Take one aspect of Cassar’s or Frasca’s work and apply it to a video game of your choosing. You might concentrate on the hero’s journey, character, genre or setting. You might focus on representation, goal rules, or manipulation rules. Tell us about how that concept applies to your game and then why it might be significant for the game’s meaning. Alternatively, address the interactivity-freedom issue. What might be the range of options on this continuum? What option works best and when? What effect do these options have on the meaning of the game?