Index
M
machinima, 550–551
Mackay, Daniel, 586
Mad Magazine Game, 517–518, 519
Mafia, 392, 468–469, 510
Magic: The Gathering (Magic)conflict, 433
degenerate strategies, 272, 273
emergence, 168
metagaming, 482, 483–484
rules, 123
simulation, 433, 440
magic circle, 94–99
cheating, 275–276
cognitive frame, 370
cooperation, 256
edge blurring, 578–579, 581, 585–586
fairness, 262
metacommunication, 371–372, 374
in open games, 552–554
player roles, 465–466
pleasure, 331–333
resistance, 569
rules, 123–124, 139
simulations, 450
spoil-sports, 275
Magie, Lizzie, 520
Mah Jongg, 546
Majestic, 572–573
make-believe, 76, 307, 371–372
Manning, Frank E., 475
Manovich, Lev, 141
maps, 443–445
Marathon Infinity, 560, 562
Marbles, 474
Marcus, Greil, 559
Martin, Ben, 102
Mastermind, 194–195, 342
Matching Pennies, 242
material gain, 75
Max Payne, 408
Mäyrä, Frans, 416
McMahon, Felicia R., 486
meaning(s), 41–47
in Alice in Wonderland, 368–370
cognitive frame, 370–371, 374
common sense vs. nonsense, 373
context, 273, 366, 367–368, 373, 374
cultural, 509–510
emergence, 366–367, 374, 404
interpretation, 372
in player/character experience, 454
representational universe, 364
in social play, 462
theories, 193, 364–365
meaningful playand chance, 179–183, 189
and choice, 61–66, 179, 196, 199, 201
in Chutes and Ladders, 137
core concept, 354
definitions, 34, 37, 156–157
design ofcomplexity, 156–158, 165, 170
rules, 136, 139
elements of, 34–35, 37
in Enchanted Forest, 205–206
exception, 357–359
and feedback loops, 225
and flow, 336–339, 350–353
in Heads or Tails, 157–158
and information, 194–195, 208, 211
information theory, 199, 201
levels of, 509
player-as-producer, 541–544
and pleasure, 344
and randomness, 189
saddle points, 241
and simulation, 425–427
and social play, 462
and uncertainty, 174
Mechling, Jay, 486
media, 451–452
Mega Man, 510, 523
Meier, Sid, 434
Meltzer, David, 54
Memory, 88, 330
memory, 207
messenger communication network, 153–154, 160–161
metacommunication, 371–372, 374, 449–452, 458
metagames, 481–485, 489, 540
exercise, 17
meta-narratives, 580
Metroid series, gender, 526
Meyers, Tami, 578
Microsoft Corp., 575–577
Miller, J. Abbott, 46
Miller, J. Hillis, 380–381, 385, 418
Milles Bournes, 293
mimicry, 307, 308
in Quake, 335–336
Mind’s Eye Theater, 389–390
minimax theorem, 241, 243
Missile Command, 98, 342–343
mixed strategy, 242, 246
modifications (mods), 559–565, 567, 569
Molyneaux, Peter, 165
Mongrel, 562
Monkeyball, 220–221
Monopolycultural rhetoric, 520–521
lusory attitude, 97
narrative, 378
probability, 179
rules, 123
signal transmission, 196
Monte Carlo syndrome, 186
mood, 410
MOOS, 416
Morganstern, Oscar, 231, 232, 237–238
Moriarty, Brian, 341
Morris, Dave, 165–166
Mother May I?, 250
motivationgoals, 258
player roles, 464
to play game, 333–334
and rules, 103
rule-breaking, 275, 277
motor responses, 316
See also physical movements
Ms. Pac-Man, 406, 510, 526
MUDs, 416, 465–466
Murray, Janet, 88, 416
Musical Chairs, 67
Myst, 270, 354–355, 394
Myth: The Fallen Lords, 270–271