Here, we'll follow the instructions in
Learning to "paint" with Legitimation aspects
Ideally, you'll do several Space Jams while you go through this chapter, and learn to use all five of the chapter's design parameters in your games.
Pretext. Is communication expected to be around a
Shared values? Or do participants have
different goals and seek exchanges? Or is there
no set pretext at all?
Feedback. How do people respond to speech? Do the they
like / clap / cheer / review? Do they
friend / follow / join? Do they
Pace and Polish. Is the rate of communication
slow? Are things slowly
Contemplated? Or quickly
tossed back and forth?
Selection. Are some players recognized as invited by a trustworthy person?
Status. Are some participants
celebrities? Are they
ranked somehow? Or is everyone presented as
This is the best way to build your design imagination.
Once you've made games that cover all five design parameters, you'll have an intuition for what kinds of relationships are possible and what will work in the context of a value that comes up in your design practice. You will have learned to "paint" with relationship types.