Pachinko, 89
pacing, 411
See also Ms. Pac-Man
Paesmans, Dirk, 560
panic, 307
paradoxes
artifical space/social context, 473–474
Epimenides’, 449–450
game and community, 471
Parlett, David, 71, 72, 73–74, 134, 203
Pascal, Blaise, 177
pathfinding, 271
peer pressure, 333
Peirce, Charles S., 42
perceived information, 208, 211
perceptual patterns, 316
Percival, Fred, 423
perfect information, 204–206, 211
Peterson, Ivars, 188
Phillips, Andrea, 587
motor responses, 316
Piaget, Jean, 472, 474, 486, 489
Pick-Up Sticks, 176
Pine, David, 54
Pirates of the Caribbean—Battle for the
Buccaneer Gold, 352–353
Planetfall, 394
planets, 154
planning, 408
play
addictive, 355–356
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
schema description, 6, 104, 302
as self-evolution, 518–519
sensation of, 17
simultaneous or alternating, 251–254
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
players
attitudes 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
as community, 412, 416, 417, 461 (see also community; social play)
consciousness, 453–455
control, 225–226
and cutscenes, 412
design role, 485
design tools for, 540, 548–550
emergent behavior, 538–539
and feedback, 225–226
focus, 136
and goals, 342–344
long-distance, 89
in metagaming, 482–484
mods by, 559–560
number of
in digital games, 462
in fighting vs. racing games, 594
in game theory games, 238
in Sibling Rivalry, 114
in social play, 463–466, 482–485, 488
viewpoint of, 66–67
See also fans
playfulness, 303, 304, 305–307
playing field, level, 260–262, 265
pleasure
boredom, 350–353
conditioned, 344–350
and constraints, 330–331
core mechanic as, 340
and digital games, 334–335
engagement, 329, 333–334, 336,
evolution of, 339–341
exception, 357–359
exercise, 19
flow state, 336–339, 350–353, 360
fun, 334
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
Poker
chance, 205
emergence, 164
interactivity, 60
rules in, 120–121
as social play, 466
as zero-sum game, 240
of Lord of the Rings Board Game, 25–26
of Sibling Rivalry, 111
punishments, 348
vs. games, 575
pyramids, 546–547