Below is a summary of data outcomes for
each of our six participants
OM
The outcomes of the game centered on
social status and connectivity for this participant, "the result of
the game is connectedness/connectivity map".
The social status card presented
some difficulty. OM didn’t have a clear idea as to what this might contain
or where to put it.
The idea of secrets was interpreted
as something you get "out of gossiping".
JT
This participant was "not sure
about ‘connectedness’ and ‘social status’"
The gossip writing tool was
interpreted as a basic text entering tool/ needed to host a game.
The idea of "original gossip
would come from the host at that point I[the player] would want to ‘add’
‘edit’ or ‘evaluate’[that gossip]".
There need to be some function as to
how to "determine who I want to pass it[gossip] on to".
The credibility card posed
some problems and needed to be changed, "credibility? [a possible
alternative could be] appropriateness/relevance as to who to pass gossip
on to…credibility is connected to your contact list, and the credibility
of the host".
Two cards/ideas that were added were
usable secrets (secrets I know but that no other player knows that
I know) and used secrets (secrets that at least one other player
knows that I know). "This is the real leverage in the game."