Index
P
Pachinko, 89
pacing, 411
Pac-Man, 272, 394, 548
See also Ms. Pac-Man
Paesmans, Dirk, 560
paida, 308, 309, 310
panic, 307
paradoxesartifical space/social context, 473–474
Epimenides’, 449–450
game and community, 471
Parlett, David, 71, 72, 73–74, 134, 203
parodies, 517–518, 520–521
Pascal, Blaise, 177
patches, 559–564, 567
pathfinding, 271
patterning, 380, 382, 418
payoff matrix, 239–241, 246
Pearce, Celia, 205–206, 416
peer pressure, 333
Peirce, Charles S., 42
perceived information, 208, 211
perceptual patterns, 316
Percival, Fred, 423
perfect information, 204–206, 211
periodic systems, 155, 170
Peterson, Ivars, 188
Phillips, Andrea, 587
phones, 573, 576
physical media, 91, 103
physical movements, 330, 331
motor responses, 316
whirling, 307, 336
Piaget, Jean, 472, 474, 486, 489
Pick-Up Sticks, 176
Pig, 182–183, 262–263
Pine, David, 54
Ping Pong, 331, 483
Pirates of the Caribbean—Battle for the Buccaneer Gold, 352–353
Planetfall, 394
planets, 154
planning, 408
playaddictive, 355–356
autotelic, 331–333, 360
Caillois’ categories, 307–309
consciousness of, 453–455
cultural meanings, 509
definitions, 301, 302–305, 311
forbidden, 478–481
framing, 370–371
functions of, 309
vs. game, 72–73, 75, 83, 303, 311
Huizinga definition, 75
and identity, 518–519
and imagination, 518–519
at long-distance, 89
motivation, 258
options of, 446
vs. playfulness, 303, 304, 305–307
repeated, 340–341
rhetoric of, 518–519, 534
schema description, 6, 104, 302
as self-evolution, 518–519
sensation of, 17
simultaneous or alternating, 251–254
styles of, 465–466, 488
Western attitude, 519, 534
See also experience; game play; meaning
ful play; narrative play; pleasure; transformative play
player-as-producer, 539–544
in DOOM, 550
in Quake, 550–551
in Seasons of Darkness, 579, 581
playersattitudes of, 77 (see also lusory attitude)(dis)belief, 450–451
toward AI, 262
toward rules, 269–276, 281–282, 285, 474–475
boredom and anxiety, 350–353
and characters, 454–455, 526
as community, 412, 416, 417, 461 (see also community; social play)
consciousness, 453–455
control, 225–226
and cutscenes, 412
dedicated, 268–271, 285
design role, 485
design tools for, 540, 548–550
emergent behavior, 538–539
expertise level, 412, 475
and feedback, 225–226
flow state, 336–339, 350–353
focus, 136
and goals, 342–344
long-distance, 89
in metagaming, 482–484
mods by, 559–560
number ofin Centipede, 252–252, 258
in digital games, 462
in fighting vs. racing games, 594
in game theory games, 238
in Sibling Rivalry, 114
as protagonists, 405, 453
rationality, 237, 243, 245
in social play, 463–466, 482–485, 488
styles, 465–466, 488
viewpoint of, 66–67
See also fans
playfulness, 303, 304, 305–307
playing field, level, 260–262, 265
pleasureaddiction, 355–356, 361
anxiety, 351, 352
boredom, 350–353
conditioned, 344–350
and constraints, 330–331
core mechanic as, 340
and digital games, 334–335
engagement, 329, 333–334, 336, 339–341
evolution of, 339–341
exception, 357–359
exercise, 19
flow state, 336–339, 350–353, 360
fun, 334
and goals, 337, 342–344, 361
maintenance, 339–341
meaningfulness, 353–355
patterns, 341–342
reinforcement, 346–350
same-but-different, 340–342, 361
and transformative play, 340–341
typologies, 334–336
Pokémon, 343
Pokerbluffing, 164, 204, 388
chance, 205
emergence, 164
information, 204, 210
interactivity, 60
rules in, 120–121
as social play, 466
as zero-sum game, 240
prototypes, 12, 148
of Lord of the Rings Board Game, 25–26
of Sibling Rivalry, 111
punishments, 348
puzzles, 80–81, 83
crossword, 80–81, 198
vs. games, 575
pyramids, 546–547