By edited by Markus Montola and Jaakko Stenros ; foreword by Frans Mäyrä .
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Additional resources for Beyond role and play : tools, toys and theory for harnessing the imagination
2003) Gygax, Gary (1989): Role-Playing Mastery: Tips, Tactics and Strategies. Grafton Books, London UK. Johnstone, Keith (1981): Impro: Improvisation and The Theatre. Routledge, New York US. Laws, Robin (1994): The hidden art. In Inter*action issue 1. Crashing Boar Books, London UK. ISSN 1353-4548. Laws, Robin (2001): Robin’s Laws of Good Game Mastering. Steve Jackson Games, Austin, Texas US. Livingstone, Ian (1982): Dicing with Dragons: An Introduction to Role-Playing Games. Routledge & Kegan Paul, London UK.
Interpreting the symbols is based on understanding of the codes, genres and contexts of the sign use. Codes are systems of signs, enabling us to understand the connection of the sign and its object – languages, alphabets and heraldic systems are examples of codes. There are several definitions to genre, but for the sake of simplicity, we can define genres as classes of communication content used to correctly decode the encoded meanings, such as “fact”, “fiction”, “science fiction” or “film noir” (read more from Chandler 1997; see also Stenros 2004 and Kim 2003 who have applied the concept on role-playing).
Ed. Gary Gygax. Tactical Studies Rules, Lake Geneva US. Blacow, Glenn (1980): Aspects of adventure gaming. In Different worlds #10. Chaosium Inc, San Francisco US. Butterfield, John; Philip Parker and David Honigmann (1982): What is Dungeons and Dragons? Puffin Books, Harmondsworth UK. Chapman, Andrew, John Hughes, Philippa Hughes, Robert MacLean and Cathy Simpson (1993): An Australian convention roleplaying glossary. 2004) Cowling, Morgana (1989): The Freeform Book. The Australian Games Group, Australia.