Contents; On Thinking Playfully; Preface; I. Finding the Fun; 1. The Search for Fun; Set-Outsideness; Ludic Forms; Ambiguity; II. Fun; 2. Reclaiming Fun; 3. The Problem with Fun; The Language of Fun; How to Talk about Fun in a World without "Fun"; Fun en Español; The Scientific Pursuit of Fun; The Ambivalence of Fun; 4. Fun in the Age of Consumerism; Hedonic and Eudaimonic Experiences; Smaller Aesthetics; Fun in the Age of Consumerism; 5. The Aesthetic of Meaningful Choice; Computer Science; Cybernetics; Systems Dynamics; Game Theory; The Creation of the Aesthetic of Meaningful Choice
In Pursuit of First Principles; Codification and Education; Theorizing Games; Connecting the Dots; 6. Electric Kool-Aid Playground; III. Taste; 7. Peeling Back the Layers of Taste; Choice of Games (Genre); Play Styles; Play Communities; Culture Reflects Back; 8. Monopoly, Taste, and Games; 9. Duchamp + Chess; 10. The Curious Case of Myst; 11. We the Gamers; Disaster Box Seats; Gamergate Gets Personal; The Monster Rises; The Blame Game; IV. Games; 12. Fun in Games; 13. Coming to Terms with Basketball; 14. Making Friends in a Robot Playground; 15. Go East (or West or North or South); Notes