"This essay focuses on two cases studies that include two game designers' views of meaning-
making construction in games and an analysis of their corresponding games. This is
placed in relation to the late modern Sweden context. The study examines how the designers
conceive purposeful play by employing a multi-disciplinary approach consisting
of Pruyser's three-world model, Bell's ritualization framework, and, Howard's quest theory.
Such a study is relevant due to the new ways meaning-making is actively produced
within games and contributes to the understanding of meaning-making in late modern
Sweden."