The document discusses facilitating apophenia, or the tendency to perceive meaningful patterns within random, unrelated, or ambiguous data, to enhance the experience of pervasive games. It defines apophenia and provides examples. It then explores how archetypes, which are inherently general and ambiguous, could be used in game design to create ambiguity and facilitate unprompted interpretations by players, thus cultivating experiences of apophenia without directly guiding their interpretations.