# Serious Games Profile

The serous games profile of the xAPI was created to identify and standardize the common interactions that can be tracked in a serious game. This profile was designed as part of the RAGE project.

## Profile Details

| Property | Value |
| --- | --- |
| **ID** | `https://w3id.org/xapi/seriousgames` |
| **See Also** | https://github.com/e-ucm/xapi-seriousgames |
| **Status** | draft |
| **Version** | v1.0 |

## Author

**The RAGE project**

## Concepts

### area

**Type:** ActivityType

**ID:** `https://w3id.org/xapi/seriousgames/activity-types/area`

An identified area inside the game world. In some games they can also be worlds. Represents an aggregation of zones.

### controller

**Type:** ActivityType

**ID:** `https://w3id.org/xapi/seriousgames/activity-types/controller`

A game controller whose input affects the action in an activity. Game controllers are common in non-pc games. This activity represents this device.

### cutscene

**Type:** ActivityType

**ID:** `https://w3id.org/xapi/seriousgames/activity-types/cutscene`

A non-interactive scene that can be skipped. A cutscene is a non-interactive scene within the game (e.g., a video, a conversation, an automated sequence). The player can usually skip them pressing some button.

### dialog-tree

**Type:** ActivityType

**ID:** `https://w3id.org/xapi/seriousgames/activity-types/dialog-tree`

An alternative presented during a conversation with an non-playable character. Dialog trees are a common mechanic in video games, where players can answer questions to NPC. This activity represents that type of alternative.

### enemy

**Type:** ActivityType

**ID:** `https://w3id.org/xapi/seriousgames/activity-types/enemy`

A game object that poses a threat inside the game world. Enemies are common elements in video games. Defeating them indicates a player accomplishment.

### item

**Type:** ActivityType

**ID:** `https://w3id.org/xapi/seriousgames/activity-types/item`

A collectable game object whose use or interaction results in an effect in a game. Items are common elements in video games. Players can collect/use/combine them.

### keyboard

**Type:** ActivityType

**ID:** `https://w3id.org/xapi/seriousgames/activity-types/keyboard`

A keyboard whose keystrokes affects the action in an activity. Somes games can receive inputs from keyboards: physical keyboards in a PC, or virtual keyboards in a smartphone screen. This activity represent both.

### level

**Type:** ActivityType

**ID:** `https://w3id.org/xapi/seriousgames/activity-types/level`

A level of a game or of a gamified learning platform. A level is logic partition of progression in any video game. Completing a level means advancing in the progression of the game.

### menu

**Type:** ActivityType

**ID:** `https://w3id.org/xapi/seriousgames/activity-types/menu`

A menu with several buttons/options whose selection produces different effects. Represents a menu, integrated in the user interface (UI), with several a options.

### mouse

**Type:** ActivityType

**ID:** `https://w3id.org/xapi/seriousgames/activity-types/mouse`

A mouse device whose clicks and movement affects the action in an activity. PC games are usually controlled by mouse interaction. This activity represents this device.

### non-player-character

**Type:** ActivityType

**ID:** `https://w3id.org/xapi/seriousgames/activity-types/non-player-character`

A character that can offer a conversation or other type of interaction inside a game. Players usually have conversations with non-player characters.

### quest

**Type:** ActivityType

**ID:** `https://w3id.org/xapi/seriousgames/activity-types/quest`

A accomplishable challenge or mission presented inside a game. Completing quests marks the players' progress.

### screen

**Type:** ActivityType

**ID:** `https://w3id.org/xapi/seriousgames/activity-types/screen`

A game screen where a concrete game task is developed. Games are usually composed by a set of screens the player navigates. A screen has a concrete function within the game. A screen contains a menu, or the gameplay. To define virtual zones inside the game world, it is recommended to use area or zone.

### serious-game

**Type:** ActivityType

**ID:** `https://w3id.org/xapi/seriousgames/activity-types/serious-game`

A game designed for a primary purpose other than pure entertainment. For instance, an educational game or a game-like simulation. A serious game is the root container for the rest of game elements.

### touchscreen

**Type:** ActivityType

**ID:** `https://w3id.org/xapi/seriousgames/activity-types/touchscreen`

A screen the player can touch or press.

### zone

**Type:** ActivityType

**ID:** `https://w3id.org/xapi/seriousgames/activity-types/zone`

An identified zone inside an area of the game world. A zone is inside an area, and defines a logic self-contained place.

### progress

**Type:** ResultExtension

**ID:** `https://w3id.org/xapi/seriousgames/extensions/progress`

A decimal number (3 significant figures with 2 figures following the decimal point) between 0 and 1 (inclusive) to indicate the value of progress in a completable. Indicates the progress in a completable. This extension appears in the Statement's result.

### health

**Type:** ResultExtension

**ID:** `https://w3id.org/xapi/seriousgames/extensions/health`

A decimal number (3 significant figures with 2 figures following the decimal point) between 0 and 1 (inclusive) to indicate the remaining health or stamina within a game. Used to represent the remaining health of the player (e.g., number of hearts, energy bar). This extension appears in the Statement's result.

### position

**Type:** ResultExtension

**ID:** `https://w3id.org/xapi/seriousgames/extensions/position`

An object with attributes x, y and z indicating the position of the player within a particular area in a game. Used to represent the current position of the player inside the game world. This position should be expressed in a coordinate system known by the data analysts. This extension appears in the Statement's result.

### accessed

**Type:** Verb

**ID:** `https://w3id.org/xapi/seriousgames/verbs/accessed`

Indicates that the actor has gained access to the object. Associated to the virtual places a player visits during a gameplay.

### pressed

**Type:** Verb

**ID:** `https://w3id.org/xapi/seriousgames/verbs/pressed`

Indicates that the actor made physical contact with the object. Used when the player presses some button in an input device. Press the left button in a mouse, press the X button in a XBox controller, etc. 

### released

**Type:** Verb

**ID:** `https://w3id.org/xapi/seriousgames/verbs/released`

Indicates that the actor released the object from one's grip from or a specific state. Used when the player releases a previously pressed button.

### unlocked

**Type:** Verb

**ID:** `https://w3id.org/xapi/seriousgames/verbs/unlocked`

Indicates the actor unlocked an option that was previously unavailable. Used when the player unlocks an option in an alternative.

### used

**Type:** Verb

**ID:** `https://w3id.org/xapi/seriousgames/verbs/used`

Indicates the actor used a virtual object. Used when player uses items they find during the gameplay, to obtain different benefits.

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*Generated from TLA Toolbox on 4/5/2026*