Earlier last year, I was working on some "meaningless games." It was sort of a notgames experiment, so I thought it might be of interest here.
I started thinking about how you could create meaning in interactive experiences by deconstructing your creations, removing specific elements, and then finding out what meaning was removed. If you deconstructed something enough, you could match up a meaning with an individual element. Then you could use that element intentionally to create the intended meaning.
More info, with diagrams here:
http://www.godatplay.com/2009/04/starting-development-on-meaningless-games/