Index
I
Icehouse Set, 546–548
ideal rules, 268, 475
identity, play as, 518–519
ideologies, 559–560, 581–584
Ikekeonwu, 533
ilinx, 307, 308
in Quake, 336
Illuminati, 277–278, 430–431
imagination, 518–519
immediacy, 452–453, 458
immersive fallacy, 450–455, 458
imperfect information, 204–206, 211
implicit rules, 130
in Chutes and Ladders, 133–134
and cultural environment, 573–574, 587
in digital games, 148, 149
and operational rules, 133–134, 139
and social play, 474–475
and sportsmanship, 271
informationand choice, 64
and digital games, 88, 90, 209–210
economies, 208–211
economy of, 208–209
in Enchanted Forest, 206–207
in feedback loops, 215
fog of war, 209
hidden moves, 209
and meaning, 368
meta-narratives, 580
objective, 208, 211
perceived, 208, 211
(im)perfect, 204–206, 211
purchasing, 491
random, 205–207
rules as, 205, 210
secret locations, 209
and strategy, 207–208
typology, 205–207, 211
and uncertainty, 193–197, 201, 205, 208
Information Manipulation (exercise), 16
information theorybasic concepts, 192–194
and game design, 198–199
on meaning, 193
and meaningful play, 199, 201
noise, 195–197, 201
redundancy, 197–198, 201
uncertainty, 193–197, 201 (see also uncertainty)instability, 224
instant messaging system, 413
integrationof events, 354–355, 361
and meaningful play, 35–37
and narrative descriptors, 404
interactivityin the A.I. Game, 577
basic unit, 69
beyond-the-object, 60
choice, 61–66
cognitive, 59
core mechanic, 316–322, 327
and cursor, 61–62
definitions, 58–59, 68
design of, 60–67, 316
and digital technology, 87
in emergent narrative, 384
and external events, 69
functional, 59
in game definition, 77
key concepts, 67
and meaning, 368
modes of, 59–60, 69
and narrative descriptors, 400, 404
of objects, 160–162, 166, 170
player perspective, 66–67
in social play, 488
in Tetris, 145–146
and uncertainty, 187
internal events, 69
International Game Developers Ass’n, 603
curriculum, 9
interpretation, 44–47, 372
interpretive participation, 59
intervention, direct, 58–59
invisible playground, 578–579
Ironcladbrief description, 13–14
development, 292–297
play, 286–291
iteration, 11–12, 15, 17
and degenerate strategy, 274
and interactivity, 59
in Sibling Rivalry, 111–115