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
Aarseth, Espen J., 416
Abrams, Janet, 568
abstractions, 439
action
and awareness, 337
and outcome, 354
patterns of, 407
review of, 413
rhythmic, 341
See also physical movements; stylized behavior
action-adventure, 523–524
activators, 214–218
See also Breakout
Addinall, Eric, 423
adventure stories, 523
African-American slaves, 517
Age of Empires, 508
in Quake, 335
The A.I. Game, 575–577
website, 586
Alexander, Christopher, 4–5
Alice in Wonderland, 368–370
Alleyway, 322–323
Ambasz, Emilio, 40
ambiguity
and play definition, 301
Animal Crossing, 364
Animé, 560
arcade games
attraction of, 336
conflict in, 251–253
and pleasure, 330
rules, 145
See also specific games
art, 78
artificiality
and cooperation, 256
and culture, 572–573
context, 104
in game definition, 75, 77–78, 80, 83
and meaning, 371–372
protective frame, 94–99
See also simulation
ASCII text, 414
Asteroids
choices, 65
interactivity, 63
narrative
descriptors, 400–401
fictive world, 401–402
space, 394–396
auditory discrimination, 316
automation, 88–89
Avedon, E. M., 9, 28, 61, 78, 188, 512, 533
Aycock, Alan, 533