racial prejudice, 562
racing games
cybernetics, 219–221
Drome Racing Challenge, 405–407, 409
vs. fighting games, 594
uncertainty, 388
See also specific games
Racquetball, 481
rallies, 576
randomness
basic concepts, 175–176
and computers, 183–184
Pong
appeal of, xiii–xv
emergence, 159
open source software, 548
space in, 394
Populous: The Beginning, 165–166
positive feedback, 215–216, 224–225, 227
in Basketball, 218–219
positive reinforcement, 345–350, 411
possibility. See space of possibility
Poundstone, William, 233, 242–243, 244
P.O.X., 333
prejudice, 562
press-your-luck games, 110
Prisoner’s Dilemma, 242–243
probability
and dice, 177–179
fallacies, 186–187
guesswork, 194–195
strategy, 242
procedural characters, 435–439
procedural representation
embedded micro-, 428
of emotions, 448
meta-narratives, 580
and simulation, 422–423, 427–431, 457
see also simulation
professional sports, 276–277
protective frame, 94–99
feeling of, 189
of information, 205–207
reading culture, 511
reality
in the A.I. Game, 576
immersive fallacy, 450–455, 458
in simulations, 445–451, 453–455
value of, 448–449
real rules, 475
real-time strategy (RTS) games, 273–274
Rechtschaffen, Stephan, 341
reinforcement
and cutscenes, 411
example game, 347–349
types, 346–350
repetition
of play, 340–342
representation
emergence of, 366–367
in games
definition, 77
and interactivity, 58
narrative descriptors, 399–401, 404
procedural (see 448–449
representational universe, 364
Resnick, Mitchell, 169
restrictions. See limitations
retro-typography, 602
review, of game actions, 413
in NeoPets, 354
of gender, 522–526
The Rhetoric of the Lottery (exercise), 19–20
rivalries, 462
See also competition
Robinett, Warren, 279, 421, 422–423, 431,
Robotron, 465
robots. See Ironclad
Rock-Paper-Scissors, 44, 237, 389–390
role-playing games, 42, 81–83, 307, 388–389
See also LARPs; specific games
Rollings, Andrew, 165–166
Roulette
magic circle, 573
play category, 308
probability fallacy, 186
risk, 175
zero-sum games, 240
Rouse, Richard, III, 34, 324–325, 445
Rugby, 481
rule-breaking
degenerate strategies, 241, 246, 271–274
in digital games, 279–281
in Illuminati, 277–279
in professional sports, 276–277
sanctioned, 276–279
rules
ambiguity vs. clarity, 137
attitude toward, 269–276, 281–282, 285,
for cheating (Illuminati), 277–279
in Chutes and Ladders, 130–135, 146
as closed system, 96
constituative, 128–129, 130, 146–147
and operational, 132–133, 135–136, 139
designing, 136–136
of digital games, 142–149 (see also digital games)
and emergence, 166–168
exercises, 18
vs. experiential play, 124, 125
and feedback loops, 224
and game definition, 73–80
home rules, 123
implicit, 130 (see also implicit rules)
(in)efficiency, 77
and magic circle, 123–124, 139
and constituative rules, 132–133,
and implicit rules, 132–133, 135–136,
and pleasure, 330–331
schema description, 6, 103–104
and strategy, 121
tightness, 116
traits, 122–123
rules on three levels
for digital games, 146–149
relationships between, 132–133,
Ryan, Marie-Laure, 8, 451, 456