taboo behavior, 478–481
Tag
conflict form, 250
core mechanic, 317
and design, 41
and semiotics, 44
as social play, 462
touching, 579
Taylor, Chris, 549–550
technology, 451–452
telephones, 573
Tembeck, Shoshana, 21, 264, 456, 486, 533
Tempest
and culture, 507
patch, 562
temporary worlds, 96–97
Tennis
and retelling, 413
and rules, 127
verbal, 317–318
tension, 379–380
territorial conflict, 432, 457
testing
Caribbean Star, 599–601
Ironclad, 296
Lord of the Rings Board Game, 24–26
Sneak, 497–501
Tetris
and cultural context, 86
endpoint, 259
experiential play, 86
formal rules, 86–87
information in, 210
metacommunication, 452
protective frame, 95
as simulation, 425
theme, 294
theme park rides, 68
thermostat, 214–217
Thompson, J. Mark, 204
Thunderstorm, 181–182, 381–382, 400
Tic-Tac-Toe
complexity, 152–153
conflict, 432
emergence, 164
meaning system, 366
pleasure, 343
constituative, 128–129, 146–147
operational, 147
semiotics, 43
as simulation, 424
as social play, 462–463
sportsmanship, 271
time limits, 271
unwritten rules, 129
Tiddlywinks, 340
time
and competition, 259–261
and complexity, 155
as core mechanic, 320–321
experience over, 351
and pleasure, 338
reinforcement schedule, 345–348, 361
retro, resource for, 602
and rules, 104
and sportsmanship, 271
transformation of, 338
Tomb Raider
characters and players, 454
and culture, 507
transformative play, 305
Tony Hawk Pro Skater 3, 413, 428
tools, for players, 540, 548–550
Torvals, Linus, 545
Tosca, Susana, 8
Toys, 529–531
transformative play
concept, 305–306
and culture, 507, 513, 526–529, 534, 552
in Pac-Man, 272
and pleasure, 340–341
Settlers of Catan example, 387–388
in Suspicion, 583
Transporting the Core Mechanic (exercise), 19
trivia games, 316
Trivial Pursuit, 433–434
Twenty Questions, 195
Twister, 330
Tylor, Edward, 508
Tzaig, Uri, 563–564