Index
Father: …The point is that the purpose of these conversations is to discover the “rules.” It’s like life—a game whose purpose is to discover the rules, which rules are always changing and undiscoverable.
Daughter: But I don’t call that a game, Daddy.
—Gregory Bateson, Steps to an Ecology of Mind
A
Aarseth, Espen J., 416
Abrams, Janet, 568
abstractions, 439
Abt, Clark C., 4, 74–75
Ace of Aces, 422, 425–427
achievers, 465–466, 488
actionand awareness, 337
and interactivity, 59, 62
meaning of, 273, 367–368
and outcome, 354
patterns of, 407
and pleasure, 337, 361
review of, 413
rhythmic, 341
See also physical movements; stylized behavior
action-adventure, 523–524
activators, 214–218
addiction, 355–356, 361
See also Breakout
Addinall, Eric, 423
Adventure, 279, 394, 396–398
adventure stories, 523
African-American slaves, 517
Age of Empires, 508
agôn, 307, 308
in Quake, 335
The A.I. Game, 575–577
website, 586
alea, 307, 308
Alexander, Christopher, 4–5
Alice in Wonderland, 368–370
Alleyway, 322–323
Ambasz, Emilio, 40
ambiguityand play definition, 301
and rules, 137, 277
Animal Crossing, 364
Animé, 560
anxiety, 351, 352
Apter, Michael, 94, 335
arcade gamesattraction of, 336
conflict in, 251–253
and pleasure, 330
rules, 145
See also specific games
art, 78
artificialityand cooperation, 256
and culture, 572–573
context, 104
environment, 585–586, 587
equal opportunity, 260, 265
in game definition, 75, 77–78, 80, 83
and meaning, 371–372
protective frame, 94–99
and rules, 123–124, 125
See also simulation
ASCII text, 414
Assassin, 43, 137, 572
Asteroidschoices, 65
interactivity, 63
narrativedescriptors, 400–401
fictive world, 401–402
space, 394–396
auditory discrimination, 316
automation, 88–89
autotelic play, 331–333, 360
Avedon, E. M., 9, 28, 61, 78, 188, 512, 533
awareness, 337, 452–453
Aycock, Alan, 533