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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Ontology Enrichment of Video Games with LLMs</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Oğuzhan Menemencioğlu</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ahmet Selim Küçükkara</string-name>
          <email>selim.kucukkara@beun.edu.tr</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Karabük University, Department of Computer Engineering</institution>
          ,
          <addr-line>78050 Karabük</addr-line>
          ,
          <country country="TR">Türkiye</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Semantics-2025</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Zonguldak Bülent Ecevit University</institution>
          ,
          <addr-line>67100, Zonguldak</addr-line>
          ,
          <country country="TR">Türkiye</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Video games have evolved into a prominent cultural and economic phenomenon, increasingly recognized as a powerful medium across diverse domains, including art, education, and social interaction. This evolution has necessitated a more nuanced and systematic analysis of game universes, along with the development of methodological frameworks to facilitate their understanding. Ontology, defined as a formal representation of concepts and the relationships among them within a given domain-whether for human interpretation or machine processing-has been employed as a means to model and describe the structural and semantic components of video games. The primary objective of this study is to identify and articulate existing gaps in the literature like relations, roles, locations, tasks, and voice acting concerning the ontological modeling of video game universes and to address these gaps by proposing an ontologically grounded perspective for analyzing virtual worlds. This paper introduces ontological models for core game elements, including character relationships, role typologies, spatial representations, mission structures, and voice acting. Each proposed ontology is examined in terms of its capacity to enhance our understanding of the underlying dynamics of game worlds. Furthermore, the study explores the integration of Large Language Models (LLMs) as a means of enriching ontological structures, with an emphasis on moving beyond manual approaches to support scalability and semantic depth.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Ontology</kwd>
        <kwd>video games</kwd>
        <kwd>video game universes</kwd>
        <kwd>ontology enrichment</kwd>
        <kwd>LLM 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Since the late 20th century, video games have emerged as a significant cultural and economic
phenomenon, driven by rapid technological advancement. Initially characterized by rudimentary
mechanics, video games have evolved into complex systems encompassing expansive virtual
environments, sophisticated narratives, and online platforms that engage millions of users
worldwide. Beyond their entertainment value, video games now serve multifaceted roles in domains
such as art, education, and social interaction. This transformation has necessitated more rigorous
conceptual frameworks and analytical methods to better understand the structures and dynamics of
game universes. The industry's growth is exemplified by platforms like Steam, which, as a dominant
force in digital distribution, has surpassed 40 million active users and 120 million registered users.
Today, the global video game market commands an estimated value exceeding 200 billion USD,
underscoring its substantial influence and reach [1,2].</p>
      <p>An ontology constitutes a formal, explicit specification of a shared conceptualization,
encompassing the definitions of concepts, their properties, and the interrelations that may exist
within a given domain, whether for human understanding or machine interpretation [3]. Ontologies
play a critical role in facilitating knowledge sharing, interoperability, and reuse across diverse
systems and applications. While rooted in philosophical traditions, the concept of ontology has been
extensively adopted in contemporary domains such as knowledge
management, artificial
intelligence, and information systems. In the context of digital infrastructures, ontologies provide a
structured framework for representing domain-specific terminologies, their semantic meanings, and
the logical relationships among them. By enabling the systematic organization, analysis, and reuse
of complex knowledge structures, ontologies serve as foundational tools for enhancing semantic
clarity and computational reasoning.</p>
      <p>The intersection of video games and ontological modeling constitutes a critical avenue for
comprehending the underlying structures and dynamics of virtual environments. Each video game
encapsulates a distinct universe comprising interactive objects, characters, narrative elements, and
rule-based mechanics. Systematically representing and analyzing the relationships among these
components facilitates deeper insights into game design, player experience, and critical game studies.
Within this context, a domain-specific ontology for video games offers a robust conceptual
framework for modeling, analyzing, and comparing diverse game worlds. Motivated by this
perspective, the present research seeks to identify the foundational constituents of video game
universes and to advance the analytical discourse surrounding virtual worlds through an
ontologically grounded approach.</p>
      <sec id="sec-1-1">
        <title>1.1. Related Work</title>
        <p>De Martino et al. prepared a detailed ontology of video games in their study. In general, there are
classes on the genre, gameplay and mechanics of the video game. Regarding the universe, they added
the character class and narrative class with 2 subclasses as playable and NPC [4].</p>
        <p>In their study, Parkkila et al. approached video games through an event-centric perspective,
decomposing gameplay into discrete in-game events. They conceptualized player interaction by
formulating a range of SPARQL queries aimed at analyzing event-driven behavior—for example,
identifying subsequent player actions following specific events, quantifying the frequency of event
occurrences, and determining which games feature the highest number of in-game sales events. This
modeling was achieved by associating players with specific in-game events. In terms of representing
the game universe, their ontology includes classes related to in-game items and their respective
functions or purposes within the gameplay context [5].</p>
        <p>In their study, Leon et al. sought to formalize the mechanics of a mobile video game through the
development of an ontology. This ontology is intended as a conceptual tool to support the analysis
of games and to facilitate structured discussion and exploration within the field of game design.
Rather than prescribing normative guidelines for designing successful games, the ontology aims to
identify abstract design patterns, commonalities, and differences across diverse game examples. As
a case study, the authors modeled the mechanics of Pac-Man, which serves as the foundational basis
of the ontology. However, due to its reliance on a single, highly specific game, the ontology presents
challenges in terms of generalizability and adaptability to other game genres or design contexts [6].</p>
        <p>In his study, Michael Debus conducted a critical analysis of existing video game ontologies in the
literature, identifying several key limitations and gaps. In response, he developed a new ontology
designed to address these shortcomings. This ontology organizes game mechanics under six principal
categories: time, goals, space, randomness, entities, and disconnected aspects. Each of these
categories is further refined through detailed subcategories, allowing for a more granular and
comprehensive representation of game mechanics. In terms of modeling the game universe, the
ontology includes dedicated classes for both Location and Time [7].</p>
        <p>Galanina et al. proposed a novel ontology for video games, incorporating a diverse set of classes
to capture the multifaceted nature of game design and player experience. The ontology includes
conceptual categories such as Platform, User Interface, Atmosphere, Gameplay, Features,
Narrative, and Player Needs, thereby offering a holistic framework for analyzing video games. As
a case study, the game Braid was integrated into the ontology to demonstrate its applicability and
expressiveness. In terms of modeling the game universe, the ontology specifically includes classes
related to Atmosphere and Narrative [8].</p>
        <p>In his study, Alexandre Delcos critically examined a range of theoretical approaches to the
ontology of video games, each of which seeks to establish the identity conditions of these digital
artifacts. While acknowledging the strengths and contributions of these perspectives, Delcos
contends that none of the existing theories offers a fully satisfactory account. However, this critical
stance does not imply that the identification of robust identity criteria is unattainable. Rather, he
suggests that more sophisticated iterations of these theories may overcome the limitations of their
current formulations. Delcos concludes that the field remains in a formative stage, with considerable
potential for further exploration and multiple promising directions for future research [9].</p>
        <p>For remaining literature, a brief information provided in Table 1.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. Method</title>
      <p>We propose a set of ontology enrichment strategies aimed at addressing the identified limitations
and conceptual gaps present in the existing literature. Strategies are listed below:</p>
      <p>Relationship
Role
Location
Task</p>
      <p>Voice acting</p>
      <p>By using taxonomy, we proposed here, we prompt the LLM to generate instances. We prompt it
to use WikiData and Dbpedia, which is public and open to access. We obtain video game universe
ontology by using Middle-out approach. Because we design taxonomy. Then we want to link to
concrete data (Wikidata, DBpedia). We need both conceptual clarity (ontology structure) and
scalability (adding new games easily).</p>
      <p>Circles are classes, bold circles are instances, and squares are properties in the following figures.</p>
      <sec id="sec-2-1">
        <title>2.1. Enrichment of relationships</title>
        <p>One of the most vital components contributing to the vitality and continuity of a game universe is
the presence of its characters. These entities not only inhabit the virtual world but also engage in
dynamic social interactions, forming alliances and rivalries that reflect the complexities of real-world
relationships. Such relational dynamics are essential for constructing and interpreting the narrative
structure of a game. A notable characteristic of these relationships is their potential to evolve over
time, often shifting across different installments within a game series. For instance, Kiryu and Nishiki
are depicted as close allies in Yakuza 0 (Sega, 2015), whereas their relationship transitions into one
of rivalry in Yakuza 1 (Sega, 2005). This temporal variability renders a static classification—such as
‘friend’ or ‘enemy’—inadequate for capturing the full complexity of their interactions. To address
this ontological limitation, the model proposed in Figure 1 introduces a dedicated Relationship
class, instantiated separately for each game. Each instance encodes the relationship’s participants,
its nature (e.g., friendship, rivalry), and its contextual linkage to the specific game in which it occurs.
This approach enables the representation of temporally and contextually contingent character
relationships, allowing for more accurate semantic modeling across narrative timelines.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Enrichment of role</title>
        <p>The number of playable characters in video games is typically limited to one; however, this design
choice is often closely associated with the game's genre. For instance, PlayStation All-Stars Battle
Royale (Sony, 2012), which belongs to the fighting game genre, features multiple playable characters.
In this context, the player selects a character to control in combat scenarios, resulting in a diverse
roster of playable entities. Conversely, in God of War (Sony, 2005)—part of the original series from
which one of the Battle Royale characters, Kratos, originates—Kratos is the sole playable character,
with rare exceptions. Thus, Kratos functions as a playable character across two distinct game
franchises. A similar situation arises in the Yakuza series: Saejima, who is a playable character in
Yakuza 5 (Sega, 2012), reappears as a non-playable character (NPC) in Yakuza 6: The Song of Life
(Sega, 2016). These examples demonstrate that a character cannot be rigidly categorized as either a
playable or non-playable entity without consideration of contextual variation across titles.</p>
        <p>To address this ontological ambiguity, the model illustrated in Figure 2 is proposed. In this design,
Playable Character and Non-Playable Character (NPC) are defined as subclasses of a more general
Role class. Each role instance includes metadata specifying the role type, the associated character,
and the game context in which the role is instantiated. This structure enables a more flexible and
semantically accurate representation of character roles, allowing for variability across different
games within a franchise.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Enrichment of locations</title>
        <p>Locations are undoubtedly among the most salient elements when conceptualizing a game universe.
The memorability and distinctiveness of the environments in which gameplay unfolds significantly
contribute to the immersion and perceived coherence of the fictional world. In many cases, video
game locations are inspired by, or directly modeled after, real-world geographies. Kingdom Come:
Deliverance (Warhorse Studios, 2018) features in-game architectural structures that closely resemble
their contemporary real-life counterparts. According to the developers, the game's geography was
intentionally adapted from present-day locations with the guiding question: “How would this place
have appeared in the 1400s?”—thereby integrating historical inference into the virtual
environment.</p>
        <p>To formally capture this referential structure within an ontological framework, the model
presented in Figure 3 is proposed. This ontology introduces a new GameLocation class, which
contains semantic links to both the video game in which the location appears and the real-world
location it references. The ontology also incorporates the dbo:location class from DBpedia to
facilitate interoperability and integration with external linked data sources. This structure enables
the retrieval of geospatial and historical reference data for in-game locations, thereby enriching the
semantic representation of game environments within the ontology.</p>
      </sec>
      <sec id="sec-2-4">
        <title>2.4. Enrichment of task</title>
        <p>Video games frequently convey the narrative progression of their universes through structured
mission systems, underscoring the significance of quest hierarchies and task dependencies within
virtual worlds. Such systems not only drive gameplay but also serve as key mechanisms for
worldbuilding and player engagement. As illustrated in Figure 4, a segment of the main questline in The
Witcher 3: Wild Hunt (CD Projekt, 2015) reveals a node-based structure in which access to certain
quests is contingent upon the completion of preceding tasks. This dependency model reflects a
directed graph or tree-like structure, where quests are interlinked through conditional logic.</p>
        <p>To formally represent this structure, the ontology presented in Figure 5 is proposed. In this model,
the generic Task class is subdivided into two subclasses: MainTask and SubTask. Instances of these
classes encapsulate properties such as the subsequent task (via a nextTask relationship), the
characters associated with the task, and the game context in which the task occurs. Through traversal
of the nextTask relationships, the complete quest tree of a given video game can be semantically
extracted and analyzed. This ontological structure enables a formal and scalable approach to
modeling narrative progression in complex game universes.</p>
      </sec>
      <sec id="sec-2-5">
        <title>2.5. Enrichment of voice acting</title>
        <p>One of the significant elements contributing to a character’s identity and memorability in video
games is the performance of the voice actor. The voice not only reinforces the emotional depth of
the character but also enhances the player's immersive experience. For instance, Takaya Kuroda has
consistently voiced the character Kazuma Kiryu throughout the Yakuza series and is also known for
his work in anime. However, if a different actor were to voice the character in a future installment,
the statement "Kazuma Kiryu's voice actor is Takaya Kuroda" would no longer be universally
applicable across all instances of the character.</p>
        <p>To address this issue, the ontology illustrated in Figure 6 is proposed. This model introduces a
VoiceActing class, which includes semantic relationships linking the voice actor to the character
voiced, the specific game in which the voice performance occurs, and other relevant contextual data.
To support interoperability with external ontologies, particularly those related to anime, the model
is further enriched with properties linking voice actors to anime characters and the corresponding
series. This ontological structure allows for temporal and contextual variability in voice assignments,
ensuring the model remains valid even as casting changes occur over time.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Result and Conclusion</title>
      <sec id="sec-3-1">
        <title>3.1. Result</title>
        <p>The designed, created, and proposed ontology has released in the URL
https://oguzhan.menemencioglu.info/video_game_universe_ontology.</p>
        <p>The obtained ontology by using LLMs enrichment, manual and generated by LLM were also
released in the same URL in different versions. Generative AI is used for top 10 selling video games
to scale the research. We have tested the ontology and it’s OOPS!-clean.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Conclusion</title>
        <p>This study addresses existing gaps in the literature concerning the ontological representation of
video game universes, with particular emphasis on the limitations and potential challenges these
gaps may pose. As video games and their associated fictional worlds grow increasingly complex—
both structurally and narratively, their influence on player experience becomes more pronounced,
highlighting the necessity for systematic and semantically grounded methods of analysis. In response
to this need, the study proposes a series of novel ontology designs, evaluating their contributions to
the structured analysis and deeper understanding of video game universes.</p>
        <p>The proposed ontologies aim to provide explicit formalizations of key components of game
worlds, including characters, spatial environments, interpersonal relationships, character roles,
mission structures, and voice acting. By modeling these elements with greater semantic precision,
the ontologies support more robust interpretations of game content and facilitate cross-game
comparisons. This ontological framework not only enhances analytical depth within individual titles
but also contributes to broader comparative studies across game genres and franchises.</p>
        <p>Created taxonomy is manual contribution to fill the gap in literature. In this research, Generative
AI generated instances by using human created taxonomy. This approach is autonomy and partially
hybrid.
This publication is based upon work from COST Action CA23147 GOBLIN - Global Network on
Large-Scale, Cross-domain and Multilingual Open Knowledge Graphs, supported by COST
(European Cooperation in Science and Technology, https://www.cost.eu).</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Declaration on Generative AI</title>
      <p>In the text we have mentioned how ChatGPT was used. To highlight the usage under the declaration,
we feed &amp; prompt the ChatGPT with our contribution taxonomy and ask to create the instances with
the public information in WikiData and Dbpedia for top selling video games, according to the
taxonomy.</p>
    </sec>
  </body>
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