Icehouse Set, 546–548
identity, play as, 518–519
Ikekeonwu, 533
in Quake, 336
imagination, 518–519
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
and operational rules, 133–134, 139
and social play, 474–475
and sportsmanship, 271
information
and 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
purchasing, 491
random, 205–207
secret locations, 209
and strategy, 207–208
and uncertainty, 193–197, 201, 205, 208
Information Manipulation (exercise), 16
information theory
basic concepts, 192–194
and game design, 198–199
on meaning, 193
uncertainty, 193–197, 201 (see also uncertainty)
instability, 224
instant messaging system, 413
integration
and meaningful play, 35–37
and narrative descriptors, 404
interactivity
in the A.I. Game, 577
basic unit, 69
beyond-the-object, 60
choice, 61–66
cognitive, 59
and cursor, 61–62
and digital technology, 87
in emergent narrative, 384
and external events, 69
functional, 59
in game definition, 77
key concepts, 67
and meaning, 368
and narrative descriptors, 400, 404
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
interpretive participation, 59
intervention, direct, 58–59
invisible playground, 578–579
Ironclad
brief description, 13–14
development, 292–297
play, 286–291
and degenerate strategy, 274
and interactivity, 59
in Sibling Rivalry, 111–115