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
<<< previous post
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
<<< previous post
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