# Gamers L.A.B. Structure

## Summary

The Gamers L.A.B. system is designed to mirror conventional backend architecture, making it accessible and familiar to traditional game developers.&#x20;

Core entities such as **Players**, **Match Sessions**, **Login Sessions**, **Record Events**, and **Application-Level Data** are modeled explicitly on-chain. Each contract is engineered to balance structure and flexibility—providing a modular base for interoperable applications, while still allowing developers to store game-specific or abstract data using extensible metadata fields.

Entities such as players, sessions, and records also support custom key-value metadata, allowing developers to attach arbitrary game-relevant information without needing to modify the base schema.&#x20;

Additional support for common data is provided out of the box. For example, matches can store results such as win, loss, draw, fail, or not set, and players can be designated as either *human* or *NPC*.&#x20;

This approach ensures compatibility across different game genres and use cases while retaining enough consistency to support indexing, analytics, and system-level features.

The Gamers L.A.B. structure is purpose-built for gaming, prioritizing long-term data utility, interoperability, and ease of use. It provides the necessary scaffolding to support scalable, on-chain game data while accommodating the variability found across game types and gameplay models.

## High-Level Structure

<figure><img src="/files/xs0h9JgXtZo3uwJaD6oJ" alt=""><figcaption></figcaption></figure>


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