safety
in game definition, 77–78
and open culture, 581
protective framework, 94–99
Salen, Katie, 416
same-but-different, 340–342, 361
Sankey, Daragh, 575
scene, setting, 410
scheduling, of rewards, 345–348, 361
Schell, Jesse, 68, 352–353, 358
Schleiner, Anne-Marie, 567
Schmittberger, R. Wayne, 21
Schon, Donald, 40
Schütte, Uwe, 602
in Sibling Rivalry, 107, 109, 114
Scrabble
cultural environment, 586
and culture, 509
dictionaries, 481
experience, 316
information economy, 209
semiotics, 43
scripted game system, 23–24
Seaman, 389
Seasons of Darkness, 579–581
The Secret of Monkey Island, 384–385
self-consciousness, 337
self evolution, 518–519
semiotics, 41–46
Sensations of Play (exercise), 17
sensors, 214–218
Serlin, David, 603
Settlers of Catan, 387–388, 508
Shannon, Claude, 192, 195–196, 200
Shenmue, 441
A Shift in Scale (exercise), 19
Shochet, Joe, 68, 352–353, 358
Sibling Rivalry
development, 110–115
Sideman, Karen, 90
Sieberg, Daniel, 587
signal transmission, 195–196
in games, 204
signs, 42–47
Silent Hill, 404
Silent Hill II, 510
Sim City
automated complexity, 89
conflict, 254
representations, 364
retelling, 413
space, 394
SimCopter Hack, 561
Sim Life, 431
Simon, Herbert, 40
Simon Says, 331
The Sims, 539–540
The Sims Family Album, 541–544, 552
Sims Hot Date Expansion Pack, 386–387
simulation
as abstraction, 439
case-based vs. generalized, 445–448, 457
conflict representation, 431–434
definitions, 422–423
exercise, 19
framing, 449–450
games as, 295
and meaningful play, 425–427
non-game, 424–425
procedural characters, 435–439
procedural representation, 422–423,
single-player games
difficulty adjustment, 222–223, 227, 352
player roles, 465
trends, 462
SiSSYFiGHT 2000
forbidden play, 481
gender, 526
pleasure, 343
prototype, 12
randomness, 176
Site-Specific Resistance (exercise), 17
Skinner, B. F., 345
Smurf Rescue, 524
Sneak
development of, 494–495
playtesting, 497–501
Sniderman, Stephen, 94, 137, 138, 573–574
Snyder, Kira, 490–493
See also Sneak
Soccer
rule-breaking, 276
and systems, 50
in Universal Square, 563–564
social contract, 269, 473, 488
Social Interaction Analysis (exercise), 21
social play
the A.I. Game, 576–577
contractual nature, 473
design of, 484–485
emergent
Little Max, 467–468
Mafia, 468–469
Stand Up, 470
implicit rules, 474–475
kissing games, 479–480
limits, 485
player roles, 463–466
social relations, 462–463
See also community
SOD, 560
software, 544–550
soundtrack, 413
space
and complexity, 155
in digital games, 392–398
in Ironclad, 293
location, 104
exercise, 17
narrative, 390–392, 406–408, 418
three-dimensional, 394
transforming, 526–529
space of possibility
and decision trees, 234
and degenerate strategy, 273
invisible playground, 578–579
representational, 374
and short-term goals, 344
in war games, 443–445
spatial factors, 578–579
Spector, Warren, 2–3, 9, 57, 363, 390, 451
Spin the Bottle
forbidden play, 480
metacommunication, 371, 449, 452
spoil-sport hacking, 280–281
sports, professional, 276–277
sportsmanship
in Tic-Tac-Toe, 129
Spybotics: The Nightfall Incident, 385, 386
SSX, 508
stability, 224–225
stakes, 482–483
standard players, 268–270, 285
Stand Up, 470
State of Emergency, 507
Stay Alive, 90
Stewart, Susan, 373
stories, games as, 379
See also narrative(s)
Stratego, 205
strategy
bluffing as, 164
and chance, 185–186
degenerate, 241, 246, 271–274, 285
and information, 207–208
of modifications, 559–565, 569
and probability, 242
real time, 273–274
in simulation design, 445–448
in Warcraft III, 222
Street Fighter II, 507
structure
and interpretation, 44–47
for narrative play, 382–385
and semiotics, 45–46
of simulations, 445–448
and theme, 294
sub-games, 296
Sudnow, David, 11, 58, 66, 68, 313, 319,
Suits, Bernard, 76, 97, 98, 116, 119, 283, 331
Sumo Wrestling, 574
Super Breakout, 377, 378, 380, 399
Super Mario Brothers, 523
Super Mario 64, 209, 354–355, 390
Super Mario World, 453
surprise, 165–166
See also emergence
Survivor (TV show), 250, 464–465
Suspicion, 581–584
Sutton-Smith, Brian, 1, 78, 93, 94, 101, 183,
301, 306, 315, 327, 335, 339, 356, 372,
464–465, 479, 486, 488, 512, 516, 517,
synergy, 159–160
systems
complexity range, 155–156, 170 (see also complexity)
emergent, 170 (see also emergence)
history of, 53
narrative, 404–411
object interactions, 160–161
open vs. closed, 53–55, 96–97, 99, 105
and community, 471
player-as producer, 539–544
of signal processing, 204
simulations as, 440
See also cybernetic systems; game systems