[Category:Entity Manipulation]]&lt;br /&gt;
&lt;br /&gt;
A save is when a gameworld is reentered at the exact temporal point that it was exited. While there are many design strategies that determine under which conditions a game may be saved, and what state the game returns to when a save file is opened, the act of saving a game is essentially creating a recallable index of a pause without gameworld agency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parent==&lt;br /&gt;
*[[To Pause Time without Gameworld Agency]]&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=To_Rewind_Time&amp;diff=271</id>
		<title>To Rewind Time</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=To_Rewind_Time&amp;diff=271"/>
		<updated>2015-07-27T23:31:47Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{proposal}}&lt;br /&gt;
[[Category:Proposal]]&lt;br /&gt;
[[Category:Ontology]][[Category:Entity Manipulation]]&lt;br /&gt;
&lt;br /&gt;
Rewinding time occurs when all gameworld time is uniformly reversed. While a rewind is in effect, a player only has agency over the rewinding action. &lt;br /&gt;
&lt;br /&gt;
Examples: Prince of Persia: The Sands of Time&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
===Strong Example===&lt;br /&gt;
In The Last Express, the player can arbitrarily rewind time back to the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parent==&lt;br /&gt;
*[[To Manipulate Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Children==&lt;br /&gt;
*[[To Undo Time]]&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=To_Pause_Time_without_Gameworld_Agency&amp;diff=270</id>
		<title>To Pause Time without Gameworld Agency</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=To_Pause_Time_without_Gameworld_Agency&amp;diff=270"/>
		<updated>2015-07-27T23:30:40Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{proposal}}&lt;br /&gt;
[[Category:Proposal]]&lt;br /&gt;
[[Category:Ontology]][[Category:Entity Manipulation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pausing without gameworld agency occurs when gameworld time has been completely stopped, and the player is totally unable to enact change in the gameworld.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parent==&lt;br /&gt;
*[[To Pause Time]]&lt;br /&gt;
&lt;br /&gt;
==Children==&lt;br /&gt;
*[[To Save]]&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=To_Pause_Time_with_Gameworld_Agency&amp;diff=269</id>
		<title>To Pause Time with Gameworld Agency</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=To_Pause_Time_with_Gameworld_Agency&amp;diff=269"/>
		<updated>2015-07-27T23:30:20Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{proposal}}&lt;br /&gt;
[[Category:Proposal]]&lt;br /&gt;
[[Category:Ontology]][[Category:Entity Manipulation]]&lt;br /&gt;
&lt;br /&gt;
Pausing with gameworld agency occurs when gameworld time has been completely stopped, but the player maintains some means of enacting change within the gameworld. This is often in the form of equipping items or configuring menus. &lt;br /&gt;
&lt;br /&gt;
Examples: Kingdom Hearts, Resident Evil&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
===Strong Examples===&lt;br /&gt;
====Okami====&lt;br /&gt;
&lt;br /&gt;
In Okami, the player may pause the gameworld and use the “astral brush” to compose special moves. When paused, the gameworld is rendered as if it was painted on a scroll to enforce the idea that the player is marking on a static depiction of the gameworld. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parent==&lt;br /&gt;
*[[To Pause Time]]&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=To_Pause_Time&amp;diff=268</id>
		<title>To Pause Time</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=To_Pause_Time&amp;diff=268"/>
		<updated>2015-07-27T23:30:03Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{proposal}}&lt;br /&gt;
[[Category:Proposal]]&lt;br /&gt;
[[Category:Ontology]][[Category:Entity Manipulation]]&lt;br /&gt;
&lt;br /&gt;
To pause time within a gameworld is to remove time from an active state effectively placing the gameworld in a stasis state. Pausing time occurs with distinct variations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parent==&lt;br /&gt;
*[[To Manipulate Time]]&lt;br /&gt;
&lt;br /&gt;
==Children==&lt;br /&gt;
*[[To Pause Time with Gameworld Agency]]&lt;br /&gt;
*[[To Pause Time without Gameworld Agency]]&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=To_Localize_Time&amp;diff=267</id>
		<title>To Localize Time</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=To_Localize_Time&amp;diff=267"/>
		<updated>2015-07-27T23:29:13Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{proposal}}&lt;br /&gt;
[[Category:Proposal]]&lt;br /&gt;
[[Category:Ontology]][[Category:Entity Manipulation]]&lt;br /&gt;
&lt;br /&gt;
Localizing time is where the temporal rules governing one entity differ from the temporal rules govering other entities in the same general game space.&lt;br /&gt;
&lt;br /&gt;
Example: In Super Mario Bros. 2, Mario, through obtaining a stop watch, is able to Pause Time for all entities in the gameworld except for himself. mario retains full agency while this localized pause is in effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parent==&lt;br /&gt;
*[[To Manipulate Time]]&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=To_Fast_Forward_Time&amp;diff=266</id>
		<title>To Fast Forward Time</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=To_Fast_Forward_Time&amp;diff=266"/>
		<updated>2015-07-27T23:28:47Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{proposal}}&lt;br /&gt;
[[Category:Proposal]]&lt;br /&gt;
[[Category:Ontology]][[Category:Entity Manipulation]]&lt;br /&gt;
&lt;br /&gt;
Fast-forwarding time occurs when all gameworld time is uniformly accelerated. While a fast-forward is in effect, a player only has agency over the fast-forwarding action. &lt;br /&gt;
&lt;br /&gt;
Examples: Sim City&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parent==&lt;br /&gt;
*[[To Manipulate Time]]&lt;br /&gt;
&lt;br /&gt;
==Children==&lt;br /&gt;
*[[To Skip Time]]&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=To_Decelerate_Time&amp;diff=265</id>
		<title>To Decelerate Time</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=To_Decelerate_Time&amp;diff=265"/>
		<updated>2015-07-27T23:27:11Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{proposal}}&lt;br /&gt;
[[Category:Proposal]]&lt;br /&gt;
[[Category:Ontology]][[Category:Entity Manipulation]]&lt;br /&gt;
&lt;br /&gt;
Decelerating time occurs when all events in the gameworld are uniformly slowed down in relation to a standard rate and all game entities maintain a standard level of agency. This effect has come to be commonly referred to as &#039;bullet-time.&#039; &lt;br /&gt;
From a gameplay perspective, decelerating time is usually used as a device to allow players more real-time to plan and execute their actions in the game. Decelerate Time should not be confused with games in which the player can set the &amp;quot;speed&amp;quot; at which events happen. For example, setting the length of a football (soccer) match in FIFA 2002 isn&#039;t time deceleration because the speed at which the events will happen is uniform for the entire match. &lt;br /&gt;
&lt;br /&gt;
Examples: Max Payne, FEAR, Viewtiful Joe&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
===Strong Examples===&lt;br /&gt;
&lt;br /&gt;
====Sim City====&lt;br /&gt;
&lt;br /&gt;
In Sim City, the player can set the speed at which time passes in the game. This setting can be changed in the middle of a particular session (ie, while building a particular city) and it is often used by players as a way to &amp;quot;pass time&amp;quot; until the next important in-game event, usually the end of the year. Also, some players use it to quickly accumulate riches once they&#039;ve built a city that is profitable. &lt;br /&gt;
&lt;br /&gt;
===Weak Examples===&lt;br /&gt;
&lt;br /&gt;
====Okami====&lt;br /&gt;
&lt;br /&gt;
In Okami a player my execute a brush stroke that decelerates time. This deceleration only effects enemy entities and not that of friendlies. In this sense, it is a local deceleration. The enemies move an extremely slow pace compared to the player&#039;s character, allowing for numerous attacks and easy evasion. SInce the deceleration isn&#039;t uniform, it is considered a weak example.&lt;br /&gt;
&lt;br /&gt;
Since the deceleration isn&#039;t uniform, it is considered a weak example.&lt;br /&gt;
&lt;br /&gt;
====Legend of Zelda: Majora&#039;s Mask====&lt;br /&gt;
In Zelda: Majora&#039;s Mask, a key element of the game is using the Ocarina to slow down time, allowing the player more time to complete dungeons and other tasks. Because you can speed time back up at will, it is a weak example.&lt;br /&gt;
&lt;br /&gt;
==Parent==&lt;br /&gt;
*[[To Manipulate Time]]&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=To_Accelerate_Time&amp;diff=264</id>
		<title>To Accelerate Time</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=To_Accelerate_Time&amp;diff=264"/>
		<updated>2015-07-27T23:26:17Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{proposal}}&lt;br /&gt;
[[Category:Proposal]]&lt;br /&gt;
[[Category:Ontology]][[Category:Entity Manipulation]]&lt;br /&gt;
&lt;br /&gt;
Accelerating time occurs when all events in the gameworld are uniformly sped up in relation to a standard rate and all game entities maintain a standard level of agency.&lt;br /&gt;
&lt;br /&gt;
Examples: Viewtiful Joe, Sim City&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parent==&lt;br /&gt;
*[[To Manipulate Time]]&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Synchronized_Button_Press&amp;diff=263</id>
		<title>Synchronized Button Press</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Synchronized_Button_Press&amp;diff=263"/>
		<updated>2015-07-27T23:25:34Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Proposal}}&lt;br /&gt;
[[Category:Proposal]]&lt;br /&gt;
[[Category:Ontology]][[Category:Interface]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definition==&lt;br /&gt;
;The player must press a series of buttons according to some (usually) visual indication. The button presses do not directly control any entity or group of entities in the game.&lt;br /&gt;
&lt;br /&gt;
Dance Dance Revolution, and most other rhythm and action games, are good examples of this. However, the issue of direct/indirect manipulation is an important discriminator. For example, the dance game Space Channel 5 requires the player to press buttons at appropriate moments, however, the button presses map directly to the dance moves executed by the main character Ulala (another example can be seen in Bust-A-Move, known in the West as Bust-A-Groove). In this case, we would not say that Space Channel 5 is an example of Synchronized Button Press since the player is directly controlling the choreography of the main character.&lt;br /&gt;
&lt;br /&gt;
Games whose [[Cardinality of Gameplay|cardinality of gameplay]] is [[0-Dimension Gameplay|0-Dimensional]], tend to favour this form of entity manipulation.&lt;br /&gt;
&lt;br /&gt;
List of questions:&lt;br /&gt;
*Are the synchronized button presses an indirect form of manipulation?&lt;br /&gt;
** Do the buttons being pressed directly control the movement or manipulation of any in-game entities?&lt;br /&gt;
*Is the [[Cardinality of Gameplay|cardinality of gameplay]] [[0-Dimension Gameplay|0-Dimensional]]?&lt;br /&gt;
*Does the player only have one &amp;quot;correct&amp;quot; action? (ie, press the button at the right time)&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
===Strong Examples===&lt;br /&gt;
&lt;br /&gt;
====Dance Dance Revolution====&lt;br /&gt;
In Dance Dance Revolution (DDR), the player must press different combinations of four buttons in synchronization with groups of arrows that move up the screen. When an arrow overlaps a special marker at the top of the screen, the appropriate button must be pressed. (for example, up-arrow corresponds to up-button). The player doesn&#039;t directly control any entities in the game.&lt;br /&gt;
&lt;br /&gt;
====Guitar Hero====&lt;br /&gt;
In Guitar Hero [RedOctane, 2005], the player uses a guitar-shaped controller to simulate playing a guitar.  The player must press down buttons on the controller&#039;s fret board while simultaneously strumming the &amp;quot;strum bar&amp;quot; at the correct time for the music to play.  If the player strums at the wrong time, or presses the wrong note, the music sounds bad and the player is penalized.&lt;br /&gt;
&lt;br /&gt;
====Fahrenheit (Indigo Prophecy)====&lt;br /&gt;
In some sequences in Fahrenheit (aka Indigo Prophecy), two circles with four different colored elements appear on the screen (like in a Simon  game) and the player needs to press the buttons corresponding to the flashing sections. The input doesn&#039;t have anything to do with the avatar here.&lt;br /&gt;
&lt;br /&gt;
====Shenmue====&lt;br /&gt;
 &lt;br /&gt;
In Shenmue, there are certain moments in the game where the player has to perform &amp;quot;quick time events&amp;quot; (QTE) in which the player is required to press a certain  button (or combination) within a certain period of time. The player is cued to the required button presses by a flashing symbol on the screen. These QTEs require a quick reaction time from the player who is not aware when they will be triggered. In this sense they are not quite the same as a synchronized button press.&lt;br /&gt;
&lt;br /&gt;
Additionally, the button presses often result in the main character performing some sort of action. While the players button presses do result in certain actions being performed by the avatar, due to the fact that the player is not aware of what Ryu&#039;s actions will be , it is arguable that the player is not really controlling Ryu during these events. (also, the actions  are different according to the particular event).&lt;br /&gt;
&lt;br /&gt;
 This example was debated in the [[Talk:Synchronized Button Press|discussion page]].&lt;br /&gt;
&lt;br /&gt;
==Relations with other elements of the Ontology==&lt;br /&gt;
&lt;br /&gt;
===Parent===&lt;br /&gt;
*[[Indirect Manipulation]]&lt;br /&gt;
===Children===&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
==References==&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Stylus_Pen&amp;diff=262</id>
		<title>Stylus Pen</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Stylus_Pen&amp;diff=262"/>
		<updated>2015-07-27T23:25:03Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Proposal}} &lt;br /&gt;
[[Category:Proposal]]&lt;br /&gt;
[[Category:Ontology]][[Category:Interface]]&lt;br /&gt;
&lt;br /&gt;
Stylus Pens are pen-shaped input devices, usually made of plastic, used to make pressure on a touch-sensitive screen, usually when a finer, more precise input is required, in which case the use of the player&#039;s fingers wouldn&#039;t be satisfactory.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
====Strong example====&lt;br /&gt;
&lt;br /&gt;
In Namco&#039;s game Pac-Pix [Namco, 2005], for Nintendo DS, the player makes use of a Stylus Pen to draw shapes that will be recognised and animated accordingly as elements within the game.&lt;br /&gt;
&lt;br /&gt;
==Relations with other elements of the Ontology==&lt;br /&gt;
&lt;br /&gt;
====Parent====&lt;br /&gt;
*[[Touch-Sensitive Screen]]&lt;br /&gt;
&lt;br /&gt;
====Children====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Namco, developer (2005). Pac-Pix. Namco, Nintendo DS edition.&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Persistent_Gameworld&amp;diff=261</id>
		<title>Persistent Gameworld</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Persistent_Gameworld&amp;diff=261"/>
		<updated>2015-07-27T23:24:25Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Proposal}}&lt;br /&gt;
[[Category:Proposal]]&lt;br /&gt;
[[Category:Ontology]][[Category:Rules]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Changes effected in the gameworld, either by the player or by other entities are non-reversible via out-of-games means.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of questions:&lt;br /&gt;
*Is the permanent change important to gameplay or merely cosmetic?&lt;br /&gt;
*Can non-player controlled entities cause changes in the gameworld that are persistent?&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
===Strong Examples===&lt;br /&gt;
&lt;br /&gt;
====Animal Crossing====&lt;br /&gt;
In Animal Crossing, the player can chop down trees as well as plant new ones. Whenever a tree is chopped down, it ceases to exist in the gameworld. In fact, if the player were to chop down all the trees, the town in which his character lives would become barren until the player planted a new one. Managing the landspace (weeding, planting and chopping trees) is an important part of the game if the player wishes his town to achieve &amp;quot;perfect status&amp;quot; (which confers certain a certain bonus). &lt;br /&gt;
&lt;br /&gt;
====Payphone Warriors====&lt;br /&gt;
Perhaps the strongest example of persistent gameworlds is found in pervasive games where the real world is a gameworld. In the pervasive game Payphone Warriors, teams earn points for controling payphones within a certain geographic area. Teams gain control of a payphones by calling the game&#039;s server from said payphone. If something were to happen to a payphone to affect its functionality during the course of the game (car accident, service outage, etc.), the gameworld has been permamently altered until it is fixed.&lt;br /&gt;
&lt;br /&gt;
====X3: Reunion====&lt;br /&gt;
Like its prequel, X2: The Threat, the player interacts with and influences the X universe both directly and indirectly. The X universe includes a highly realistic economic model that affects supply and demand of goods, equipment, ships, etc. available to the player and NPCs that actively go on trading, producing/manufacturing, and fighting. Further more, as the game progresses, the player can gain increasing influence by purchasing and constructing their own space stations and build their own financial and/or military empire that dynamically affects the X Universe, depending on how you manage your resources. Thus, while the universe is the same when you start the game, the gameworld and resulting gameplay changes progressively as time elapses.&lt;br /&gt;
&lt;br /&gt;
===Weak Examples===&lt;br /&gt;
&lt;br /&gt;
====Ultima Online====&lt;br /&gt;
In the MMO Ultima Online, players can buy and build on their own plots of land within the game. These changes are not only permanent, but they also affect the other players of the game since Ultima Online has one shared gameworld for all. This game is a weak example however because certain things, such as particular enemy encounters, are not permanent. Once a particularly important monster is defeated, it is only a matter of time before it &amp;quot;respawns&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Grand Theft Auto: San Andreas====&lt;br /&gt;
In Grand Theft Auto: San Andreas, players can do things which alter the gameworld, such as the turf wars in the initial city. Despite both the ability to limit the number of opposing gang members and find them, and the ability to alter the gameworld to fit the storyline, the game is still primarily dictated by the randomly-generated aspects, such as the vehicles, pedestrians, and police.&lt;br /&gt;
&lt;br /&gt;
==Relations with other elements of the Ontology==&lt;br /&gt;
&lt;br /&gt;
====Parent====&lt;br /&gt;
*[[Pseudo-Physical Rules]]&lt;br /&gt;
====Children====&lt;br /&gt;
*None&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=To_Manipulate_Time&amp;diff=260</id>
		<title>To Manipulate Time</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=To_Manipulate_Time&amp;diff=260"/>
		<updated>2015-07-27T23:23:01Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{proposal}}&lt;br /&gt;
[[Category:Proposal]]&lt;br /&gt;
[[Category:Ontology]][[Category:Entity Manipulation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definition==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use of time as a manipulable element by players for gameplay reasons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player can control or alter the passage of time in the gameworld. In this sense, time itself can be considered as an entity that can be individually manipulated by the player for gameplay reasons. To Manipulate time is different from travelling in or through time. Many games feature, as part of their narrative fiction, time-travel, however, in these cases, temporal manipulation is not an aspect of gameplay which the player can manipulate.&lt;br /&gt;
----&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
===Strong Examples===&lt;br /&gt;
&lt;br /&gt;
====Legend of Zelda: Majora&#039;s Mask====&lt;br /&gt;
In the Legend of Zelda: Majora&#039;s Mask the player must control time withing the game.  You are allowed to flow back and forth through a period of three days.  You are able to control the time of day as well as control what day you are on.  Link is given a three day period of time in which he must save the world from a comet that is about to destroy the town.  He must finish all of his quests before the third day and to do so the player must control the speed of the day, whether or not its day or night, and is able to travel back days in time. &lt;br /&gt;
&lt;br /&gt;
====Prince of Persia: The Sands of Time====&lt;br /&gt;
In Prince of Persia: The Sands of Time, the player can reverse, slow, or stop time to allow him to improve or retry his actions.&lt;br /&gt;
&lt;br /&gt;
====Viewtiful Joe====&lt;br /&gt;
In the game, Joe is capable of slowing time in a &amp;quot;bullet time&amp;quot; style, enabling him to move much more quickly than his opponents, thus making it vastly easier to defeat the never-ending waves of enemies, particularly near end-game in which the enemies, the final bosses included, are geared toward a necessary kick into the slowed-down time if the player is to defeat him.&lt;br /&gt;
&lt;br /&gt;
===Weak Examples===&lt;br /&gt;
&lt;br /&gt;
====Chrono Cross====&lt;br /&gt;
Chrono Cross (Squaresoft, 2000)    Once the player has cleared the game once, they gain a special item that allows them to speed up and slow down time in the game by holding the left or right sholder buttons. This is a weak example because it is merely a tool so that it would be easier for players to reach multiple endings during their subsequent playthroughs. Also, it has nothing to do with the game&#039;s narrative.&lt;br /&gt;
&lt;br /&gt;
====Legend of Zelda: Ocarina of Time====&lt;br /&gt;
The player is allowed to pull a sword from the temple of time which allows him to traverse between his young self and adult self, however, this is just a way to transfer between two versions of the level. True, one affects the other as in the adult world actions you take as a child show up, but you are not really controlling the time change, you simply decide which  of Links worlds you want to play in or need to be in to complete a goal. You &amp;quot;time warp&amp;quot; but do not really go anywhere, time is not sped up or slowed down, it is simply reversed or forwarded to specific points and the rest of the game play does not involve shifting time, it is only done once at a specific place.&lt;br /&gt;
&lt;br /&gt;
==Game Ontology Relations==&lt;br /&gt;
&lt;br /&gt;
===Parent===&lt;br /&gt;
*[[Entity Manipulation]]&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
*[[To Start Time]]&lt;br /&gt;
*[[To Pause Time]]&lt;br /&gt;
*[[To Rewind Time]]&lt;br /&gt;
*[[To Fast Forward Time]]&lt;br /&gt;
*[[To Accelerate Time]]&lt;br /&gt;
*[[To Decelerate Time]]&lt;br /&gt;
*[[To Localize Time]]&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Undefined_Gameworld_Cardinality&amp;diff=259</id>
		<title>Undefined Gameworld Cardinality</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Undefined_Gameworld_Cardinality&amp;diff=259"/>
		<updated>2015-07-24T18:41:33Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{outofdate}}&lt;br /&gt;
[[Category:Outofdate]][[Category:Ontology]][[Category:Interface]]&lt;br /&gt;
Many games, though they do have spatial relationships, are presented in such a way to the player as to describe a game world that is either physically impossible, illogical or simply incomplete. In other words, it is not possible for the player to determine the cardinality of the game world.&lt;br /&gt;
&lt;br /&gt;
This is often seen in text-based games that, though allowing the player to &amp;quot;move&amp;quot; using common spatial conventions such as north, south, east and west, fall into paradoxes where moving west and then moving east do not return the player to the same place. In these cases, the locations and their spatial relationship is ambiguous to the player.&lt;br /&gt;
&lt;br /&gt;
Another example can be seen in The Legend of Zelda: Oracle of Seasons and Links Awakening. At one point in the game the player has to navigate a maze. The maze is a series of &amp;quot;screens&amp;quot; that must be navigated in the correct order in order. For example, the player must go up, left, left, up, down and right. If the player goes up, left, left and then right he appears in the starting location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also [[Cardinality of Gameplay]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====Parent====&lt;br /&gt;
*[[Cardinality Of Gameworld]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====Children====&lt;br /&gt;
None&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=File:Proposed.png&amp;diff=258</id>
		<title>File:Proposed.png</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=File:Proposed.png&amp;diff=258"/>
		<updated>2015-07-24T18:37:47Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: Jzagal uploaded a new version of File:Proposed.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=File:Proposed.png&amp;diff=257</id>
		<title>File:Proposed.png</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=File:Proposed.png&amp;diff=257"/>
		<updated>2015-07-24T18:37:00Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=File:Out-of-date.png&amp;diff=256</id>
		<title>File:Out-of-date.png</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=File:Out-of-date.png&amp;diff=256"/>
		<updated>2015-07-24T18:36:26Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=File:Draft.png&amp;diff=255</id>
		<title>File:Draft.png</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=File:Draft.png&amp;diff=255"/>
		<updated>2015-07-24T18:35:57Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Main_Page&amp;diff=254</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Main_Page&amp;diff=254"/>
		<updated>2015-07-24T18:32:41Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: /* Getting Started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Game Ontology Project=&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project (GOP) is a framework for describing, analyzing and studying games. It is a hierarchy of concepts abstracted from an analysis of many specific games. GOP borrows concepts and methods from prototype theory as well as grounded theory to achieve a framework that is always growing and changing as new games are analyzed or particular research questions are explored.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project&#039;s approach is to develop a game ontology that identifies the important structural elements of games and the relationships between them, organizing them hierarchically. The use of the term ontology is borrowed from computer science, and refers to the identification and (oftentimes formal) description of entities within a domain. Often, the elements are derived from common game terminology (e.g. level and boss) and then refined by both by abstracting more general concepts and by identifying more precise or specific concepts. An ontology is different than a game taxonomy in that, rather than organizing games by their characteristics or elements, it is the elements themselves that are organized.&lt;br /&gt;
This approach is well suited to exploring issues and questions regarding games and gameplay. The GOP provides a framework for exploring, dissecting and understanding the relationships between different game elements. A few examples of research questions we have already begun to explore include: &amp;quot;How can we understand interactivity in games?&amp;quot;, &amp;quot;How is gameplay regulated over the progress of a game?&amp;quot;, and &amp;quot;What roles does space play within games?&amp;quot;. Some of our explorations are also available in the publications area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Elements of the Ontology=&lt;br /&gt;
&lt;br /&gt;
===[[Interface]]===&lt;br /&gt;
[[:Category:Interface|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules]]===&lt;br /&gt;
[[:Category:Rules|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Entity Manipulation]]===&lt;br /&gt;
[[:Category:Entity Manipulation|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Goals]]===&lt;br /&gt;
[[:Category:Goals|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
We welcome your participation! In order to get the most out of your experience, you might want to familiarize yourself with the project as well as how wikis work.&lt;br /&gt;
* [[Frequently Asked Questions]]&lt;br /&gt;
*&#039;&#039;&#039;Participating of the Ontology Project&#039;&#039;&#039;&lt;br /&gt;
**[[General Structure for Ontology Entries]]&lt;br /&gt;
**[[Available templates]], and what they mean.&lt;br /&gt;
**[[Ontology Entry Format|How to format an Ontology entry]]&lt;br /&gt;
**[[Example - Proposing a new entry]]&lt;br /&gt;
*&#039;&#039;&#039;Wiki Editing&#039;&#039;&#039;&lt;br /&gt;
**[https://en.wikipedia.org/wiki/Wikipedia:Tutorial/Formatting Cheatsheet for editing] in Wiki (the cheatsheet is for Wikipedia, but the commands are the same)&lt;br /&gt;
&lt;br /&gt;
=Work in Progress=&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Proposal|Ontology Entries Currently Being Proposed]]&lt;br /&gt;
*[[:Category:Outofdate|Ontology Entries Considered Out of Date]]&lt;br /&gt;
*[[To-Do List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Publications=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2010&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Time in Videogames: A Survey and Analysis, Simulation &amp;amp; Gaming, 41(6), 844-868.&lt;br /&gt;
*&#039;&#039;&#039;2008&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J.P., Bruckman, A. Novices, Gamers, and Scholars: Exploring the Challenges of Teaching About Games, Game Studies 8:2&lt;br /&gt;
**Zagal, J. P., Fernandez-Vara, C., Mateas, M. Rounds, Levels, and Waves: The Early Evolution of Gameplay Segmentation, Games &amp;amp; Culture. Vol. 3. No. 2, 175-198&lt;br /&gt;
*&#039;&#039;&#039;2007&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Temporal Frames: A Unifying Framework for the Analysis of Game Temporality, Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2007), Tokyo, Japan, 516-523.&lt;br /&gt;
*&#039;&#039;&#039;2005&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J., Mateas, M., Fernandez-Vara, C., Hochhalter, B. and Lichti, N., Towards an Ontological Language for Game Analysis, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
**Fernandez-Vara, C., Zagal, J., Mateas, M., Evolution of Spatial Configurations In Videogames, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
&lt;br /&gt;
==Related Work using the Game Ontology==&lt;br /&gt;
*Neubauer, S. (2006) - The Gameplay Video Segmentation Method&lt;br /&gt;
*Söderqvist, T. &amp;amp; Larsson, C. (2006) - Items in Massively Multiplayer Online Role-Playing Games&lt;br /&gt;
*[[Related Work|References to similar or inspirational work]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=People=&lt;br /&gt;
&lt;br /&gt;
[[Project Members|Members, past and present, of the Game Ontology Project]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Related Projects=&lt;br /&gt;
&lt;br /&gt;
[[File:GameLogBETA.png]]&lt;br /&gt;
&lt;br /&gt;
You might also be interested in using GameLog, an online system for keeping journals of your gameplaying activity. We have found it useful in our work on the Game Ontology Project.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Wiki was formerly hosted by DePaul University&#039;s College of Computing and Digital Media. Prior to that it was maintained by the [http://egl.lmc.gatech.edu/ Experimental Game Lab] at the Georgia Institute of Technology.&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Main_Page&amp;diff=253</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Main_Page&amp;diff=253"/>
		<updated>2015-07-24T18:20:11Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Game Ontology Project=&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project (GOP) is a framework for describing, analyzing and studying games. It is a hierarchy of concepts abstracted from an analysis of many specific games. GOP borrows concepts and methods from prototype theory as well as grounded theory to achieve a framework that is always growing and changing as new games are analyzed or particular research questions are explored.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project&#039;s approach is to develop a game ontology that identifies the important structural elements of games and the relationships between them, organizing them hierarchically. The use of the term ontology is borrowed from computer science, and refers to the identification and (oftentimes formal) description of entities within a domain. Often, the elements are derived from common game terminology (e.g. level and boss) and then refined by both by abstracting more general concepts and by identifying more precise or specific concepts. An ontology is different than a game taxonomy in that, rather than organizing games by their characteristics or elements, it is the elements themselves that are organized.&lt;br /&gt;
This approach is well suited to exploring issues and questions regarding games and gameplay. The GOP provides a framework for exploring, dissecting and understanding the relationships between different game elements. A few examples of research questions we have already begun to explore include: &amp;quot;How can we understand interactivity in games?&amp;quot;, &amp;quot;How is gameplay regulated over the progress of a game?&amp;quot;, and &amp;quot;What roles does space play within games?&amp;quot;. Some of our explorations are also available in the publications area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Elements of the Ontology=&lt;br /&gt;
&lt;br /&gt;
===[[Interface]]===&lt;br /&gt;
[[:Category:Interface|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules]]===&lt;br /&gt;
[[:Category:Rules|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Entity Manipulation]]===&lt;br /&gt;
[[:Category:Entity Manipulation|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Goals]]===&lt;br /&gt;
[[:Category:Goals|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
We welcome your participation! In order to get the most out of your experience, you might want to familiarize yourself with the project as well as how wikis work.&lt;br /&gt;
* [[Frequently Asked Questions]]&lt;br /&gt;
*&#039;&#039;&#039;Participating of the Ontology Project&#039;&#039;&#039;&lt;br /&gt;
**[[General Structure for Ontology Entries]]&lt;br /&gt;
**[[Available templates]], and what they mean.&lt;br /&gt;
**[[Ontology Entry Format|How to format an Ontology entry]]&lt;br /&gt;
**[[Example - Proposing a new entry]]&lt;br /&gt;
*&#039;&#039;&#039;Wiki Editing&#039;&#039;&#039;&lt;br /&gt;
**Cheatsheet for editing in Wiki (the cheatsheet is for Wikipedia, but the commands are the same)&lt;br /&gt;
**A more detailed list of wiki markup commands&lt;br /&gt;
&lt;br /&gt;
=Work in Progress=&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Proposal|Ontology Entries Currently Being Proposed]]&lt;br /&gt;
*[[:Category:Outofdate|Ontology Entries Considered Out of Date]]&lt;br /&gt;
*[[To-Do List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Publications=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2010&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Time in Videogames: A Survey and Analysis, Simulation &amp;amp; Gaming, 41(6), 844-868.&lt;br /&gt;
*&#039;&#039;&#039;2008&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J.P., Bruckman, A. Novices, Gamers, and Scholars: Exploring the Challenges of Teaching About Games, Game Studies 8:2&lt;br /&gt;
**Zagal, J. P., Fernandez-Vara, C., Mateas, M. Rounds, Levels, and Waves: The Early Evolution of Gameplay Segmentation, Games &amp;amp; Culture. Vol. 3. No. 2, 175-198&lt;br /&gt;
*&#039;&#039;&#039;2007&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Temporal Frames: A Unifying Framework for the Analysis of Game Temporality, Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2007), Tokyo, Japan, 516-523.&lt;br /&gt;
*&#039;&#039;&#039;2005&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J., Mateas, M., Fernandez-Vara, C., Hochhalter, B. and Lichti, N., Towards an Ontological Language for Game Analysis, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
**Fernandez-Vara, C., Zagal, J., Mateas, M., Evolution of Spatial Configurations In Videogames, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
&lt;br /&gt;
==Related Work using the Game Ontology==&lt;br /&gt;
*Neubauer, S. (2006) - The Gameplay Video Segmentation Method&lt;br /&gt;
*Söderqvist, T. &amp;amp; Larsson, C. (2006) - Items in Massively Multiplayer Online Role-Playing Games&lt;br /&gt;
*[[Related Work|References to similar or inspirational work]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=People=&lt;br /&gt;
&lt;br /&gt;
[[Project Members|Members, past and present, of the Game Ontology Project]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Related Projects=&lt;br /&gt;
&lt;br /&gt;
[[File:GameLogBETA.png]]&lt;br /&gt;
&lt;br /&gt;
You might also be interested in using GameLog, an online system for keeping journals of your gameplaying activity. We have found it useful in our work on the Game Ontology Project.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Wiki was formerly hosted by DePaul University&#039;s College of Computing and Digital Media. Prior to that it was maintained by the [http://egl.lmc.gatech.edu/ Experimental Game Lab] at the Georgia Institute of Technology.&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Main_Page&amp;diff=252</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Main_Page&amp;diff=252"/>
		<updated>2015-07-24T18:19:03Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: /* Related Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Game Ontology Project=&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project (GOP) is a framework for describing, analyzing and studying games. It is a hierarchy of concepts abstracted from an analysis of many specific games. GOP borrows concepts and methods from prototype theory as well as grounded theory to achieve a framework that is always growing and changing as new games are analyzed or particular research questions are explored.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project&#039;s approach is to develop a game ontology that identifies the important structural elements of games and the relationships between them, organizing them hierarchically. The use of the term ontology is borrowed from computer science, and refers to the identification and (oftentimes formal) description of entities within a domain. Often, the elements are derived from common game terminology (e.g. level and boss) and then refined by both by abstracting more general concepts and by identifying more precise or specific concepts. An ontology is different than a game taxonomy in that, rather than organizing games by their characteristics or elements, it is the elements themselves that are organized.&lt;br /&gt;
This approach is well suited to exploring issues and questions regarding games and gameplay. The GOP provides a framework for exploring, dissecting and understanding the relationships between different game elements. A few examples of research questions we have already begun to explore include: &amp;quot;How can we understand interactivity in games?&amp;quot;, &amp;quot;How is gameplay regulated over the progress of a game?&amp;quot;, and &amp;quot;What roles does space play within games?&amp;quot;. Some of our explorations are also available in the publications area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Elements of the Ontology=&lt;br /&gt;
&lt;br /&gt;
===[[Interface]]===&lt;br /&gt;
[[:Category:Interface|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules]]===&lt;br /&gt;
[[:Category:Rules|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Entity Manipulation]]===&lt;br /&gt;
[[:Category:Entity Manipulation|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Goals]]===&lt;br /&gt;
[[:Category:Goals|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
We welcome your participation! In order to get the most out of your experience, you might want to familiarize yourself with the project as well as how wikis work.&lt;br /&gt;
* [[Frequently Asked Questions]]&lt;br /&gt;
*&#039;&#039;&#039;Participating of the Ontology Project&#039;&#039;&#039;&lt;br /&gt;
**[[General Structure for Ontology Entries]]&lt;br /&gt;
**[[Available templates]], and what they mean.&lt;br /&gt;
**[[Ontology Entry Format|How to format an Ontology entry]]&lt;br /&gt;
**[[Example - Proposing a new entry]]&lt;br /&gt;
*&#039;&#039;&#039;Wiki Editing&#039;&#039;&#039;&lt;br /&gt;
**Cheatsheet for editing in Wiki (the cheatsheet is for Wikipedia, but the commands are the same)&lt;br /&gt;
**A more detailed list of wiki markup commands&lt;br /&gt;
&lt;br /&gt;
=Work in Progress=&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Proposal|Ontology Entries Currently Being Proposed]]&lt;br /&gt;
*[[:Category:Outofdate|Ontology Entries Considered Out of Date]]&lt;br /&gt;
*[[To-Do List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Publications=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2010&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Time in Videogames: A Survey and Analysis, Simulation &amp;amp; Gaming, 41(6), 844-868.&lt;br /&gt;
*&#039;&#039;&#039;2008&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J.P., Bruckman, A. Novices, Gamers, and Scholars: Exploring the Challenges of Teaching About Games, Game Studies 8:2&lt;br /&gt;
**Zagal, J. P., Fernandez-Vara, C., Mateas, M. Rounds, Levels, and Waves: The Early Evolution of Gameplay Segmentation, Games &amp;amp; Culture. Vol. 3. No. 2, 175-198&lt;br /&gt;
*&#039;&#039;&#039;2007&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Temporal Frames: A Unifying Framework for the Analysis of Game Temporality, Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2007), Tokyo, Japan, 516-523.&lt;br /&gt;
*&#039;&#039;&#039;2005&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J., Mateas, M., Fernandez-Vara, C., Hochhalter, B. and Lichti, N., Towards an Ontological Language for Game Analysis, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
**Fernandez-Vara, C., Zagal, J., Mateas, M., Evolution of Spatial Configurations In Videogames, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
&lt;br /&gt;
==Related Work using the Game Ontology==&lt;br /&gt;
*Neubauer, S. (2006) - The Gameplay Video Segmentation Method&lt;br /&gt;
*Söderqvist, T. &amp;amp; Larsson, C. (2006) - Items in Massively Multiplayer Online Role-Playing Games&lt;br /&gt;
*[[Related Work|References to similar or inspirational work]]&lt;br /&gt;
&lt;br /&gt;
=People=&lt;br /&gt;
&lt;br /&gt;
[[Project Members|Members, past and present, of the Game Ontology Project]]&lt;br /&gt;
&lt;br /&gt;
=Related Projects=&lt;br /&gt;
&lt;br /&gt;
[[File:GameLogBETA.png]]&lt;br /&gt;
&lt;br /&gt;
You might also be interested in using GameLog, an online system for keeping journals of your gameplaying activity. We have found it useful in our work on the Game Ontology Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Wiki was formerly hosted by DePaul University&#039;s College of Computing and Digital Media. Prior to that it was maintained by the [http://egl.lmc.gatech.edu/ Experimental Game Lab] at the Georgia Institute of Technology.&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Main_Page&amp;diff=247</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Main_Page&amp;diff=247"/>
		<updated>2015-07-22T22:04:37Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: /* Related Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Game Ontology Project=&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project (GOP) is a framework for describing, analyzing and studying games. It is a hierarchy of concepts abstracted from an analysis of many specific games. GOP borrows concepts and methods from prototype theory as well as grounded theory to achieve a framework that is always growing and changing as new games are analyzed or particular research questions are explored.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project&#039;s approach is to develop a game ontology that identifies the important structural elements of games and the relationships between them, organizing them hierarchically. The use of the term ontology is borrowed from computer science, and refers to the identification and (oftentimes formal) description of entities within a domain. Often, the elements are derived from common game terminology (e.g. level and boss) and then refined by both by abstracting more general concepts and by identifying more precise or specific concepts. An ontology is different than a game taxonomy in that, rather than organizing games by their characteristics or elements, it is the elements themselves that are organized.&lt;br /&gt;
This approach is well suited to exploring issues and questions regarding games and gameplay. The GOP provides a framework for exploring, dissecting and understanding the relationships between different game elements. A few examples of research questions we have already begun to explore include: &amp;quot;How can we understand interactivity in games?&amp;quot;, &amp;quot;How is gameplay regulated over the progress of a game?&amp;quot;, and &amp;quot;What roles does space play within games?&amp;quot;. Some of our explorations are also available in the publications area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Elements of the Ontology=&lt;br /&gt;
&lt;br /&gt;
===[[Interface]]===&lt;br /&gt;
[[:Category:Interface|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules]]===&lt;br /&gt;
[[:Category:Rules|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Entity Manipulation]]===&lt;br /&gt;
[[:Category:Entity Manipulation|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Goals]]===&lt;br /&gt;
[[:Category:Goals|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
We welcome your participation! In order to get the most out of your experience, you might want to familiarize yourself with the project as well as how wikis work.&lt;br /&gt;
* [[Frequently Asked Questions]]&lt;br /&gt;
*&#039;&#039;&#039;Participating of the Ontology Project&#039;&#039;&#039;&lt;br /&gt;
**[[General Structure for Ontology Entries]]&lt;br /&gt;
**[[Available templates]], and what they mean.&lt;br /&gt;
**[[Ontology Entry Format|How to format an Ontology entry]]&lt;br /&gt;
**[[Example - Proposing a new entry]]&lt;br /&gt;
*&#039;&#039;&#039;Wiki Editing&#039;&#039;&#039;&lt;br /&gt;
**Cheatsheet for editing in Wiki (the cheatsheet is for Wikipedia, but the commands are the same)&lt;br /&gt;
**A more detailed list of wiki markup commands&lt;br /&gt;
&lt;br /&gt;
=Work in Progress=&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Proposal|Ontology Entries Currently Being Proposed]]&lt;br /&gt;
*[[:Category:Outofdate|Ontology Entries Considered Out of Date]]&lt;br /&gt;
*[[To-Do List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Publications=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2010&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Time in Videogames: A Survey and Analysis, Simulation &amp;amp; Gaming, 41(6), 844-868.&lt;br /&gt;
*&#039;&#039;&#039;2008&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J.P., Bruckman, A. Novices, Gamers, and Scholars: Exploring the Challenges of Teaching About Games, Game Studies 8:2&lt;br /&gt;
**Zagal, J. P., Fernandez-Vara, C., Mateas, M. Rounds, Levels, and Waves: The Early Evolution of Gameplay Segmentation, Games &amp;amp; Culture. Vol. 3. No. 2, 175-198&lt;br /&gt;
*&#039;&#039;&#039;2007&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Temporal Frames: A Unifying Framework for the Analysis of Game Temporality, Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2007), Tokyo, Japan, 516-523.&lt;br /&gt;
*&#039;&#039;&#039;2005&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J., Mateas, M., Fernandez-Vara, C., Hochhalter, B. and Lichti, N., Towards an Ontological Language for Game Analysis, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
**Fernandez-Vara, C., Zagal, J., Mateas, M., Evolution of Spatial Configurations In Videogames, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
&lt;br /&gt;
==Related Work using the Game Ontology==&lt;br /&gt;
*Neubauer, S. (2006) - The Gameplay Video Segmentation Method&lt;br /&gt;
*Söderqvist, T. &amp;amp; Larsson, C. (2006) - Items in Massively Multiplayer Online Role-Playing Games&lt;br /&gt;
*[[Related Work|References to similar or inspirational work]]&lt;br /&gt;
&lt;br /&gt;
=People=&lt;br /&gt;
&lt;br /&gt;
[[Project Members|Members, past and present, of the Game Ontology Project]]&lt;br /&gt;
&lt;br /&gt;
=Related Projects=&lt;br /&gt;
&lt;br /&gt;
[[File:GameLogBETA.png]]&lt;br /&gt;
&lt;br /&gt;
You might also be interested in using GameLog, an online system for keeping journals of your gameplaying activity. We have found it useful in our work on the Game Ontology Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Wiki was formerly maintained by the Experimental Game Lab at the Georgia Institute of Technology.&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=File:GameLogBETA.png&amp;diff=246</id>
		<title>File:GameLogBETA.png</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=File:GameLogBETA.png&amp;diff=246"/>
		<updated>2015-07-22T22:04:06Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Category:Ontology&amp;diff=244</id>
		<title>Category:Ontology</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Category:Ontology&amp;diff=244"/>
		<updated>2015-07-21T00:37:53Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: Created page with &amp;quot;This page has a list of all the entries in the Game Ontology. If you are working on a page that should be here, don&amp;#039;t forget to add the following to that page:  &amp;lt;nowiki&amp;gt;Cate...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page has a list of all the entries in the Game Ontology.&lt;br /&gt;
If you are working on a page that should be here, don&#039;t forget to add the following to that page:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:Ontology]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That will ensure that the entry is part of the category &amp;quot;Ontology&amp;quot;, and will thus appear here automatically.&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Related_Work&amp;diff=243</id>
		<title>Related Work</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Related_Work&amp;diff=243"/>
		<updated>2015-07-21T00:32:59Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is an alphabetized list of articles, books and sources that have been important to the Game Ontology Wiki. Some have been inspirational while others reflect approaches that are similar in some ways. This list is also important to us as a library of bibliographic references.&lt;br /&gt;
&lt;br /&gt;
*Holopainen, J. &amp;amp; Björk, S. (2007) Design patterns are Dead - Long Live Design Patterns. Borries, Friedrich von, Walz, Steffen P., Böttger, Matthias (eds.) (2007), Space Time Play. On the Synergy *Between Computer Games, Architecture, and Urbanism, Birkhäuser Publishing, Basel Boston Berlin.&lt;br /&gt;
*Holopainen, J., Björk, S. &amp;amp; Kuittinen, J. (2007). Teaching Gameplay Design Patterns. Paper presentation at ISAGA 2007, Nijmegen,The Netherlands. Winner of the The ISAGA Outstanding Paper award.&lt;br /&gt;
*Lankoski, P. &amp;amp; Björk, S. (2007). [http://www.digra.org/digital-library/publications/gameplay-design-patterns-for-believable-non-player-characters/ Gameplay Design Patterns for Believable Non-Player Characters]. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Lankoski, P. &amp;amp; Björk, S. (2007). Gameplay design Patterns for Social Netowrks and Conflicts. Paper Presentation at Computer Game Design and Technology Workshop, John Moores University, Liverpool.&lt;br /&gt;
*Mor, Y., Winters, N., Pratt, D. &amp;amp; Björk, S. (2007). Tools for Developing Design Patterns for Mathematical Computer Games. Paper presentation at the Game in&#039; Action conference, Göteborg, Sweden.&lt;br /&gt;
*Peitz, J. &amp;amp; Björk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Zagal, J.P., Aarseth, E., Björk, S., Holopainen, J. &amp;amp; Mateas, M. (2007). Patterns, Typology and Ontology: An Overview and Discussion of the Formal Analysis of Games and Gameplay. Panel at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Cook, Daniel (2006), &amp;quot;[http://www.lostgarden.com/2006/01/creating-system-of-game-play-notation.html Creating a system of game play notation]&amp;quot;, [http://www.lostgarden.com/ Lost Garden] Blog&lt;br /&gt;
*Koster, Raph (2005) &amp;quot;[http://www.theoryoffun.com/grammar/gdc2005.htm A Grammar of Gameplay]&amp;quot;, Presented at the Game Devoper&#039;s Conference 2005.&lt;br /&gt;
*Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&lt;br /&gt;
*Björk, S., &amp;amp; Holopainen, J. (2003) Describing Games - An Interaction-Centric Structural Framework. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - CD-ROM Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
*Björk, S., Lundgren, S. &amp;amp; Holopainen, J. (2003) Game Design Patterns. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
*Lindley, Craig (2003) &amp;quot;[http://www.gamasutra.com/features/20031003/lindley_01.shtml Game Taxonomies: A High Level Framework for Game Analysis and Design]&amp;quot;, [http://www.gamasutra.com/ Gamasutra.com]&lt;br /&gt;
*Bateman, Chris, et al. (2006) Play Spec Symposium.&lt;br /&gt;
&lt;br /&gt;
Against formal approaches for describing games&lt;br /&gt;
*Fitch, Michael&lt;br /&gt;
**[http://www.micrysweb.com/library/platonism.html Platonism and Game Design Theory]&lt;br /&gt;
**[http://www.micrysweb.com/office/formallanguage.html Against a Formal Language for Game Design]&lt;br /&gt;
&lt;br /&gt;
Other projects&lt;br /&gt;
*[http://tvtropes.org/pmwiki/pmwiki.php/Main/VideogameTropes VideogameTropes]&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Related_Work&amp;diff=242</id>
		<title>Related Work</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Related_Work&amp;diff=242"/>
		<updated>2015-07-21T00:31:41Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is an alphabetized list of articles, books and sources that have been important to the Game Ontology Wiki. Some have been inspirational while others reflect approaches that are similar in some ways. This list is also important to us as a library of bibliographic references.&lt;br /&gt;
&lt;br /&gt;
*Holopainen, J. &amp;amp; Björk, S. (2007) Design patterns are Dead - Long Live Design Patterns. Borries, Friedrich von, Walz, Steffen P., Böttger, Matthias (eds.) (2007), Space Time Play. On the Synergy *Between Computer Games, Architecture, and Urbanism, Birkhäuser Publishing, Basel Boston Berlin.&lt;br /&gt;
*Holopainen, J., Björk, S. &amp;amp; Kuittinen, J. (2007). Teaching Gameplay Design Patterns. Paper presentation at ISAGA 2007, Nijmegen,The Netherlands. Winner of the The ISAGA Outstanding Paper award.&lt;br /&gt;
*Lankoski, P. &amp;amp; Björk, S. (2007). Gameplay Design Patterns for Believable Non-Player Characters. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Lankoski, P. &amp;amp; Björk, S. (2007). Gameplay design Patterns for Social Netowrks and Conflicts. Paper Presentation at Computer Game Design and Technology Workshop, John Moores University, Liverpool.&lt;br /&gt;
*Mor, Y., Winters, N., Pratt, D. &amp;amp; Björk, S. (2007). Tools for Developing Design Patterns for Mathematical Computer Games. Paper presentation at the Game in&#039; Action conference, Göteborg, Sweden.&lt;br /&gt;
*Peitz, J. &amp;amp; Björk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Zagal, J.P., Aarseth, E., Björk, S., Holopainen, J. &amp;amp; Mateas, M. (2007). Patterns, Typology and Ontology: An Overview and Discussion of the Formal Analysis of Games and Gameplay. Panel at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Cook, Daniel (2006), &amp;quot;[http://www.lostgarden.com/2006/01/creating-system-of-game-play-notation.html Creating a system of game play notation]&amp;quot;, [http://www.lostgarden.com/ Lost Garden] Blog&lt;br /&gt;
*Koster, Raph (2005) &amp;quot;[http://www.theoryoffun.com/grammar/gdc2005.htm A Grammar of Gameplay]&amp;quot;, Presented at the Game Devoper&#039;s Conference 2005.&lt;br /&gt;
*Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&lt;br /&gt;
*Björk, S., &amp;amp; Holopainen, J. (2003) Describing Games - An Interaction-Centric Structural Framework. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - CD-ROM Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
*Björk, S., Lundgren, S. &amp;amp; Holopainen, J. (2003) Game Design Patterns. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
*Lindley, Craig (2003) &amp;quot;[http://www.gamasutra.com/features/20031003/lindley_01.shtml Game Taxonomies: A High Level Framework for Game Analysis and Design]&amp;quot;, [http://www.gamasutra.com/ Gamasutra.com]&lt;br /&gt;
*Bateman, Chris, et al. (2006) Play Spec Symposium.&lt;br /&gt;
&lt;br /&gt;
Against formal approaches for describing games&lt;br /&gt;
*Fitch, Michael&lt;br /&gt;
**[http://www.micrysweb.com/library/platonism.html Platonism and Game Design Theory]&lt;br /&gt;
**[http://www.micrysweb.com/office/formallanguage.html Against a Formal Language for Game Design]&lt;br /&gt;
&lt;br /&gt;
Other projects&lt;br /&gt;
*[http://tvtropes.org/pmwiki/pmwiki.php/Main/VideogameTropes VideogameTropes]&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Related_Work&amp;diff=241</id>
		<title>Related Work</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Related_Work&amp;diff=241"/>
		<updated>2015-07-21T00:31:19Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is an alphabetized list of articles, books and sources that have been important to the Game Ontology Wiki. Some have been inspirational while others reflect approaches that are similar in some ways. This list is also important to us as a library of bibliographic references.&lt;br /&gt;
&lt;br /&gt;
*Holopainen, J. &amp;amp; Björk, S. (2007) Design patterns are Dead - Long Live Design Patterns. Borries, Friedrich von, Walz, Steffen P., Böttger, Matthias (eds.) (2007), Space Time Play. On the Synergy *Between Computer Games, Architecture, and Urbanism, Birkhäuser Publishing, Basel Boston Berlin.&lt;br /&gt;
*Holopainen, J., Björk, S. &amp;amp; Kuittinen, J. (2007). Teaching Gameplay Design Patterns. Paper presentation at ISAGA 2007, Nijmegen,The Netherlands. Winner of the The ISAGA Outstanding Paper award.&lt;br /&gt;
*Lankoski, P. &amp;amp; Björk, S. (2007). Gameplay Design Patterns for Believable Non-Player Characters. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Lankoski, P. &amp;amp; Björk, S. (2007). Gameplay design Patterns for Social Netowrks and Conflicts. Paper Presentation at Computer Game Design and Technology Workshop, John Moores University, Liverpool.&lt;br /&gt;
*Mor, Y., Winters, N., Pratt, D. &amp;amp; Björk, S. (2007). Tools for Developing Design Patterns for Mathematical Computer Games. Paper presentation at the Game in&#039; Action conference, Göteborg, Sweden.&lt;br /&gt;
*Peitz, J. &amp;amp; Björk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Zagal, J.P., Aarseth, E., Björk, S., Holopainen, J. &amp;amp; Mateas, M. (2007). Patterns, Typology and Ontology: An Overview and Discussion of the Formal Analysis of Games and Gameplay. Panel at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Cook, Daniel (2006), &amp;quot;[http://www.lostgarden.com/2006/01/creating-system-of-game-play-notation.html Creating a system of game play notation]&amp;quot;, [http://www.lostgarden.com/ Lost Garden] Blog&lt;br /&gt;
*Koster, Raph (2005) &amp;quot;[http://www.theoryoffun.com/grammar/gdc2005.htm A Grammar of Gameplay]&amp;quot;, Presented at the Game Devoper&#039;s Conference 2005.&lt;br /&gt;
*Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&lt;br /&gt;
*Björk, S., &amp;amp; Holopainen, J. (2003) Describing Games - An Interaction-Centric Structural Framework. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - CD-ROM Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
*Björk, S., Lundgren, S. &amp;amp; Holopainen, J. (2003) Game Design Patterns. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
*Lindley, Craig (2003) &amp;quot;[http://www.gamasutra.com/features/20031003/lindley_01.shtml Game Taxonomies: A High Level Framework for Game Analysis and Design]&amp;quot;, [http://www.gamasutra.com/ Gamasutra.com]&lt;br /&gt;
*Bateman, Chris, et al. (2006) Play Spec Symposium.&lt;br /&gt;
&lt;br /&gt;
Against formal approaches for describing games&lt;br /&gt;
*Fitch, Michael&lt;br /&gt;
**[http://www.micrysweb.com/library/platonism.html Platonism and Game Design Theory]&lt;br /&gt;
**[http://www.micrysweb.com/office/formallanguage.html Against a Formal Language for Game Design]&lt;br /&gt;
&lt;br /&gt;
Other projects&lt;br /&gt;
*VideogameTropes&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Related_Work&amp;diff=240</id>
		<title>Related Work</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Related_Work&amp;diff=240"/>
		<updated>2015-07-21T00:30:47Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is an alphabetized list of articles, books and sources that have been important to the Game Ontology Wiki. Some have been inspirational while others reflect approaches that are similar in some ways. This list is also important to us as a library of bibliographic references.&lt;br /&gt;
&lt;br /&gt;
*Holopainen, J. &amp;amp; Björk, S. (2007) Design patterns are Dead - Long Live Design Patterns. Borries, Friedrich von, Walz, Steffen P., Böttger, Matthias (eds.) (2007), Space Time Play. On the Synergy *Between Computer Games, Architecture, and Urbanism, Birkhäuser Publishing, Basel Boston Berlin.&lt;br /&gt;
*Holopainen, J., Björk, S. &amp;amp; Kuittinen, J. (2007). Teaching Gameplay Design Patterns. Paper presentation at ISAGA 2007, Nijmegen,The Netherlands. Winner of the The ISAGA Outstanding Paper award.&lt;br /&gt;
*Lankoski, P. &amp;amp; Björk, S. (2007). Gameplay Design Patterns for Believable Non-Player Characters. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Lankoski, P. &amp;amp; Björk, S. (2007). Gameplay design Patterns for Social Netowrks and Conflicts. Paper Presentation at Computer Game Design and Technology Workshop, John Moores University, Liverpool.&lt;br /&gt;
*Mor, Y., Winters, N., Pratt, D. &amp;amp; Björk, S. (2007). Tools for Developing Design Patterns for Mathematical Computer Games. Paper presentation at the Game in&#039; Action conference, Göteborg, Sweden.&lt;br /&gt;
*Peitz, J. &amp;amp; Björk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Zagal, J.P., Aarseth, E., Björk, S., Holopainen, J. &amp;amp; Mateas, M. (2007). Patterns, Typology and Ontology: An Overview and Discussion of the Formal Analysis of Games and Gameplay. Panel at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Cook, Daniel (2006), &amp;quot;[http://www.lostgarden.com/2006/01/creating-system-of-game-play-notation.html Creating a system of game play notation]&amp;quot;, [http://www.lostgarden.com/ Lost Garden] Blog&lt;br /&gt;
*Koster, Raph (2005) &amp;quot;[http://www.theoryoffun.com/grammar/gdc2005.htm A Grammar of Gameplay]&amp;quot;, Presented at the Game Devoper&#039;s Conference 2005.&lt;br /&gt;
*Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&lt;br /&gt;
*Björk, S., &amp;amp; Holopainen, J. (2003) Describing Games - An Interaction-Centric Structural Framework. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - CD-ROM Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
*Björk, S., Lundgren, S. &amp;amp; Holopainen, J. (2003) Game Design Patterns. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
*Lindley, Craig (2003) &amp;quot;[http://www.gamasutra.com/features/20031003/lindley_01.shtml Game Taxonomies: A High Level Framework for Game Analysis and Design]&amp;quot;, [http://www.gamasutra.com/ Gamasutra.com]&lt;br /&gt;
*Bateman, Chris, et al. (2006) Play Spec Symposium.&lt;br /&gt;
&lt;br /&gt;
Against formal approaches for describing games&lt;br /&gt;
*Fitch, Michael&lt;br /&gt;
**[http://www.micrysweb.com/library/platonism.html Platonism and Game Design Theory]&lt;br /&gt;
**Against a Formal Language for Game Design&lt;br /&gt;
&lt;br /&gt;
Other projects&lt;br /&gt;
*VideogameTropes&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Related_Work&amp;diff=239</id>
		<title>Related Work</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Related_Work&amp;diff=239"/>
		<updated>2015-07-21T00:29:43Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is an alphabetized list of articles, books and sources that have been important to the Game Ontology Wiki. Some have been inspirational while others reflect approaches that are similar in some ways. This list is also important to us as a library of bibliographic references.&lt;br /&gt;
&lt;br /&gt;
*Holopainen, J. &amp;amp; Björk, S. (2007) Design patterns are Dead - Long Live Design Patterns. Borries, Friedrich von, Walz, Steffen P., Böttger, Matthias (eds.) (2007), Space Time Play. On the Synergy *Between Computer Games, Architecture, and Urbanism, Birkhäuser Publishing, Basel Boston Berlin.&lt;br /&gt;
*Holopainen, J., Björk, S. &amp;amp; Kuittinen, J. (2007). Teaching Gameplay Design Patterns. Paper presentation at ISAGA 2007, Nijmegen,The Netherlands. Winner of the The ISAGA Outstanding Paper award.&lt;br /&gt;
*Lankoski, P. &amp;amp; Björk, S. (2007). Gameplay Design Patterns for Believable Non-Player Characters. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Lankoski, P. &amp;amp; Björk, S. (2007). Gameplay design Patterns for Social Netowrks and Conflicts. Paper Presentation at Computer Game Design and Technology Workshop, John Moores University, Liverpool.&lt;br /&gt;
*Mor, Y., Winters, N., Pratt, D. &amp;amp; Björk, S. (2007). Tools for Developing Design Patterns for Mathematical Computer Games. Paper presentation at the Game in&#039; Action conference, Göteborg, Sweden.&lt;br /&gt;
*Peitz, J. &amp;amp; Björk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Zagal, J.P., Aarseth, E., Björk, S., Holopainen, J. &amp;amp; Mateas, M. (2007). Patterns, Typology and Ontology: An Overview and Discussion of the Formal Analysis of Games and Gameplay. Panel at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Cook, Daniel (2006), &amp;quot;[http://www.lostgarden.com/2006/01/creating-system-of-game-play-notation.html Creating a system of game play notation]&amp;quot;, [http://www.lostgarden.com/ Lost Garden] Blog&lt;br /&gt;
*Koster, Raph (2005) &amp;quot;[http://www.theoryoffun.com/grammar/gdc2005.htm A Grammar of Gameplay]&amp;quot;, Presented at the Game Devoper&#039;s Conference 2005.&lt;br /&gt;
*Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&lt;br /&gt;
*Björk, S., &amp;amp; Holopainen, J. (2003) Describing Games - An Interaction-Centric Structural Framework. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - CD-ROM Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
*Björk, S., Lundgren, S. &amp;amp; Holopainen, J. (2003) Game Design Patterns. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
*Lindley, Craig (2003) &amp;quot;[http://www.gamasutra.com/features/20031003/lindley_01.shtml Game Taxonomies: A High Level Framework for Game Analysis and Design]&amp;quot;, [http://www.gamasutra.com/ Gamasutra.com]&lt;br /&gt;
*Bateman, Chris, et al. (2006) Play Spec Symposium.&lt;br /&gt;
&lt;br /&gt;
Against formal approaches for describing games&lt;br /&gt;
*Fitch, Michael&lt;br /&gt;
**Platonism and Game Design Theory&lt;br /&gt;
**Against a Formal Language for Game Design&lt;br /&gt;
&lt;br /&gt;
Other projects&lt;br /&gt;
*VideogameTropes&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Related_Work&amp;diff=238</id>
		<title>Related Work</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Related_Work&amp;diff=238"/>
		<updated>2015-07-21T00:29:04Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is an alphabetized list of articles, books and sources that have been important to the Game Ontology Wiki. Some have been inspirational while others reflect approaches that are similar in some ways. This list is also important to us as a library of bibliographic references.&lt;br /&gt;
&lt;br /&gt;
*Holopainen, J. &amp;amp; Björk, S. (2007) Design patterns are Dead - Long Live Design Patterns. Borries, Friedrich von, Walz, Steffen P., Böttger, Matthias (eds.) (2007), Space Time Play. On the Synergy *Between Computer Games, Architecture, and Urbanism, Birkhäuser Publishing, Basel Boston Berlin.&lt;br /&gt;
*Holopainen, J., Björk, S. &amp;amp; Kuittinen, J. (2007). Teaching Gameplay Design Patterns. Paper presentation at ISAGA 2007, Nijmegen,The Netherlands. Winner of the The ISAGA Outstanding Paper award.&lt;br /&gt;
*Lankoski, P. &amp;amp; Björk, S. (2007). Gameplay Design Patterns for Believable Non-Player Characters. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Lankoski, P. &amp;amp; Björk, S. (2007). Gameplay design Patterns for Social Netowrks and Conflicts. Paper Presentation at Computer Game Design and Technology Workshop, John Moores University, Liverpool.&lt;br /&gt;
*Mor, Y., Winters, N., Pratt, D. &amp;amp; Björk, S. (2007). Tools for Developing Design Patterns for Mathematical Computer Games. Paper presentation at the Game in&#039; Action conference, Göteborg, Sweden.&lt;br /&gt;
*Peitz, J. &amp;amp; Björk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Zagal, J.P., Aarseth, E., Björk, S., Holopainen, J. &amp;amp; Mateas, M. (2007). Patterns, Typology and Ontology: An Overview and Discussion of the Formal Analysis of Games and Gameplay. Panel at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Cook, Daniel (2006), &amp;quot;[http://www.lostgarden.com/2006/01/creating-system-of-game-play-notation.html Creating a system of game play notation]&amp;quot;, [http://www.lostgarden.com/ Lost Garden] Blog&lt;br /&gt;
*Koster, Raph (2005) &amp;quot;[http://www.theoryoffun.com/grammar/gdc2005.htm A Grammar of Gameplay]&amp;quot;, Presented at the Game Devoper&#039;s Conference 2005.&lt;br /&gt;
*Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&lt;br /&gt;
*Björk, S., &amp;amp; Holopainen, J. (2003) Describing Games - An Interaction-Centric Structural Framework. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - CD-ROM Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
*Björk, S., Lundgren, S. &amp;amp; Holopainen, J. (2003) Game Design Patterns. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
*Lindley, Craig (2003) &amp;quot;Game Taxonomies: A High Level Framework for Game Analysis and Design&amp;quot;, Gamasutra.com&lt;br /&gt;
*Bateman, Chris, et al. (2006) Play Spec Symposium.&lt;br /&gt;
&lt;br /&gt;
Against formal approaches for describing games&lt;br /&gt;
*Fitch, Michael&lt;br /&gt;
**Platonism and Game Design Theory&lt;br /&gt;
**Against a Formal Language for Game Design&lt;br /&gt;
&lt;br /&gt;
Other projects&lt;br /&gt;
*VideogameTropes&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Related_Work&amp;diff=237</id>
		<title>Related Work</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Related_Work&amp;diff=237"/>
		<updated>2015-07-21T00:28:38Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is an alphabetized list of articles, books and sources that have been important to the Game Ontology Wiki. Some have been inspirational while others reflect approaches that are similar in some ways. This list is also important to us as a library of bibliographic references.&lt;br /&gt;
&lt;br /&gt;
*Holopainen, J. &amp;amp; Björk, S. (2007) Design patterns are Dead - Long Live Design Patterns. Borries, Friedrich von, Walz, Steffen P., Böttger, Matthias (eds.) (2007), Space Time Play. On the Synergy *Between Computer Games, Architecture, and Urbanism, Birkhäuser Publishing, Basel Boston Berlin.&lt;br /&gt;
*Holopainen, J., Björk, S. &amp;amp; Kuittinen, J. (2007). Teaching Gameplay Design Patterns. Paper presentation at ISAGA 2007, Nijmegen,The Netherlands. Winner of the The ISAGA Outstanding Paper award.&lt;br /&gt;
*Lankoski, P. &amp;amp; Björk, S. (2007). Gameplay Design Patterns for Believable Non-Player Characters. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Lankoski, P. &amp;amp; Björk, S. (2007). Gameplay design Patterns for Social Netowrks and Conflicts. Paper Presentation at Computer Game Design and Technology Workshop, John Moores University, Liverpool.&lt;br /&gt;
*Mor, Y., Winters, N., Pratt, D. &amp;amp; Björk, S. (2007). Tools for Developing Design Patterns for Mathematical Computer Games. Paper presentation at the Game in&#039; Action conference, Göteborg, Sweden.&lt;br /&gt;
*Peitz, J. &amp;amp; Björk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Zagal, J.P., Aarseth, E., Björk, S., Holopainen, J. &amp;amp; Mateas, M. (2007). Patterns, Typology and Ontology: An Overview and Discussion of the Formal Analysis of Games and Gameplay. Panel at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Cook, Daniel (2006), &amp;quot;[http://www.lostgarden.com/2006/01/creating-system-of-game-play-notation.html Creating a system of game play notation]&amp;quot;, [http://www.lostgarden.com/ Lost Garden] Blog&lt;br /&gt;
*Koster, Raph (2005) &amp;quot;A Grammar of Gameplay&amp;quot;, Presented at the Game Devoper&#039;s Conference 2005.&lt;br /&gt;
*Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&lt;br /&gt;
*Björk, S., &amp;amp; Holopainen, J. (2003) Describing Games - An Interaction-Centric Structural Framework. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - CD-ROM Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
*Björk, S., Lundgren, S. &amp;amp; Holopainen, J. (2003) Game Design Patterns. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
*Lindley, Craig (2003) &amp;quot;Game Taxonomies: A High Level Framework for Game Analysis and Design&amp;quot;, Gamasutra.com&lt;br /&gt;
*Bateman, Chris, et al. (2006) Play Spec Symposium.&lt;br /&gt;
&lt;br /&gt;
Against formal approaches for describing games&lt;br /&gt;
*Fitch, Michael&lt;br /&gt;
**Platonism and Game Design Theory&lt;br /&gt;
**Against a Formal Language for Game Design&lt;br /&gt;
&lt;br /&gt;
Other projects&lt;br /&gt;
*VideogameTropes&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Related_Work&amp;diff=236</id>
		<title>Related Work</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Related_Work&amp;diff=236"/>
		<updated>2015-07-21T00:28:06Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is an alphabetized list of articles, books and sources that have been important to the Game Ontology Wiki. Some have been inspirational while others reflect approaches that are similar in some ways. This list is also important to us as a library of bibliographic references.&lt;br /&gt;
&lt;br /&gt;
*Holopainen, J. &amp;amp; Björk, S. (2007) Design patterns are Dead - Long Live Design Patterns. Borries, Friedrich von, Walz, Steffen P., Böttger, Matthias (eds.) (2007), Space Time Play. On the Synergy *Between Computer Games, Architecture, and Urbanism, Birkhäuser Publishing, Basel Boston Berlin.&lt;br /&gt;
*Holopainen, J., Björk, S. &amp;amp; Kuittinen, J. (2007). Teaching Gameplay Design Patterns. Paper presentation at ISAGA 2007, Nijmegen,The Netherlands. Winner of the The ISAGA Outstanding Paper award.&lt;br /&gt;
*Lankoski, P. &amp;amp; Björk, S. (2007). Gameplay Design Patterns for Believable Non-Player Characters. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Lankoski, P. &amp;amp; Björk, S. (2007). Gameplay design Patterns for Social Netowrks and Conflicts. Paper Presentation at Computer Game Design and Technology Workshop, John Moores University, Liverpool.&lt;br /&gt;
*Mor, Y., Winters, N., Pratt, D. &amp;amp; Björk, S. (2007). Tools for Developing Design Patterns for Mathematical Computer Games. Paper presentation at the Game in&#039; Action conference, Göteborg, Sweden.&lt;br /&gt;
*Peitz, J. &amp;amp; Björk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Zagal, J.P., Aarseth, E., Björk, S., Holopainen, J. &amp;amp; Mateas, M. (2007). Patterns, Typology and Ontology: An Overview and Discussion of the Formal Analysis of Games and Gameplay. Panel at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Cook, Daniel (2006), &amp;quot;[http://www.lostgarden.com/2006/01/creating-system-of-game-play-notation.html Creating a system of game play notation]&amp;quot;, Lost Garden Blog&lt;br /&gt;
*Koster, Raph (2005) &amp;quot;A Grammar of Gameplay&amp;quot;, Presented at the Game Devoper&#039;s Conference 2005.&lt;br /&gt;
*Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&lt;br /&gt;
*Björk, S., &amp;amp; Holopainen, J. (2003) Describing Games - An Interaction-Centric Structural Framework. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - CD-ROM Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
*Björk, S., Lundgren, S. &amp;amp; Holopainen, J. (2003) Game Design Patterns. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
*Lindley, Craig (2003) &amp;quot;Game Taxonomies: A High Level Framework for Game Analysis and Design&amp;quot;, Gamasutra.com&lt;br /&gt;
*Bateman, Chris, et al. (2006) Play Spec Symposium.&lt;br /&gt;
&lt;br /&gt;
Against formal approaches for describing games&lt;br /&gt;
*Fitch, Michael&lt;br /&gt;
**Platonism and Game Design Theory&lt;br /&gt;
**Against a Formal Language for Game Design&lt;br /&gt;
&lt;br /&gt;
Other projects&lt;br /&gt;
*VideogameTropes&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Related_Work&amp;diff=235</id>
		<title>Related Work</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Related_Work&amp;diff=235"/>
		<updated>2015-07-21T00:27:05Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: Created page with &amp;quot; This is an alphabetized list of articles, books and sources that have been important to the Game Ontology Wiki. Some have been inspirational while others reflect approaches t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is an alphabetized list of articles, books and sources that have been important to the Game Ontology Wiki. Some have been inspirational while others reflect approaches that are similar in some ways. This list is also important to us as a library of bibliographic references.&lt;br /&gt;
&lt;br /&gt;
*Holopainen, J. &amp;amp; Björk, S. (2007) Design patterns are Dead - Long Live Design Patterns. Borries, Friedrich von, Walz, Steffen P., Böttger, Matthias (eds.) (2007), Space Time Play. On the Synergy *Between Computer Games, Architecture, and Urbanism, Birkhäuser Publishing, Basel Boston Berlin.&lt;br /&gt;
*Holopainen, J., Björk, S. &amp;amp; Kuittinen, J. (2007). Teaching Gameplay Design Patterns. Paper presentation at ISAGA 2007, Nijmegen,The Netherlands. Winner of the The ISAGA Outstanding Paper award.&lt;br /&gt;
*Lankoski, P. &amp;amp; Björk, S. (2007). Gameplay Design Patterns for Believable Non-Player Characters. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Lankoski, P. &amp;amp; Björk, S. (2007). Gameplay design Patterns for Social Netowrks and Conflicts. Paper Presentation at Computer Game Design and Technology Workshop, John Moores University, Liverpool.&lt;br /&gt;
*Mor, Y., Winters, N., Pratt, D. &amp;amp; Björk, S. (2007). Tools for Developing Design Patterns for Mathematical Computer Games. Paper presentation at the Game in&#039; Action conference, Göteborg, Sweden.&lt;br /&gt;
*Peitz, J. &amp;amp; Björk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Zagal, J.P., Aarseth, E., Björk, S., Holopainen, J. &amp;amp; Mateas, M. (2007). Patterns, Typology and Ontology: An Overview and Discussion of the Formal Analysis of Games and Gameplay. Panel at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
*Cook, Daniel (2006), &amp;quot;Creating a system of game play notation&amp;quot;, Lost Garden Blog&lt;br /&gt;
*Koster, Raph (2005) &amp;quot;A Grammar of Gameplay&amp;quot;, Presented at the Game Devoper&#039;s Conference 2005.&lt;br /&gt;
*Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&lt;br /&gt;
*Björk, S., &amp;amp; Holopainen, J. (2003) Describing Games - An Interaction-Centric Structural Framework. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - CD-ROM Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
*Björk, S., Lundgren, S. &amp;amp; Holopainen, J. (2003) Game Design Patterns. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
*Lindley, Craig (2003) &amp;quot;Game Taxonomies: A High Level Framework for Game Analysis and Design&amp;quot;, Gamasutra.com&lt;br /&gt;
*Bateman, Chris, et al. (2006) Play Spec Symposium.&lt;br /&gt;
&lt;br /&gt;
Against formal approaches for describing games&lt;br /&gt;
*Fitch, Michael&lt;br /&gt;
**Platonism and Game Design Theory&lt;br /&gt;
**Against a Formal Language for Game Design&lt;br /&gt;
&lt;br /&gt;
Other projects&lt;br /&gt;
*VideogameTropes&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Main_Page&amp;diff=234</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Main_Page&amp;diff=234"/>
		<updated>2015-07-21T00:25:46Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: /* Related Work using the Game Ontology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Game Ontology Project=&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project (GOP) is a framework for describing, analyzing and studying games. It is a hierarchy of concepts abstracted from an analysis of many specific games. GOP borrows concepts and methods from prototype theory as well as grounded theory to achieve a framework that is always growing and changing as new games are analyzed or particular research questions are explored.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project&#039;s approach is to develop a game ontology that identifies the important structural elements of games and the relationships between them, organizing them hierarchically. The use of the term ontology is borrowed from computer science, and refers to the identification and (oftentimes formal) description of entities within a domain. Often, the elements are derived from common game terminology (e.g. level and boss) and then refined by both by abstracting more general concepts and by identifying more precise or specific concepts. An ontology is different than a game taxonomy in that, rather than organizing games by their characteristics or elements, it is the elements themselves that are organized.&lt;br /&gt;
This approach is well suited to exploring issues and questions regarding games and gameplay. The GOP provides a framework for exploring, dissecting and understanding the relationships between different game elements. A few examples of research questions we have already begun to explore include: &amp;quot;How can we understand interactivity in games?&amp;quot;, &amp;quot;How is gameplay regulated over the progress of a game?&amp;quot;, and &amp;quot;What roles does space play within games?&amp;quot;. Some of our explorations are also available in the publications area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Elements of the Ontology=&lt;br /&gt;
&lt;br /&gt;
===[[Interface]]===&lt;br /&gt;
[[:Category:Interface|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules]]===&lt;br /&gt;
[[:Category:Rules|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Entity Manipulation]]===&lt;br /&gt;
[[:Category:Entity Manipulation|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Goals]]===&lt;br /&gt;
[[:Category:Goals|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
We welcome your participation! In order to get the most out of your experience, you might want to familiarize yourself with the project as well as how wikis work.&lt;br /&gt;
* [[Frequently Asked Questions]]&lt;br /&gt;
*&#039;&#039;&#039;Participating of the Ontology Project&#039;&#039;&#039;&lt;br /&gt;
**[[General Structure for Ontology Entries]]&lt;br /&gt;
**[[Available templates]], and what they mean.&lt;br /&gt;
**[[Ontology Entry Format|How to format an Ontology entry]]&lt;br /&gt;
**[[Example - Proposing a new entry]]&lt;br /&gt;
*&#039;&#039;&#039;Wiki Editing&#039;&#039;&#039;&lt;br /&gt;
**Cheatsheet for editing in Wiki (the cheatsheet is for Wikipedia, but the commands are the same)&lt;br /&gt;
**A more detailed list of wiki markup commands&lt;br /&gt;
&lt;br /&gt;
=Work in Progress=&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Proposal|Ontology Entries Currently Being Proposed]]&lt;br /&gt;
*[[:Category:Outofdate|Ontology Entries Considered Out of Date]]&lt;br /&gt;
*[[To-Do List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Publications=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2010&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Time in Videogames: A Survey and Analysis, Simulation &amp;amp; Gaming, 41(6), 844-868.&lt;br /&gt;
*&#039;&#039;&#039;2008&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J.P., Bruckman, A. Novices, Gamers, and Scholars: Exploring the Challenges of Teaching About Games, Game Studies 8:2&lt;br /&gt;
**Zagal, J. P., Fernandez-Vara, C., Mateas, M. Rounds, Levels, and Waves: The Early Evolution of Gameplay Segmentation, Games &amp;amp; Culture. Vol. 3. No. 2, 175-198&lt;br /&gt;
*&#039;&#039;&#039;2007&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Temporal Frames: A Unifying Framework for the Analysis of Game Temporality, Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2007), Tokyo, Japan, 516-523.&lt;br /&gt;
*&#039;&#039;&#039;2005&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J., Mateas, M., Fernandez-Vara, C., Hochhalter, B. and Lichti, N., Towards an Ontological Language for Game Analysis, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
**Fernandez-Vara, C., Zagal, J., Mateas, M., Evolution of Spatial Configurations In Videogames, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
&lt;br /&gt;
==Related Work using the Game Ontology==&lt;br /&gt;
*Neubauer, S. (2006) - The Gameplay Video Segmentation Method&lt;br /&gt;
*Söderqvist, T. &amp;amp; Larsson, C. (2006) - Items in Massively Multiplayer Online Role-Playing Games&lt;br /&gt;
*[[Related Work|References to similar or inspirational work]]&lt;br /&gt;
&lt;br /&gt;
=People=&lt;br /&gt;
&lt;br /&gt;
[[Project Members|Members, past and present, of the Game Ontology Project]]&lt;br /&gt;
&lt;br /&gt;
=Related Projects=&lt;br /&gt;
&lt;br /&gt;
[[Image:GameLogBETA.png]]&lt;br /&gt;
&lt;br /&gt;
You might also be interested in using GameLog, an online system for keeping journals of your gameplaying activity. We have found it useful in our work on the Game Ontology Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Wiki was formerly maintained by the Experimental Game Lab at the Georgia Institute of Technology.&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Main_Page&amp;diff=233</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Main_Page&amp;diff=233"/>
		<updated>2015-07-21T00:24:24Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: /* Publications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Game Ontology Project=&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project (GOP) is a framework for describing, analyzing and studying games. It is a hierarchy of concepts abstracted from an analysis of many specific games. GOP borrows concepts and methods from prototype theory as well as grounded theory to achieve a framework that is always growing and changing as new games are analyzed or particular research questions are explored.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project&#039;s approach is to develop a game ontology that identifies the important structural elements of games and the relationships between them, organizing them hierarchically. The use of the term ontology is borrowed from computer science, and refers to the identification and (oftentimes formal) description of entities within a domain. Often, the elements are derived from common game terminology (e.g. level and boss) and then refined by both by abstracting more general concepts and by identifying more precise or specific concepts. An ontology is different than a game taxonomy in that, rather than organizing games by their characteristics or elements, it is the elements themselves that are organized.&lt;br /&gt;
This approach is well suited to exploring issues and questions regarding games and gameplay. The GOP provides a framework for exploring, dissecting and understanding the relationships between different game elements. A few examples of research questions we have already begun to explore include: &amp;quot;How can we understand interactivity in games?&amp;quot;, &amp;quot;How is gameplay regulated over the progress of a game?&amp;quot;, and &amp;quot;What roles does space play within games?&amp;quot;. Some of our explorations are also available in the publications area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Elements of the Ontology=&lt;br /&gt;
&lt;br /&gt;
===[[Interface]]===&lt;br /&gt;
[[:Category:Interface|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules]]===&lt;br /&gt;
[[:Category:Rules|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Entity Manipulation]]===&lt;br /&gt;
[[:Category:Entity Manipulation|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Goals]]===&lt;br /&gt;
[[:Category:Goals|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
We welcome your participation! In order to get the most out of your experience, you might want to familiarize yourself with the project as well as how wikis work.&lt;br /&gt;
* [[Frequently Asked Questions]]&lt;br /&gt;
*&#039;&#039;&#039;Participating of the Ontology Project&#039;&#039;&#039;&lt;br /&gt;
**[[General Structure for Ontology Entries]]&lt;br /&gt;
**[[Available templates]], and what they mean.&lt;br /&gt;
**[[Ontology Entry Format|How to format an Ontology entry]]&lt;br /&gt;
**[[Example - Proposing a new entry]]&lt;br /&gt;
*&#039;&#039;&#039;Wiki Editing&#039;&#039;&#039;&lt;br /&gt;
**Cheatsheet for editing in Wiki (the cheatsheet is for Wikipedia, but the commands are the same)&lt;br /&gt;
**A more detailed list of wiki markup commands&lt;br /&gt;
&lt;br /&gt;
=Work in Progress=&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Proposal|Ontology Entries Currently Being Proposed]]&lt;br /&gt;
*[[:Category:Outofdate|Ontology Entries Considered Out of Date]]&lt;br /&gt;
*[[To-Do List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Publications=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2010&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Time in Videogames: A Survey and Analysis, Simulation &amp;amp; Gaming, 41(6), 844-868.&lt;br /&gt;
*&#039;&#039;&#039;2008&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J.P., Bruckman, A. Novices, Gamers, and Scholars: Exploring the Challenges of Teaching About Games, Game Studies 8:2&lt;br /&gt;
**Zagal, J. P., Fernandez-Vara, C., Mateas, M. Rounds, Levels, and Waves: The Early Evolution of Gameplay Segmentation, Games &amp;amp; Culture. Vol. 3. No. 2, 175-198&lt;br /&gt;
*&#039;&#039;&#039;2007&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Temporal Frames: A Unifying Framework for the Analysis of Game Temporality, Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2007), Tokyo, Japan, 516-523.&lt;br /&gt;
*&#039;&#039;&#039;2005&#039;&#039;&#039;&lt;br /&gt;
**Zagal, J., Mateas, M., Fernandez-Vara, C., Hochhalter, B. and Lichti, N., Towards an Ontological Language for Game Analysis, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
**Fernandez-Vara, C., Zagal, J., Mateas, M., Evolution of Spatial Configurations In Videogames, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
&lt;br /&gt;
==Related Work using the Game Ontology==&lt;br /&gt;
*Neubauer, S. (2006) - The Gameplay Video Segmentation Method&lt;br /&gt;
*Söderqvist, T. &amp;amp; Larsson, C. (2006) - Items in Massively Multiplayer Online Role-Playing Games&lt;br /&gt;
*References to similar or inspirational work&lt;br /&gt;
&lt;br /&gt;
=People=&lt;br /&gt;
&lt;br /&gt;
[[Project Members|Members, past and present, of the Game Ontology Project]]&lt;br /&gt;
&lt;br /&gt;
=Related Projects=&lt;br /&gt;
&lt;br /&gt;
[[Image:GameLogBETA.png]]&lt;br /&gt;
&lt;br /&gt;
You might also be interested in using GameLog, an online system for keeping journals of your gameplaying activity. We have found it useful in our work on the Game Ontology Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Wiki was formerly maintained by the Experimental Game Lab at the Georgia Institute of Technology.&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Main_Page&amp;diff=232</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Main_Page&amp;diff=232"/>
		<updated>2015-07-21T00:24:01Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: /* Getting Started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Game Ontology Project=&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project (GOP) is a framework for describing, analyzing and studying games. It is a hierarchy of concepts abstracted from an analysis of many specific games. GOP borrows concepts and methods from prototype theory as well as grounded theory to achieve a framework that is always growing and changing as new games are analyzed or particular research questions are explored.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project&#039;s approach is to develop a game ontology that identifies the important structural elements of games and the relationships between them, organizing them hierarchically. The use of the term ontology is borrowed from computer science, and refers to the identification and (oftentimes formal) description of entities within a domain. Often, the elements are derived from common game terminology (e.g. level and boss) and then refined by both by abstracting more general concepts and by identifying more precise or specific concepts. An ontology is different than a game taxonomy in that, rather than organizing games by their characteristics or elements, it is the elements themselves that are organized.&lt;br /&gt;
This approach is well suited to exploring issues and questions regarding games and gameplay. The GOP provides a framework for exploring, dissecting and understanding the relationships between different game elements. A few examples of research questions we have already begun to explore include: &amp;quot;How can we understand interactivity in games?&amp;quot;, &amp;quot;How is gameplay regulated over the progress of a game?&amp;quot;, and &amp;quot;What roles does space play within games?&amp;quot;. Some of our explorations are also available in the publications area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Elements of the Ontology=&lt;br /&gt;
&lt;br /&gt;
===[[Interface]]===&lt;br /&gt;
[[:Category:Interface|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules]]===&lt;br /&gt;
[[:Category:Rules|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Entity Manipulation]]===&lt;br /&gt;
[[:Category:Entity Manipulation|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Goals]]===&lt;br /&gt;
[[:Category:Goals|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
We welcome your participation! In order to get the most out of your experience, you might want to familiarize yourself with the project as well as how wikis work.&lt;br /&gt;
* [[Frequently Asked Questions]]&lt;br /&gt;
*&#039;&#039;&#039;Participating of the Ontology Project&#039;&#039;&#039;&lt;br /&gt;
**[[General Structure for Ontology Entries]]&lt;br /&gt;
**[[Available templates]], and what they mean.&lt;br /&gt;
**[[Ontology Entry Format|How to format an Ontology entry]]&lt;br /&gt;
**[[Example - Proposing a new entry]]&lt;br /&gt;
*&#039;&#039;&#039;Wiki Editing&#039;&#039;&#039;&lt;br /&gt;
**Cheatsheet for editing in Wiki (the cheatsheet is for Wikipedia, but the commands are the same)&lt;br /&gt;
**A more detailed list of wiki markup commands&lt;br /&gt;
&lt;br /&gt;
=Work in Progress=&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Proposal|Ontology Entries Currently Being Proposed]]&lt;br /&gt;
*[[:Category:Outofdate|Ontology Entries Considered Out of Date]]&lt;br /&gt;
*[[To-Do List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Publications=&lt;br /&gt;
&lt;br /&gt;
*2010&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Time in Videogames: A Survey and Analysis, Simulation &amp;amp; Gaming, 41(6), 844-868.&lt;br /&gt;
*2008&lt;br /&gt;
**Zagal, J.P., Bruckman, A. Novices, Gamers, and Scholars: Exploring the Challenges of Teaching About Games, Game Studies 8:2&lt;br /&gt;
**Zagal, J. P., Fernandez-Vara, C., Mateas, M. Rounds, Levels, and Waves: The Early Evolution of Gameplay Segmentation, Games &amp;amp; Culture. Vol. 3. No. 2, 175-198&lt;br /&gt;
*2007&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Temporal Frames: A Unifying Framework for the Analysis of Game Temporality, Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2007), Tokyo, Japan, 516-523.&lt;br /&gt;
*2005&lt;br /&gt;
**Zagal, J., Mateas, M., Fernandez-Vara, C., Hochhalter, B. and Lichti, N., Towards an Ontological Language for Game Analysis, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
**Fernandez-Vara, C., Zagal, J., Mateas, M., Evolution of Spatial Configurations In Videogames, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
&lt;br /&gt;
==Related Work using the Game Ontology==&lt;br /&gt;
*Neubauer, S. (2006) - The Gameplay Video Segmentation Method&lt;br /&gt;
*Söderqvist, T. &amp;amp; Larsson, C. (2006) - Items in Massively Multiplayer Online Role-Playing Games&lt;br /&gt;
*References to similar or inspirational work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=People=&lt;br /&gt;
&lt;br /&gt;
[[Project Members|Members, past and present, of the Game Ontology Project]]&lt;br /&gt;
&lt;br /&gt;
=Related Projects=&lt;br /&gt;
&lt;br /&gt;
[[Image:GameLogBETA.png]]&lt;br /&gt;
&lt;br /&gt;
You might also be interested in using GameLog, an online system for keeping journals of your gameplaying activity. We have found it useful in our work on the Game Ontology Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Wiki was formerly maintained by the Experimental Game Lab at the Georgia Institute of Technology.&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Main_Page&amp;diff=231</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Main_Page&amp;diff=231"/>
		<updated>2015-07-20T23:27:33Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: Protected &amp;quot;Main Page&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Game Ontology Project=&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project (GOP) is a framework for describing, analyzing and studying games. It is a hierarchy of concepts abstracted from an analysis of many specific games. GOP borrows concepts and methods from prototype theory as well as grounded theory to achieve a framework that is always growing and changing as new games are analyzed or particular research questions are explored.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project&#039;s approach is to develop a game ontology that identifies the important structural elements of games and the relationships between them, organizing them hierarchically. The use of the term ontology is borrowed from computer science, and refers to the identification and (oftentimes formal) description of entities within a domain. Often, the elements are derived from common game terminology (e.g. level and boss) and then refined by both by abstracting more general concepts and by identifying more precise or specific concepts. An ontology is different than a game taxonomy in that, rather than organizing games by their characteristics or elements, it is the elements themselves that are organized.&lt;br /&gt;
This approach is well suited to exploring issues and questions regarding games and gameplay. The GOP provides a framework for exploring, dissecting and understanding the relationships between different game elements. A few examples of research questions we have already begun to explore include: &amp;quot;How can we understand interactivity in games?&amp;quot;, &amp;quot;How is gameplay regulated over the progress of a game?&amp;quot;, and &amp;quot;What roles does space play within games?&amp;quot;. Some of our explorations are also available in the publications area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Elements of the Ontology=&lt;br /&gt;
&lt;br /&gt;
===[[Interface]]===&lt;br /&gt;
[[:Category:Interface|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules]]===&lt;br /&gt;
[[:Category:Rules|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Entity Manipulation]]===&lt;br /&gt;
[[:Category:Entity Manipulation|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Goals]]===&lt;br /&gt;
[[:Category:Goals|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
We welcome your participation! In order to get the most out of your experience, you might want to familiarize yourself with the project as well as how wikis work.&lt;br /&gt;
* [[Frequently Asked Questions]]&lt;br /&gt;
*Participating of the Ontology Project&lt;br /&gt;
**[[General Structure for Ontology Entries]]&lt;br /&gt;
**[[Available templates]], and what they mean.&lt;br /&gt;
**[[Ontology Entry Format|How to format an Ontology entry]]&lt;br /&gt;
**[[Example - Proposing a new entry]]&lt;br /&gt;
*Wiki Editing&lt;br /&gt;
**Cheatsheet for editing in Wiki (the cheatsheet is for Wikipedia, but the commands are the same)&lt;br /&gt;
**A more detailed list of wiki markup commands&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Work in Progress=&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Proposal|Ontology Entries Currently Being Proposed]]&lt;br /&gt;
*[[:Category:Outofdate|Ontology Entries Considered Out of Date]]&lt;br /&gt;
*[[To-Do List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Publications=&lt;br /&gt;
&lt;br /&gt;
*2010&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Time in Videogames: A Survey and Analysis, Simulation &amp;amp; Gaming, 41(6), 844-868.&lt;br /&gt;
*2008&lt;br /&gt;
**Zagal, J.P., Bruckman, A. Novices, Gamers, and Scholars: Exploring the Challenges of Teaching About Games, Game Studies 8:2&lt;br /&gt;
**Zagal, J. P., Fernandez-Vara, C., Mateas, M. Rounds, Levels, and Waves: The Early Evolution of Gameplay Segmentation, Games &amp;amp; Culture. Vol. 3. No. 2, 175-198&lt;br /&gt;
*2007&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Temporal Frames: A Unifying Framework for the Analysis of Game Temporality, Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2007), Tokyo, Japan, 516-523.&lt;br /&gt;
*2005&lt;br /&gt;
**Zagal, J., Mateas, M., Fernandez-Vara, C., Hochhalter, B. and Lichti, N., Towards an Ontological Language for Game Analysis, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
**Fernandez-Vara, C., Zagal, J., Mateas, M., Evolution of Spatial Configurations In Videogames, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
&lt;br /&gt;
==Related Work using the Game Ontology==&lt;br /&gt;
*Neubauer, S. (2006) - The Gameplay Video Segmentation Method&lt;br /&gt;
*Söderqvist, T. &amp;amp; Larsson, C. (2006) - Items in Massively Multiplayer Online Role-Playing Games&lt;br /&gt;
*References to similar or inspirational work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=People=&lt;br /&gt;
&lt;br /&gt;
[[Project Members|Members, past and present, of the Game Ontology Project]]&lt;br /&gt;
&lt;br /&gt;
=Related Projects=&lt;br /&gt;
&lt;br /&gt;
[[Image:GameLogBETA.png]]&lt;br /&gt;
&lt;br /&gt;
You might also be interested in using GameLog, an online system for keeping journals of your gameplaying activity. We have found it useful in our work on the Game Ontology Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Wiki was formerly maintained by the Experimental Game Lab at the Georgia Institute of Technology.&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=Main_Page&amp;diff=230</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=Main_Page&amp;diff=230"/>
		<updated>2015-07-20T16:45:48Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Game Ontology Project=&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project (GOP) is a framework for describing, analyzing and studying games. It is a hierarchy of concepts abstracted from an analysis of many specific games. GOP borrows concepts and methods from prototype theory as well as grounded theory to achieve a framework that is always growing and changing as new games are analyzed or particular research questions are explored.&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Project&#039;s approach is to develop a game ontology that identifies the important structural elements of games and the relationships between them, organizing them hierarchically. The use of the term ontology is borrowed from computer science, and refers to the identification and (oftentimes formal) description of entities within a domain. Often, the elements are derived from common game terminology (e.g. level and boss) and then refined by both by abstracting more general concepts and by identifying more precise or specific concepts. An ontology is different than a game taxonomy in that, rather than organizing games by their characteristics or elements, it is the elements themselves that are organized.&lt;br /&gt;
This approach is well suited to exploring issues and questions regarding games and gameplay. The GOP provides a framework for exploring, dissecting and understanding the relationships between different game elements. A few examples of research questions we have already begun to explore include: &amp;quot;How can we understand interactivity in games?&amp;quot;, &amp;quot;How is gameplay regulated over the progress of a game?&amp;quot;, and &amp;quot;What roles does space play within games?&amp;quot;. Some of our explorations are also available in the publications area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Elements of the Ontology=&lt;br /&gt;
&lt;br /&gt;
===[[Interface]]===&lt;br /&gt;
[[:Category:Interface|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules]]===&lt;br /&gt;
[[:Category:Rules|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Entity Manipulation]]===&lt;br /&gt;
[[:Category:Entity Manipulation|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
===[[Goals]]===&lt;br /&gt;
[[:Category:Goals|See all entries in this hierarchy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
We welcome your participation! In order to get the most out of your experience, you might want to familiarize yourself with the project as well as how wikis work.&lt;br /&gt;
* [[Frequently Asked Questions]]&lt;br /&gt;
*Participating of the Ontology Project&lt;br /&gt;
**[[General Structure for Ontology Entries]]&lt;br /&gt;
**[[Available templates]], and what they mean.&lt;br /&gt;
**[[Ontology Entry Format|How to format an Ontology entry]]&lt;br /&gt;
**[[Example - Proposing a new entry]]&lt;br /&gt;
*Wiki Editing&lt;br /&gt;
**Cheatsheet for editing in Wiki (the cheatsheet is for Wikipedia, but the commands are the same)&lt;br /&gt;
**A more detailed list of wiki markup commands&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Work in Progress=&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Proposal|Ontology Entries Currently Being Proposed]]&lt;br /&gt;
*[[:Category:Outofdate|Ontology Entries Considered Out of Date]]&lt;br /&gt;
*[[To-Do List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Publications=&lt;br /&gt;
&lt;br /&gt;
*2010&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Time in Videogames: A Survey and Analysis, Simulation &amp;amp; Gaming, 41(6), 844-868.&lt;br /&gt;
*2008&lt;br /&gt;
**Zagal, J.P., Bruckman, A. Novices, Gamers, and Scholars: Exploring the Challenges of Teaching About Games, Game Studies 8:2&lt;br /&gt;
**Zagal, J. P., Fernandez-Vara, C., Mateas, M. Rounds, Levels, and Waves: The Early Evolution of Gameplay Segmentation, Games &amp;amp; Culture. Vol. 3. No. 2, 175-198&lt;br /&gt;
*2007&lt;br /&gt;
**Zagal, J. P. and Mateas, M., Temporal Frames: A Unifying Framework for the Analysis of Game Temporality, Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2007), Tokyo, Japan, 516-523.&lt;br /&gt;
*2005&lt;br /&gt;
**Zagal, J., Mateas, M., Fernandez-Vara, C., Hochhalter, B. and Lichti, N., Towards an Ontological Language for Game Analysis, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
**Fernandez-Vara, C., Zagal, J., Mateas, M., Evolution of Spatial Configurations In Videogames, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume.&lt;br /&gt;
&lt;br /&gt;
==Related Work using the Game Ontology==&lt;br /&gt;
*Neubauer, S. (2006) - The Gameplay Video Segmentation Method&lt;br /&gt;
*Söderqvist, T. &amp;amp; Larsson, C. (2006) - Items in Massively Multiplayer Online Role-Playing Games&lt;br /&gt;
*References to similar or inspirational work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=People=&lt;br /&gt;
&lt;br /&gt;
[[Project Members|Members, past and present, of the Game Ontology Project]]&lt;br /&gt;
&lt;br /&gt;
=Related Projects=&lt;br /&gt;
&lt;br /&gt;
[[Image:GameLogBETA.png]]&lt;br /&gt;
&lt;br /&gt;
You might also be interested in using GameLog, an online system for keeping journals of your gameplaying activity. We have found it useful in our work on the Game Ontology Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Game Ontology Wiki was formerly maintained by the Experimental Game Lab at the Georgia Institute of Technology.&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
	<entry>
		<id>https://gameontology.com/index.php?title=MediaWiki:Sidebar&amp;diff=229</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://gameontology.com/index.php?title=MediaWiki:Sidebar&amp;diff=229"/>
		<updated>2015-07-20T16:44:04Z</updated>

		<summary type="html">&lt;p&gt;Jzagal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help&lt;br /&gt;
&lt;br /&gt;
*ontology top level&lt;br /&gt;
**Interface|Interface&lt;br /&gt;
**Rules|Rules&lt;br /&gt;
**Entity Manipulation|Entity Manipulation&lt;br /&gt;
**Goals|Goals&lt;br /&gt;
&lt;br /&gt;
*work in progress&lt;br /&gt;
**:Category:Proposal|Proposed Entries&lt;br /&gt;
**:Category:Outofdate|Out of Date Entries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Jzagal</name></author>
	</entry>
</feed>