 The most conspicuous games of make-believe, those involving premeditated acting, prefabricated representations, or both, are games whose players vividly and eagerly imagine what they are supposed to imagine under the rules because doing so is intrinsically satisfying in some way. Props in such games are means to imaginative ends, deriving their instrumental value or interest from the intrinsic value or interest of the fictional content they help generate. Such games are content oriented. Examples include playing cops and robbers, putting on Hamlet, reading a novel for the sake of its story. Walton (1990) analyzed various important modes of representation in and outside the arts—depiction, narration, dramatic enactment, etc.—in terms of the special sorts of prop and special sorts of principle of generation characteristic of such anthropologically conspicuous, intrinsically satisfying, content oriented games.