Below is a summary of data outcomes for
each of our six participants
NR
The social credibility card
was problematic and difficult to place.
The connectivity map was described
as " group of connections based on my gossiping ability".
One major concern for this participant
was that there needed to be a "trigger" in order to write original
gossip. This "trigger" could be in the form of information related
to another player or gossip chain etc.
#1 felt that the gossip writing
tool and gossip editing tool should be on one card not two.
The knowledge of the network
card was associated with the contact list. The contact list "could
be sorted by credibility". The credibility of a given player would
be determined by the gossip trail.
Some categorizing of players would
be useful in deciding to whom to send certain gossip. "[similar] Interests"
= connection, or links between people." I’ll send gossip about people
to someone I know is good for spreading gossip about people."
HL
This participant was also concerned
about what social status meant in terms of the game and where to locate
it." I’m concerned about ‘social status’, I’m not sure how to tie it
in".
Another concern was that "its
not acceptable to gossip".
The connectivity map was interpreted
as a Visual map-Trace Gossip.
The 1st vertical row represents
the "mechanics of the game/tools available to the players", and
how to play the game.
The 2nd vertical row headed
by To Gossip represents the "active mode" or ‘actions’
of the game.
A significant contribution this participant
made was "Outcome". This card headed the last vertical row and
replaced social status as the last row category. It encompassed notions
of the "Enjoyment" and "Motivation" involved in the
game the game.