In this paper we have sketched the outline of a framework for understanding game play,
which may be used for providing meaningful feedback to (serious) game players, allowing
for replay on a sufficiently abstract level by deplaying semantic-enabled machinima.
Although we have partially implemented aspects of our approach in the XIMPEL
platform, addititional research is needed to arrive at a sufficiently complete
representation scheme for capturing events, user actions and resulting game state changes.
It seems that, in particular, we must pay more attention to the domain ontology underlying
a game, to enable
the construction of user profiles using inferential reasoning based on the actions taken by the player
when confronted with choices or challenges in the pursuit of a mission or scenario.
