UPPSALA UNIVERSITY Institution of Theology Social Sciences of Religion E, 30 hp Spring 2012 Instructor: Önver Cetrez & Valerie DeMarinis Grading Teacher: Önver Cetrez & Valerie DeMarinis The Late Modern Hero’s Quest for Meaning – A case study on the psychological construction of meaning and play, ritualization, and, quests in video games in late modern Sweden. Fredrik Norman 850503-7534
[email protected] Abstract This essay focuses on two cases studies that include two game designers’ views of mean- ing-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 de- signers conceive purposeful play by employing a multi-disciplinary approach consisting of Pruyser’s three-world model, Bell’s ritualization framework, and, Howard’s quest the- ory. 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. The two designers work at DICE and Starbreeze Studios and were interviewed using a semi-structured methodology. The data is analyzed with a qualitative narrative technique applying an inductive theoretical lens to analyze the data thematically. Both respondents illustrate patterns of meaning-making in their construction of games where functionality is central and vital to produce purposeful play. The construction of illusion- istic game worlds encloses on feelings of authenticity to the world’s structure. Realistic, autistic, and, object symbolism operate to mold the world structure and are connected to the designers’ genre. The designer from DICE promotes realistic worlds and the designer from Starbreeze Studios autistic representations.