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.