There's a Trick of the Light I'm Learning to Do, an album of original songs
Labels: songs, songwriting
Of Games and God (Part X): Gaming and the Image of God
Labels: video games
Eating, Praying, Loving (Part IX): To Eat or Not to Eat
Godspeed, a song
Labels: songs, songwriting
Of Games and God (Part IX): The Problem of the Christian Video Game
Labels: video games
A Christian Conversation About Steven Universe (Part V): The Crystal Gems and the Christian Family
Labels: steven universe
All Manner of Thing Shall Be Well, a song
Eating, Praying, Loving (Part VIII): The Open Commensality of Christ
Of Games and God (Part VIII): The Gaming World and the Christian Community
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When I started this series on the theology of video games back in April, one of my colleagues who is both a great pastor and also an avid gamer, contacted me. The idea of exploring the theology of gaming intrigued him, he said, because video games have played such a significant role in his own life and spiritual formation.
He is involved in a church-planting work in Manitoba called “The Hearth," which seeks to be a “Holy Sanctuary for the Nerds, the Geeks, the Misfits and the Outcasts.” One of the initiatives of The Hearth is an event called “Geekdom House,” where participants gather to watch shows from the sci-fi, fantasy, and/or anime genres (anything with a strong, traditionally nerdy fandom will do) and then discuss its spiritual, religious, or theological significance. Another initiative is called “Limit Break,” which provides a safe and inclusive community “where nerd and geek hobbies and culture can thrive.” Limit Break seeks to provide mentorship for youth and adults who love video games and board games, in particular, and bills itself as “a community for people who feel otherwise isolated and are looking for a place not only to grow but to directly and intentionally help others grow, in their physical, emotional and spiritual lives.”
At the heart of a ministry like The Hearth is an awareness that human beings are hard-wired for intimate community, and that video games (among other “geekdoms”) feed our need for community in a unique way. It may be because video gaming is such a participatory activity, one that engages us so holistically as we are doing it, that we long to shared the experience with others. It may be because the worlds that video games create are so complete and fully realized, that they invite players to identify strongly with their particular game of choice. It might just be that the games themselves are so fun. Whatever the reason, many video games have strong followings—"fandoms," is the popular term—and these fandoms tend to generate strong communities of identification around their specific games.
This is true of the games I most enjoy playing. The various Minecraft communities I’ve encountered, for instance, or the various Youtubers who post their advice and theories around Skyrim, are good examples of this. I am a neophyte when it comes to online gaming communities, though. My brother has met people from around the world playing World of Warcraft online. My cousin has traveled across the country to met up in person with friends that he made through online gaming. This spring, when the Covid-19 lockdown made an in-person Easter gathering impossible, our family met up on my son’s Minecraft server and had a “virtual Easter dinner,” which we enjoyed together as our Minecraft avatars.
In each of these examples we see it, that gaming creates community.
There are lessons that the church could take from these gaming communities, as it considers its own life together. In a video game fandom, for instance, the game alone is the thing that holds the community together. The only thing you need to participate is the game itself. Similarly, gaming communities exist primarily online, where most of the usual markers that normally differentiate people, like age, gender, social status, and so on, are not as obvious or significant. In this regard, video game communities have the potential to create a kind of “leveled space,” where the only requirement for belonging is a shared love for the game itself.
This is, or at least it should be, what the church is like, with the all-important caveat that the thing that creates our “leveled space,” is not a game but a person, the crucified and resurrected Jesus Christ; but like a gaming fandom, the church that really has him at the centre would say that the only requirement for belonging is a shared love of Him. Sadly, many churches add a whole slew of additional requirements for belonging. Some of these are intentional, like insisting that ours will be a teetotaler church, or ours will be a pre-trib-post-mil-dispensationalist church—and those who don’t agree don’t belong. Others are unintentional, like when we subtly communicate that if you want to be part of this group you have to belong to a certain tax-bracket, or you have to dress a particular way, or what have you. It may be human nature to do this. It certainly comes naturally to us. But whatever else it is, it is not the New Testament’s vision of the Church. In Galatians 3:28, the Apostle Paul said it like this, that in the Christian community, there is no longer Jew nor Greek, slave nor free, male and female, for we are all one in Christ Jesus.
I don’t know enough about video gaming to say how well the communities that grow up around particular games reflect this kind of open inclusivity. I have spoken to some gamers who were so passionate about their game of choice that they looked down their noses with superiority towards other games, other gaming consoles, and other gaming communities. It is possible to identify so strongly with the thing that holds our community together that we instinctively begin to “out-group” those who don’t share our commitment.
In this too, however, gaming communities have something profound to teach us, by showing us how truly unique the Christian community really is. Even gaming communities, in the end, are human creations, formed around a shared passion for a human endeavor. The fact that they are so appealing shows us how deeply the human heart really is wired for authentic community. At the same time though, they remind us that, unlike any community that humans have ever formed, the church is not created or held together by human beings, by their interests, their enthusiasms, or their intentions.
The church is a divine community, created only by the power of the Holy Spirit, through the work of Christ alone, to the glory of God the Father. As such, membership in this community, belonging and inclusion and participation, does not depend on any of the gate-keeping markers that human beings use to decide who is in and who is out. It depends solely on the invitation of God himself, which he extends to all in the person of Jesus Christ, and which he guarantees to us in the seal of his Holy Spirit. Here there is no Jew nor Gentile, slave nor free; neither is there Minecrafters nor Fortniters, Xboxers nor Nintendo Switchers, gamers nor nongamers, for we are all one, no matter where we are coming from or who we are, we all belong together in Christ.
Video games can sharpen our appetite for this kind of inclusive community, I think, and teach us how deeply we long for it and how badly we need it; but not even gaming communities can provide what God offers us in Jesus, an invitation to take our place in the Body of Christ, where belonging depends solely on the fact that we’ve been called together by him, and every godly passion, commitment, joy and activity that brings him glory has a place.
Labels: video games
A Christian Conversation about Steven Universe (Part IV): Encountering the Queer Aesthetic
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When I was a child, my list of favorite cartoons would have included some of the following titles: G-Force: Battle of the Planets, The Smurfs, Dungeons and Dragons, and, when I couldn’t get anything better, The Mighty Hercules. It’s been a long time since I’ve seen any of these shows, but as a kid they filled my head with epic tales of fantasy, adventure, and heroism.
What I never considered at the time, though see quite clearly in retrospect, is that they also reinforced a certain aesthetic in my imagination. The term “aesthetic” as I’m using it here refers to the principles we draw on, or the characteristics we look for, to make value judgement about what is and what is not beautiful. By “beautiful,” however, I mean something more than simply “lovely to look at.” The “beautiful” in this sense is that which awakens our longing, excites our imagination, gives us pleasure, and elicits our joy. Aesthetic values can vary quite widely from culture to culture, which is why the carefully-balanced proportions of the Athenian Parthenon, and the kaleidoscopic spectacle of St. Basil’s Cathedral in Russia are both beautiful in their own way, though each is so unlike the other.
These are all children’s cartoons, of course, but I think it is easy to underestimate how formative the aesthetic experiences of our childhood can be on our grown-up sensibilities, subconsciously influencing the value judgement we make as grownups about what is lovely, compelling, and desirable.
I say this, because when I first started watching the show Steven Universe with my kids, I was struck by how foreign the aesthetic of the show seemed to me, and how few aesthetic categories I had that I could use to make sense of it. Rebecca Sugar, the maker of Steven Universe has said that she had set out to make a show that was “definitely not heteronormative.” This is clear in the show's broad themes and philosophical underpinnings, but it is also subtly woven through out the show’s aesthetic, from its character design to its artistic choices. It is, as my queer child once put it, the “gayest show ever,” and in this, the whole thing is working with an aesthetic unlike any cartoon I’ve ever come across.
Both the show’s heroes and villains all are gems, which means that, aside from Steven himself, they are all exclusively female-coded characters. Steven is male-coded, of course, though the show explains that he is somehow an incarnation of his own mother, Rose Quartz, making his gender much more ambiguous as the show progresses. He is able to fuse with his best friend, a female named Connie, to form a non-binary character named Stevonnie.
At the same time, very few of the protagonists have any qualities associated with traditional masculinity. Indeed, an episode in the first season, called “Coach Steven” subtly deconstructs the entire trope of traditional masculinity. In this episode, Steven sets out to get himself and his friends in physical shape, adopting a “toxically masculine” drill-sergeant persona and running them through a rigorous workout regime. Through the course of the episode, however, he learns that there is a “real way” to be strong that does not require ripped abs and swole pecs, and indeed, that “muscular strength” is not the kind of “strength” he really needs.
I have to admit that when I first started watching Steven Universe, the “queer aesthetic” of the show took a long time for me to get used to. I’m a 46-year-old straight male, and hardly the target audience, I admit; but even so, I watched it with a traditional aesthetic in mind, one shaped by years of consuming narratives that presented traditional hetero-romantic, male-centric themes. As a result, I found the whole thing somewhat (in the original sense of this word) queer. All the pastel colors and glittering lights (which I would have associated, as a kid, with a “girl’s show”) coupled with all those intergalactic space adventures (which could rival even the best of G-Force for sci-fi thrills), made it hard for me to find my bearings.
If you’ve never seen the show, all this may sound somewhat bizarre, but the reason I’m talking about it at such length is because experiencing the queer aesthetic of Steven Universe helped me see my own aesthetic sensibilities in a new light. When I experience a “text,” be it a story, an image, a work of art, or a philosophical idea, I do with it what all human beings instinctively do: I try to fit it into a pre-conceived aesthetic framework that helps me to determine if it is good, true, lovely, or admirable. This aesthetic framework is largely subconscious, built from a whole network of formative experiences and aesthetic messages that I absorbed from the culture I was raised in. I was enculturated, for instance, to look for male strength as a sign that something heroic is happening, and I was enculturated, too, to pick up on intimations of heterosexual romance as a sign that the story is moving towards something desirable.
Encountering a show that deconstructed this aesthetic, like Steven Universe does, and presented an alternative in its place, helped me to see both how subjective my traditional aesthetic is, and (more importantly) how strongly I identify with it. I think it is hard to really grasp how subtly our deeply-held aesthetic values shape the way we interact with and respond to the world, determining what we think is worth striving for in life, and how we ought to go about striving for it. A music lover who has encountered the musical forms of an entirely different culture, one that does not use traditional Western intervals or rhythms, perhaps, might get what I am trying to describe here: the cognitive dissonance of encountering a form of beauty for which they have no clear aesthetic categories, but they can still clearly tell is something joyful, emotive, and good.
One of the reasons I’m exploring all this, is because my experience with the show Steven Universe has prompted me to wonder how much the church’s response to LGBTQ people in general, is less about our theology than it is about our aesthetic values. This idea is hard to put into words, but if we have been spiritually raised in a culture that consistently presents heterosexual romance as the highest ideal, and only showed one kind of masculinity as good and one kind of femininity as lovely, then coming to understand and make space for the queer people in our community may actually challenge our aesthetic convictions just as much, possibly even more so than it does, our theological convictions, such as they are.
Like a 46-year-old heterosexual male encountering Steven Universe and having to learn how to read a queer aesthetic on the fly, I think that the church will have to re-examine those things it’s always held up as ideals of beauty, if it is genuinely going to embrace LGBTQ people with the gospel. This does not mean relinquishing our responsibility to make biblical value judgement on what is a godly and what is not a godly expression of human sexuality, or accepting an entirely relative morality when it comes to sex.
At least it doesn’t have to mean that. It could simply mean acknowledging that many of the narratives we assume to be good, and true, and lovely, are really values we’ve inherited from our culture, not absolutes we’ve derived from the Bible. The presupposition, for instance, that God intends everyone to experience heterosexual romance in order to be spiritually fulfilled (when Jesus himself never married)—the assumption, perhaps, that a certain set of superficial characteristics define “biblical manhood and biblical womanhood” (when Jesus himself often crossed gender boundaries in his day, speaking to women and admitting them into his company in ways that scandalized his 1st Century culture)—these are examples of aesthetic values that the church has often taken to be theological givens.
There are probably others. As the church makes authentic space for the LGBTQ people among us, I expect we will discover more; and as we do, I expect we will find, too, that there are all kinds of beautiful things to be celebrated in our midst, things we never would have noticed as lovely, except that we let our aesthetic values be challenged in this way.
Labels: LGBTQ, steven universe
Eating, Praying Loving (Part VII): On Fasting
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Next to reading your Bible and praying every day, one of the earliest spiritual disciplines that Christians practiced was the discipline of fasting. This was probably a carry-over from first-century Jewish practices, which the first Christians took up into their own spiritual practice, reinterpreted through the lens of Christ. Christ himself taught his followers that when they fasted, they should not “be somber like the hypocrites,” who put on a mopey face while they’re doing it so that everyone would know that they were fasting (Matt 6:16). This is probably a reference to fasting as it was practiced among the Pharisees (cf. Mark 2:18; Luke 18:12), and the saying is fascinating on two counts. First, it suggests that fasting was a regular discipline among the Jews in Jesus’s day, since he is asking his followers to distinguish themselves in the way they practice this act of piety; but more importantly, Christ assumes that his followers will fast. He does not say “if” you fast, but when.
In Mark 2:18-19, the people ask Jesus why his followers don’t fast like the Pharisees and John’s disciples do, and again his reply is telling. He explains that so long as he is with them in person, his followers cannot fast, any more than a wedding guest could fast at the bridegroom’s wedding feast; but, he goes on to say, “A time will come when the groom will be taken away; then they will fast.” Again we note that Jesus does not say “they may fast,” but that they “will fast,” once more underlining his assumption that whatever else they do, his followers will practice the discipline of fasting. This particular saying is doubly fascinating though, because it suggests that for the First Century Christian, fasting had taken on a distinctly eschatological dimension; that is, the first Christians fasted as a way of expressing their longing for Christ’s return. They fasted because Christ had been “taken away from them” and they wanted him back.
We see this happening concretely in the book of Acts, where the early church is shown fasting especially when there is a difficult decision to make and they need the guidance of Jesus through his Holy Spirit. In Acts 13:1-3, for instance, the church is “worshiping the Lord and fasting,” and as they are doing so, they receive a revelation from the Holy Spirit that they are to send Paul and Barnabas off on a mission trip. Again they fast and pray over this decision (v.3) and finally they send them off. Later in Acts 14:23 when Paul and Barnabas are appointing elders to serve in churches they are planting, they commit each one to the Lord through “prayer and fasting.” What stands out to me in these two references is that they are both instances where the Lord himself is speaking to church leaders about specific decisions they must make—he is speaking to them in a way he might have done in person if he had not been “taken from them” through the cross—and the discipline that allows the church to hear from Jesus in this way is the discipline of prayerful fasting. In other words, they are fasting just like he said they would back in Mark 2:19: because they need to hear from the bridegroom but the bridegroom’s not there.
The reason I’m thinking about all of this today, though, is because for some seven or eight weeks now I have been working slowly through what I’m calling a “biblical spirituality of food,” looking at the way in which our food and our spirits are connected, from a biblical perspective. We’ve talked about thanksgiving, and communion, and pleasure, and stewardship, among many other things, but we haven’t said anything yet about fasting—the spiritual discipline of choosing not to eat for a specific length of time and for a specific reason—so that we can sharpen our appetites for the Lord himself.
I would be remiss, however, if I made it all the way through this series on food, and I didn’t at least acknowledge fasting as something Christians sometimes do to grow as followers of Christ. Because as I’ve suggested above, Jesus seems to have assumed that his people would fast, and it’s clear from the New testament that the early church did. In light of this, we might say that from a biblical perspective, one of the purposes for food is to provide us a concrete opportunity to discipline ourselves as followers of Jesus, to “beat our bodies into submission” so to speak (to borrow an unusual metaphor from another place in Paul’s writing).
Ultimately, fasting teaches us that however good, necessary, and pleasurable food is—and as I’ve tried to show throughout this series, the Bible agrees wholeheartedly food is all these things—still it is not as good, not as necessary, and not as pleasurable as the Lord himself is. When we choose to forgo eating for a season so that we can focus more intently and more clearly on him, we create an opportunity not only to show that this is true, but to experience it.
This doesn’t happen magically, however, nor over night. They call fasting a “discipline” for a reason, because it takes focus, and effort, and intention to do it well, if at all. Especially when you are beginning at it, your body will tell you that you’re making all kinds of mistakes not feeding it on demand. If my experience is anything to go by, this is pretty normal. But if my experience is anything to go by, even a small fast for a very limited time—passing up a single meal, let’s say—can be a significant step in our discipleship. Because food is so immediate, such a primal and fundamental need, learning how to say no to this need for a moment so you can attend to more pressing spiritual matters, actually builds your resolve to say “no” to all kinds of other primal “needs”—the need to have your own way, the need to respond to conflict with aggression, the need to be the centre of your own attention. The discipline developed in fasting spills over, I’ve found, into other areas of my spiritual life where I find it “unnatural” to walk consistently in the way of Jesus.
From a biblical perspective, then, one of the reasons food is so spiritual, is because choosing not to eat it once in a while trains us in the art of saying “no” to ourselves—physically, concretely, and literally saying “no”—so that we can say “yes” to God. And saying “yes” to him, I think, is where all true spirituality begins.
Standing Here Today, a song
This is a song I wrote about growing up and growing old with the one you love. It's based roughly on the famous "Footprints" poem, with a bit of a twist, imagining a couple standing together with Jesus at the sunset of their lives, and seeing only ever three sets or just one set of footprints, because whenever Jesus was carrying the one, he was really carrying them both together.
Looking back I can see the waves
Breaking on the strand (of the beach)
Three sets of footprints there,
Pressed into the sand (I can see)
All those times we thought that we were
Walking hand in hand
He was there between us
There were days when the waves were high
And I thought I was carrying you
And those days when the storm was dark
And I thought you carried me too (I saw)
One set of footprints when I
Knew there should have been two
‘cause he carried us both
You and I we’re still standing here today
We didn’t have a map
And yet somehow we found out way
The days fly by yet the memories never fade
We didn’t have a script or know what parts to play
When we forgot our lines he reminded
He held us, He carried and guided
All that we needed his hand hath provided
And we’re standing, we’re still standing here today
Up ahead I can see the morning
Shining in your eyes
When every wave is stilled
And every tear is dried (and the)
The horizon’s bursting
With that glorious sunrise
We’ll be standing with him
And looking back we will see the footprints
Winding along the sea
Sometimes there’s one set
And other times there’s three (And we’ll say)
Whenever he was carrying you
He was also carrying me
Now we’re here together and...
You and I we’re still standing here today
We didn’t have a map
And yet somehow we found out way
The days fly by yet the memories never fade
We didn’t have a script or know what parts to play
When we forgot our lines he reminded
He held us, He carried and guided
All that we needed his hand hath provided
And we’re standing, we’re still standing here today
Great is Thy faithfulness, O God my Father;
There is no shadow of turning with Thee;
Thou changest not, Thy compassions, they fail not;
As Thou hast been, Thou forever will be.
You and I we’re still standing here today
We didn’t have a map
And yet somehow we found out way
The days fly by yet the memories never fade
We didn’t have a script or know what parts to play
When we forgot our lines he reminded
He held us, He carried and guided
All that we needed his hand hath provided
And we’re standing, we’re still standing here today
Labels: songwriting
Of Games of God (Part VII): Gaming for Good
Here’s a statement that only Minecraft players will understand: whenever I build an automated chicken roaster in Minecraft, I always feel a little twinge of guilt over all the little pixelated birds I have to capture to do it. If you’re not a Minecraft player, all you need to know is that one of the animated animals in the game is the egg-laying chicken, and if you assemble the 3-D blocks in a specific way, you can trap a whole ton of chickens into a small little space, so that all their eggs are then captured in a little hopper. If you know exactly what you’re doing, you can then set up something called a “redstone dispenser” which will automatically hatch all those eggs for you; and if you’re really worth your salt, you can build it so that once they’re full-grown, those chickens get cooked by an oscillating bucket of lava, dropping their roasted carcasses into a little wood chest. In this way, over the course of a day or two doing something else, you can fill up a whole chest with roasted chicken, creating an instant, renewable supply of food for all your mining and crafting.
I realize this is hard to visualize if you don’t know the game, but here’s why I’m telling you about it: because in order for it to work, you have to trap a bunch of animated chickens—a dozen or so for best results—in a tiny enclosed space—a space so small that if they were real chickens, it would be profoundly inhumane to keep them there, laying egg after egg with no place to go.
They are not real chickens, of course, so there’s nothing necessarily inhumane about building an automated chicken roaster in Minecraft; but even so, I always feel a little bit of guilt squeezing all those chickens into the contraption and sealing them off to their egg-laying fate.
That might sound pathetic to some, especially since I play Skyrim and have few qualms running bandit after bandit through with my sword, and more importantly, because I’ll eat real chicken without batting an eye, but there it is: I feel bad for the chickens in my automated chicken roaster in Minecraft.
I can’t believe that as a 46-year-old man, I'm admitting this.
But the reason I am admitting it is because it raises a very significant point that any honest theology of video gaming needs to deal with eventually, that is, the moral quandaries that video games present to their players. I am not necessarily asking the questions that usually get asked around the morality of video gaming—is it appropriate for children to view the graphic content of modern-day video games?—do first-person shooter games encourage people to become killers?—and so on. Those questions need careful consideration for sure, but my question is a bit more subtle than that: in what ways do the moral decisions we make in the world of a video game reveal something true about our moral character in real life? Does it mean I am a “bad person” if I like doing “bad things” in a video game? If I choose to perform “good actions,” does that mean I am “a good person”?
This question has become more and more worth asking, I think, as games have been approaching greater and greater realism in their content. Time was, when all you could do was run a maze gobbling up blinking dots, the most you had to worry about was possibly promoting gluttony. These days, with their elaborate story-lines and life-like graphics, video games have all kinds of potential to put their players in all kinds of morally questionable situations.
The most controversial of these games, perhaps, is Rockstar Game’s infamous Grand Theft Auto franchise, which officially holds the Guinness World Record as the most controversial game series in history. In the years since the first Grand Theft Auto game was released, back in 1997, this action-adventure game has continually pushed the moral envelope in its story telling and content, allowing players to solicit the services of prostitutes, perform acts of extreme violence, torture their victims, not to mention commit the crime for which the game is named. In the most recent installment of the series, the player is actually required to perform horrific acts of torture in order to progress in the story.
Not every game is as vice-ridden as Grand Theft Auto, to be sure, but even in some of the more tame ones, the moral quandaries abound. In Witcher III you can visit a brothel if you want to. One of the quests in Skyrim leads you into the heart of a cannibalistic cult, which you can chose to join if you wish. And did I mention what you have to do to the poor chickens in Minecraft if you want an automatic chicken roaster?
The first game to capitalize on this moral dimension to gaming was a 1985 fantasy role playing game called Ultima IV (the first in the “age of enlightenment” trilogy for the Ultima game series). Ultima IV is famous for being the first RPG video game that didn’t have a specific, identifiable evil that the player needed to defeat. Instead, you progressed through the game by performing acts of moral virtue, based around the three principles of truth, courage and love. The goal of the game is to advance in the virtuous life, to master the eight virtues and become the spiritual “avatar” of the magical kingdom of Britannia. Choosing to give money to the beggars you encounter in the game advances you in the “compassion” virtue, for instance; choosing to respond with a “boastful” response during conversations with NPCs will move you away from the virtue of “humility,” and so on.
For its era, the in-game morality of Ultima IV was an ingenious device, because players were not given any instruction as to which actions would advance them in mastering the virtues, and which would set them back. You had to figure this out simply by completing quests and trying to practice the virtues as you went along.
Ultima IV illustrated that gaming has great potential to help us explore our own moral character, to ask hard questions about who we are and who we are becoming as moral beings. Not every game has capitalized on this potential, of course, and some are exploring it without necessarily meaning to. It’s not clear to me, for instance, if the makers of Witcher III included the brothels in their game because they wanted to present the players with a chance to explore their own moral fibre, or if it was simply for the sake of cheap titillation, but in either case, the potential is there, to ask ourselves what kind of people we really are while we play.
To be clear, I am not trying to repeat the straight-forward cause-and-effect argument here, that if I perform an immoral act in a game, I will be more likely to want to do that thing in real life. There is empirical evidence to support this belief, however, evidence that I think every Christian gamer needs to grapple with pretty honestly at some point. The American Psychological Association found such a strong cause-and-effect link between violent video games and anti-social behavior, that in 2015 the APA Council of Representatives adopted a resolution to engage in a public education campaign about the issue.
But that’s not exactly the argument I am trying to make here, however seriously I take this data. My argument is actually cutting the other way. When the Pharisees asked Jesus about eating unclean food, he replied to them that they had got their theology of cleanness backward. It’s not what goes into a person that makes them unclean, he retorted, rather, it’s what comes out of them (Mark 7:15). Jesus was speaking about the kosher food laws in Torah specifically there, but I think there is a principle at work in this saying that we could port over to Christian gaming pretty easily. It is not what goes into us when we game—i.e. it’s not the game that we play—that makes us unclean; rather, it’s what comes out of us while we're playing that makes us unclean.
Of course, if I choose to play a game like Grand Theft Auto V, where I know I will advance through the game only by practicing vice and celebrating "virtual evil," that choice itself is a “thing that’s coming out of me,” and it may need some Spirit-led introspection about what’s really going on inside. Speaking more generally, though, the morally ambiguous storylines of most modern-day video games can serve the Christian as a kind of virtual litmus test for their spiritual formation, a way to explore how deeply our moral character is rooted, by discovering what we will and will not do while we play.
Labels: video games
A Christian Conversation about Steven Universe (Part III): We Are the Crystal Gems
Back in 2011, when the movie X-Men First Class came out, I went to see it with a friend of mine who happens to be gay. As far as I knew, I was just taking in one more rollicking superhero romp, maybe not Academy Award worthy, but certainly worth the price of admission. My gay friend, however, had an entirely different take on the film.
“What did you think?” he asked as we were leaving the theatre.
I gave him my two-cent review: fun story, cool effects, though I’m more of an Avengers man, myself.
“Maybe,” he said. “But I thought it did a great job conveying what it feels like to be gay.”
If you’re scratching your head at that one, like I was when he said it, then maybe I should explain. One of the primary conflicts in X-Men First Class has to do with the search for a cure to the mutations that give the X-Men their powers. The feeling of being an aberrant “freak of nature” is a source of great torment for the super-powered mutants in the movie. Many of them hide, disguise, or suppress their mutations so that they can fit in with every-day society. One of the mutants, a blue-haired superhero named Beast believes he has found a way to medically “cure” their mutations and turn them into “normal” human beings; by contrast, the mutant named Magneto wants them to embrace their mutations and wage war against the human race.
The plot didn’t stand out to me on first viewing as an especially LGBTQ-themed story, but my friend helped me out. “Being gay,” he said, “in a world where everyone is straight and you don’t know if you belong, you can feel like that: like you’re a mutant with a mutation you have to hide, because if anyone knew you had it, they’d think you’re were a freak.”
It turns out that my friend was picking up on something the movie was intentionally laying down. At least, the screenwriters of X-Men First Class have since gone on the record confirming there was an intentional gay subtext to the story.
When I think back to that night watching X-Men First Class, though, two things stand out to me: one, how meaningful it was for my gay friend to see his own experience of queerness being metaphorically represented on screen like that; and two, how easily I had missed the metaphor, as a heterosexual man. That night at the theatre helped me to see my “straight world” through the eyes of someone who did not feel as though he fit into it, because the mainstream narratives of that world, where everyone found a romantic partner of the opposite sex, settled down with a family and set up a white picket-fence around it all, did not include his experience. It helped me see how painful the feeling of “being queer” can be for queer people, and how healing it can be when that pain is acknowledged.
This is one of the reasons I’ve been using the kid’s show Steven Universe as a starting point for this series on practicing hospitality for LGBTQ people in the church, because it too helps us to grasp what the “feeling of being queer” can be like for queer people. If you missed the background, let me explain that the central premise of Steven Universe is that a group of aliens called the Crystal Gems, beings that look and sound and more-or-less act just like you and I, have come to dwell among the “normal” citizens of planet earth. These aliens are really gems, whose only physical form are their gemstones, and whose anthropomorphic bodies are really projections of corporeal light that they emit.
As the show progresses, it becomes clear that the Crystal Gems are somehow meant to represent, if not the LGBTQ community, at the very least the queer experience. This is most obvious in an episode called “Rocknaldo,” (Season 4, Episode 18), where a character named Ronaldo is shown distributing pamphlets that warn the residents of Beach City about the “Rock People” living among them. The episode doesn’t dwell on this for long, and Steven quickly helps Ronaldo see the harm his pamphlets are causing, telling him that a term like “Rock People” is offensive, and that he is a Gem himself. With only a little bit of imagination, though, it’s easy to see this entire exchange as a way of exploring the problem of homophobia on a level that children would get. I may be reading too much into this, of course, but my experience with X-Men First Class suggests that even if this was not the main point of the episode, many queer people would resonate with it in this way.
If the Crystal Gems really are meant to help us to think about the queer experience, it strikes me as significant that whatever else they are, the Crystal Gems are alien. They do not fit the mainstream world of Beach City, and they frequently encounter situations that make them starkly aware of this reality. It is true that most often when this happens, and their alien natures are exposed to their human neighbors like this, the humans themselves tend to take it in stride, and life in Beach City sort of goes on more-or-less as if nothing out of the ordinary had happened. This is one of the endearing quirks of the show, that the most bizarre of storylines—from intergalactic space travel to extra-terrestrial invasions—do not leave the least lasting scar on the tranquility of Beach City. It is almost as if the show is suggesting to queer kids that, yes, the feeling of “being the other” is real and painful, but however painful it may be, life on the other side of coming out will find a way of carrying on. It’s sort of like a sci-fi fantasy adventure version of the “It gets better” message.
I realize that in reading Steven Universe like this, as an allegory for the “othering” that so many queer people face, I may be guilty of “othering” myself. When I see an alien on screen and assume that the alien in question must be a metaphor for a gay person, it reveals something, perhaps, about what I really think about the gay people in my own community (do I really think they of them as “aliens”?) This is part of the brilliance of the show, however, that it holds up the mirror to all of us, queer and straight together, and asks us to re-examine what we see there.
If I am on to anything in this reading of Steven Universe, I think there is a lesson here for the Christian Church. I have written extensively on this topic before, but in a community like the Church, where the focus is almost exclusively on the family, where ministries tend to presuppose marriage as the normative way of following Jesus, and where gay people historically have not been welcome or affirmed, this feeling of “being an alien” can be intense. Like I had done with my gay friend at X-Men First Class, it is easy for Christians to under-estimate just how intense, and indeed how painful,it can be to be made to feel like “the other.”
This is why we need to hear more stories like the one Steven Universe is telling, not just imaginative ones, either, but the real stories of real gay people; and not just hear them, but authentically engage with them. Only as we are able to acknowledge and address the alienation that our “heteronormative narratives” may be causing, will we be able authentically to include gay people into the life of the church. This will take more than watching a few episodes of a kid’s cartoon, of course, but if nothing else a show like Steven Universe might help us to understand how important it is to do this well, and give us some idea of where to start.
Labels: LGBTQ, sexuality, steven universe