Earthball, 528–529
Easter eggs, 279
economy of information, 208–209
Eddington, Henry, 423
Edwards, Paul N., 148
Eenie-meenie-miney-moe, 185
efficiency
lusory attitude, 98
rules, 77
unsportsmanlike players, 271
Elemental, 548–550
E-Mail, 576
embedded narrative, 383–385, 402, 406–408, 418
in Seasons of Darkness, 579–580
emergence, 159–163
design for, 165–171
in The Game of Life, 161–163
in games, 163–171
of meaning, 366–367
of narrative, 383–385, 402, 418,
by email, 576
object interactions, 160–161
player-as-producer, 540
of player behavior, 538–539
of pleasure, 353–354
and rules, 166–168
in simulations, 446
of social play, 466–470
emotions, 448
Enchanted Forest, 206
engagement
vs. addiction, 356
basic concepts, 329, 333–334, 336,
Engendering the Metagame (exercise), 17
entropy, 191
environment. See cultural environment
Epimenides’ Paradox, 449–450
Epstein, Richard, 174–175, 177, 186, 236
ergonomics, 115
Ernest, James, 588–601
Eskelinen, Markku, 8
Euchre, 208–209
events
current, 581
discernability, 354
external, 69
negative, 186
review of, 413
successive, 186
unexpected (see emergence)
EverQuest
and game definition, 81
meaningful play, 33
open source software, 548
retelling, 413
rule-breaking, 280
exercises, 16–21
experience
in Centipede, 326
core mechanic, 316–322, 327, 340
as end vs. means, 331–333
and entering game, 94
interactive, 316
and meaning, 368
in metagame model, 482–483
over time, 351
repetitiveness, 323
same-but-different, 340–342, 361
and Tetris, 86
See also play; pleasure; social play
explicit interactivity, 60
exploits, 241, 246, 271–274, 285
The Exquisite Corpse Game Game
(exercise), 16
external events, 69