Index
C
Caillois, Roger, 75–76, 82, 179, 260, 262, 326, 331
on play categories, 307–309, 314, 335
exercise, 17
Cake Division, 239–241
camaraderie, 483
Cameron, Andy, 58–59
Campbell, Jeremy, 152, 158, 159–160, 169, 191, 200, 213, 366
Candyland, 124, 447
Can’t Stop, 110
capitalism, 517–518, 520–521
captions, 408
Capture the Flag, 370, 465
card decksand culture, 511
as game system, 546
and rules, 120–121
shuffling, 205–206, 208
and uncertainty, 208
card games, 203
See also Ironclad; Suspicion; specific games
Caribbean Stardescriptions, 14, 588–592
development, 592–599
testing, 599–601
Car Wars, 448–449
case-based simulation, 445–448, 457
Cassell, Justine, 522–523, 532
Casti, John L., 127, 136, 154, 169, 183–184
Castle Wolfenstein, 560
catapult effect, 410, 411
Catch the Dragon’s Tail, 257–258, 529
cell phones, 573
cellular automata, 161–163
Centipedebasic elements, 324–325
conflict, 251–252, 258
experiential play, 325–326
narrative, 381
certainty, 175
See also uncertainty
challengeand anxiety, 351, 352, 361
dynamic difficulty adjustment, 222–223, 227, 352
and flow state, 350–351
lack of, 350–353
negative reinforcement as, 348
in Sneak, 491
chancealea, 307, 308
and game play, 179–180
and information, 205, 208
meaningful, 187
and meaningful play, 180
in Pig, 182–183, 262–263
pure, 179–183, 189
strategizing, 185–186
Thunderstorm example, 180–182
Chandler, David, 42, 44
change. See also cybernetic systems; dynamic difficulty adjustment (DDA)
Change the Rules (exercise), 18
chaotic systems, 156, 170
character(s)character of, 453–455
and cultural resistance, 558
Disney, 562
gender, 522–526, 532, 534
as narrative element, 380, 418
in open game, 538–539
and players, 454–455, 526
procedural, 435–439
protagonists, 405, 453
in Quake, 562
in Ultima Online, 538–539, 558
charactersand semiotics, 42
Charadesconflict, 434
ideal vs. real rules, 310
pleasure, 340
signal transmission, 196–197
Chaturanga, 516–517
cheat codes, 279
cheatingboundaries of, 275–276
defined, 274–275, 285
vs. degenerate strategy, 272
paradox of, 274–275
rules for, 277–279
sanctioned (Illuminati), 277–279
and SiSSYFIGHT 2000, 280, 565–566
Checkers, 240, 359, 463
Chessaddiction, 355
choices, 65
against computer, 164
conflict, 250, 432, 433
as cybernetic system, 218
decision tree, 233, 234
emergence, 164
as fighting game, 594
as game play, 310
and game theory, 236
information, 203, 204, 205
and Ironclad, 297
meaningful play, 33, 36
meaning system, 366
metagame model, 482
narrative, 381
narrative space, 390
randomness, 176
rules, 119, 122–123, 127, 145
breaking, 277
implicit, 130
as information, 205
semiotics, 42
as simulation, 424, 439
spoil-sports, 275
as system, 51–52, 53–54
transformative play, 305
uncertainty, 175
Chick, Garry, 533
childrenAfrican-American slaves, 517
boy adventure stories, 523
and clarity, 137
Foursquare example, 474–478
Israeli, 517
and pleasure, 330–331
and rules, 472–473, 474, 489
See also Counting Out
Chinese Checkers, 175–176, 342
and subculture, 568
via game play, 462–463
See also information theory; signal transmission
communication network, 89
as complex system, 153–154, 160–161
communitybounded, 470–473, 488
clarification, 463
conditions for, 461, 468
contract for artifice, 471–475
open or closed, 470–471
retelling, 412 See also social play
comparators, 214–218
competitionagôn, 307, 308
in Catch the Dragon’s Tail, 257–258
criticism of, 255–257
fairness, 260–263
in game definition, 74–75
in metagame model, 483
and time, 259–261
zero-sum games, 255
See also conflict
compilers/decompilers, 414
complexityautomation of, 88–89
in design, 4–5
emergence, 152–153, 165–166
meaningful play, 156–158, 165, 170
messenger communication network, 153–154, 160–161
negative traits, 155
range of, 154–156
complex systems, 156, 170
choiceanalysis of, 62–65
and cutscenes, 410–411
failure states, 65–66
information theory, 196, 199
micro- vs. macro-, 69
in simulations, 446
take profit or continue, 110
See also Reinforcement
Church, Doug, 9, 62, 68, 326, 343–344, 384
Chutes and Ladderschance, 179–180
decision tree, 234
feedback loop, 223–224, 225
information, 204
magic circle, 96
player roles, 465
pleasure, 342
redesign ideas, 132–133
rules, 130–137, 146
Civilization, 508
clarity, 137
classical conditioning, 344–350
Cloak and Dagger, 495–497
cognitive frame, 370–371, 374
collaboration. See cooperation
color-coding, 367–368
combined probability, 177
Command and Conquer, 273
communicationand the A.I. Game, 576
instant messaging system, 413
in LARPs, 579
messenger network, 153–154, 160–161
metacommunication, 371–372, 374, 449–452, 458
and operational rules, 132–133, 135–136,139
constraints, 330–331
contextcultural, 86, 94, 104–105
and flow state, 339
of games, 41
implicit rules, 574, 587
and interaction, 384
and interpretation, 44, 47
and meaning, 273, 366, 367–368, 373
and simulation, 445–448
social play, 462–463
and system framing, 52
See also culture
context-dependence, 162, 170
contract for artifice, 471–475
control, 225–226, 337
conventions, 574, 587
Conway, John, 161
Cool Boarders, 508
cooling system, 214–217
Cooper, John, 546
cooperationforms of, 256, 265
and game definition, 74–75
and lusory attitude, 256
in Universal Square, 563–564
coordination, 315
Cops and Robbers, 372, 452
core mechanic, 316–322, 327, 340
and everyday life, 579
and narrative, 388–389
corruption line, 24
Cosmic Wimpout, 110
Costikyan, Greg, 9, 78, 82, 379, 411, 484
computersChess, 164
in classroom, 15
in digital games, 86–90
and randomness, 183–184
and rules, 142
Tic-Tac-Toe, 142
concealment, 203
See also deception
concentration, 316, 337
conditioning, 344–350, 361
conflictagôn, 307, 308
in Centipede, 251–252, 258
cultural, 529–531
economic, 433, 457
forms of, 250, 254, 265
and game definition, 74–78, 80
and game design, 254–255
in Gauntlet, 253–255, 258
(in)direct, 250–251
in Joust, 252–253, 258
and knowledge, 433–434, 457
level playing field, 260–263, 265
LOOP case study, 259–261
in narrative, 387–388, 418
New Games Movement, 256–258
in simulations, 431–434
territorial, 432, 457
See also competition
consciousness, 453–455
console games, 221–222
constituative rulesin Chutes and Ladders, 132–133
definition, 130
in digital games, 146–147, 149
Counter-Strike, 385–386, 564
Counting Out, 185–186, 268, 565
coupled object interactions, 162, 170
Cowan, George A., 54
Craps, 60
Crash Bandicoot, 222–223
Crawford, Chris, 8, 59, 68, 77, 249
critical discourse, 2–3
Croft, Lara. See Tomb Raider
Croquet, 370
crossword puzzles, 80–81, 198
Csikszentmihalyi, Mihaly, 332, 336–338, 350, 352, 358, 360
cultural conflict, 529–531
cultural context, 86, 94, 104–105
cultural environmentthe A.I. Game example, 575–577
and artificiality, 585–586, 587
current events, 581
design focus, 21
exercise, 21
and game definition, 572
and game design, 584–586
ideology, 581–584
implicit rules, 573–574
invisible playground, 578–579
spatial factors, 578–579
Cultural Environment Analysis (exercise), 21
cultural learning, 507–508, 513, 534
cultural representations, 510–511, 513
cultural resistanceto cheating, 565–566
do-it-yourself (DIY) gaming, 559, 569
exercise, 17
juxtaposition, 561–564
mods as, 559–560
reinvention, 563–565
resistance, defined, 558, 569
strategies, 559–565
See also The Rhetoric of the Lottery; Site-Specific Resistancecultural rhetoric, 516–517, 534
cultural texts, 510–511, 513
cultureand artificiality, 572
beyond-the-object interactivity, 60
definitions, 511, 513
design as, 511–512
of fans, 60, 411–413, 509
and fictive worlds, 403
and flow state, 339
as framework, 507–508
and games, 455, 531
games as, 507–508, 513, 538
gender, 522–526, 532, 534
of hacking, 559, 567
implicit rules, 573–574
and knowledge conflict, 434
open (see open culture)as open system, 97, 105, 539, 581
punk music, 559
rules in, 121
schema description, 6, 104–105, 507
structures, 508–509
subcultures, 568
and system framing, 52–53, 53
Toys example, 529–531
and transformation, 507, 513, 526–529, 534, 552
values, 516–517
western, 519, 534
current events, 581
cursor, 61–62
cutscenes, 406–408, 412, 419
Cybernetic Analysis (exercise), 20
cybernetic systemsBasketball example, 218–219
and behavior theory, 350
brief description, 20
in Chutes and Ladders, 223–224
difficulty adjustment (DDA), 222–223, 227
in digital games, 219–221
elements of, 214–217, 218
exercises, 18–19, 20
and game design, 222–223, 224–226, 227, 228
player control, 225–226