Books by Dale Harris

Books by Dale Harris
The Lives of the Saints and Other Poems

A Feast of Epiphanies

Though I Walk, A Novel

Daytime Moons and Other Celestial Anomalies, a book of poems

A Theory of Everything (Vol 1)

A Theory of Everything (Vol 2)

The Song Became a Child

The Song Became a Child
A collection of Christmas songs I wrote and recorded during the early days of the pandemic lockdown in the spring of 2020. Click the image to listen.

There's a Trick of the Light I'm Learning to Do

This is a collection of songs I wrote and recorded in January - March, 2020 while on sabbatical from ministry. They each deal with a different aspect or expression of the Gospel. Click on the image above to listen.

Three Hands Clapping

This is my latest recording project (released May 27, 2019). It is a double album of 22 songs, which very roughly track the story of my life... a sort of musical autobiography, so to speak. Click the album image to listen.

Ghost Notes

Ghost Notes
A collections of original songs I wrote in 2015, and recorded with the FreeWay Musical Collective. Click the album image to listen.

inversions

Recorded in 2014, these songs are sort of a chronicle of my journey through a pastoral burn-out last winter. They deal with themes of mental-health, spiritual burn-out and depression, but also with the inexorable presence of God in the midst of darkness. Click the album art to download.

bridges

bridges
Click to download.
"Bridges" is a collection of original songs I wrote in the summer of 2011, during a soul-searching trip I took out to Alberta; a sort of long twilight in the dark night of the soul. I share it here in hopes these musical reflections on my own spiritual journey might be an encouragement to others: the sun does rise, blood-red but beautiful.

Random Reads

Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Of Games and God (Part X): Gaming and the Image of God


I grew up in the Radio Shack era, when personal computers were just beginning to come of age and it was mostly children and hobbyists who showed any interest in them. My first computer was a Radio Shack Color Computer III, affectionately known in those days as the Co Co 3. It came complete with a whopping 128k of memory (yes, that’s a “k” there, as in kilobytes), and no built-in data storage system. Any programs you wanted to run on the Co Co 3 you had to load into the memory via cassette tape, or type in manually, line by pains-taking line.

I spent many a happy hour programming my Co Co 3, though. It came installed with Extended Color BASIC as its standard programming language, and between the years 1986 and 1994, I coded whole entire worlds using this simple but versatile machine. Although I did program a working word processor that I actually used to type up high school assignments, my primary interest was in the area of video game design. Most of the games I came up with were poor derivatives of the platformers, the dungeon crawlers, and the text-based adventure games that were popular in those days, though I did have a game of my own design published in the Co Co 3’s monthly magazine, an obscure periodical known as The Rainbow. It was a clunky karate game, where two poorly-rendered stick figures squared off in a digital death-match of speed, agility and strength. 

When I look back on those early days, programming line after tedious line into a machine so that it would blip and blink in ways it never would have otherwise, except that I had applied my imagination to it like that, what stands out most strongly to me is the way the video game medium opened up all kinds of unique opportunities to be creative. As a 12-year-old boy, video game design was an intensely pleasurable artistic activity, one that contained but surpassed any other medium I had explored as a prepubescent artist, from drawing to writing to poetry to play-acting.  Even within the limited scope available to me on a 128k machine, this was so.  Some of the gaming universes being assembled on today’s most powerful computers are truly masterpieces of creativity.

I’m not just sharing this for the sake of the nostalgia, though, rather to illustrate a final aspect of video games that we ought to consider if we want to understand them theologically.  Over the last ten posts we’ve looked at video games from every theological angle I could think of, from the significance of community to the quest for transcendent immersion, from the morality of gaming choices, to the nature of predestination in the gaming world, seeking each time to attach a distinctly theological handle to this popular pastime. One theme that has colored all our discussions throughout this series, though I have yet to mention it specifically, is the fact that video game design is a uniquely creative endeavor.  There is, in fact, no art form quite like a video game.

I use term “art form” hesitantly here, however. My understanding is that there is some debate raging in the gaming world, over whether or not a video game can, in fact, be called a “work of art.” In his book God in the Machine: Video Games as Spiritual Pursuit, Liel Leibovitz suggests that video games are not art, per se; but this is not because they lack the fundamental qualities of artistic works, rather because they actually transcend art, functioning more as “religious rituals” than as “works of art.”  “Video games operate under a different set of epistemological guidelines [than art],” he argues. “They are not here to be contemplated rationally or negotiated as works of art. They do not invite the sort of subjective, distant reading that calls for Nietzsche’s infinite interpretations. Instead, they facilitate the sort of emergence that is common to religious ritual.” 

Liel Leibovitz is probably loading more significance onto video games than the medium can bear, here, but it is true that, rather than being a single work of art, video games assemble a whole range of artistic efforts into one single experience. Music, aesthetic design, visual art, literature, story-telling, drama, cinema—it’s all there together in a well-made video game, with the added dynamic that, unlike any of these art-forms on their own, video games invite their audience to interact creatively with the art itself, to create something original with it, even as they are experiencing it as a self-contained creation in its own right.

The video game, you might say, is a form of  meta-art, art that creates art, and in this it allows us to be uniquely creative: to create a world which in turn allows the gamer to create something that truly did not exist before he or she sat down to play.  Anyone who has logged untold hours on Minecraft, or Roller-Coaster Tycoon 3, or The Sims will get what I’m getting at here, but so will anyone who has slogged away grinding out experience points on Skyrim, for the sake of leveling up their character in the new build they’re working on, for their fourth new play-through of the game. Video games are a form of creative expression that in turn create possibilities for creativity.

This is a theological observation, especially, because the book of Genesis insists—and it is a point that has had more theological ink spilled over it than almost any other idea in the good book—that human beings are created in the image of God (Genesis 1:27-28). This concept has a whole matrix of meanings around it, far more than we could unpack in a brief space like this. For now though, suffice it to say that in Genesis, it’s the creator God, in the process of creating the creation, who makes human beings in his image. The implication here is that in some sense human beings have a divine vocation to carry on and extend the creative work that God began in the beginning, when he made us in the world and told us to be fruitful and multiply.

Being made in the image of the creator implies that we are called to be creative, too.  This is only true in a limited sense, of course, one that is appropriate to our mortal human nature, but even so, it is a genuine call to real creativity.  This is why humans have always found music-making, and word-speaking, scene-painting and play-acting such transcendent experiences, I think, and also why our religious experiences have always included these kinds of profoundly human activities.  Because we were created in the image of a creative God.

There is much more to say about it than simply this, to be sure, because Christians would rightly insist that the New Testament consistently connects the “Image of God” language from the Book of Genesis to the revelation of God that we discover in the person of Christ. He is the true Image of the unseen God, and we will only discover what it really means to be made in God’s Image as Christ renews the image of God in us, shaping our lives to reflect his own, glorious life. And obviously, no video game on planet can do that for us. 

With that caveat firmly established, however, we are free to point to all sorts of creative activities as evidence of the fact that human beings are indeed made in the likeness of a creating God, including symphonies well scored, and sunsets well painted, screenplays well filmed and statues well sculpted. To the extent that every artistic endeavor calls into being something that might never have otherwise existed, we can find glimmers of the image of God in any of them. It never would have occurred to me at twelve years old, that this is what I was doing when I was coding entire worlds into existence with my Co Co 3, but in the joy being creative like that I truly was discovering  a little something of what it means to be made in the image of the Creator.

Of Games and God (Part IX): The Problem of the Christian Video Game


When I told my son that I was working on this running series about the theology of video games, he suggested that I check out a game called GrisGris is a highly stylized platform game where the character, a mysterious girl named Gris, gracefully wanders a ruined wasteland trying to bring life and color back to the landscape. Aesthetically, Gris is unlike any game I’ve ever played. The graphics, music, and gameplay somehow work together to create a haunting experience, one where, although it’s not immediately clear what you are trying to do, you have no doubt that it's weighty, and tragic, and important.



As the game unfolds, the deeply spiritual nature of the quest in Gris becomes clear. Wandering from scene to scene, Gris gathers enigmatic points of starlight scattered around the world. Together these create constellations that help her ascend higher and higher into the heavens. Gradually she is able to restore color to the monochromatic landscape, and eventually she regains her ability to sing, which allows her to bring life back to the world.

In the last scene of the game, the girl faces the final boss, which turns out to be a monstrous version of herself, one that drags her down into an ocean of black sludge, and tries to prevent her from escaping. In the end, she is able defeat her inner shadow only by using the power of her voice and singing light and life and color at last into the world.

Apparently the game won all kinds of awards when it was released, including the 2019 “Games for Impact” award,  and the 2019 Game Developers Choice Award for Best Visual Art. It's especially notable that the game contains none of the traditional shoot-em-up, hack-and-slash, romp-and-stomp elements that are so ubiquitous in the traditional platformer genre. The quest in Gris is mystical, not militarized, visionary, not violent.

I’m mentioning Gris because even though it is not specifically Christian in theme, its subject matter—over-coming our inner darkness and grief to bring light and life to the world and so ascend to a beatific vision of the heavenlies—certainly touches on profoundly Christian ideas, though the Christian would want to add, I think, that it is not by mechanical effort that we overcome our inner darkness, rather by the gracious working of the Spirit of God upon us.  But be that as it may, I think a game like Gris has all kinds of potential to open up all kinds of conversations about Christian spirituality.

This potential stands out all the more beautifully when it is held up against video games that are specifically Christian in theme. You may in fact be surprised to learn that there have been some games designed over the years, packaged and marketed for an explicitly Christian audience. Of course, most of these are bizarre and embarrassing disasters, in my opinion, failing both as expressions of the Christian worldview, and as video games in their own right.

Some games just slap a Christian veneer on a traditional form, like this early example of a Super-Mario-style platform adventure, themed around the story of Noah’s Ark. It’s probably just harmless fun, but Mario himself was probably more fun than this, and the final boss fight, where Noah goes head to head in an shoot-out with Lucifer himself, is pretty cringy.



But a game like Noah’s Ark is relatively harmless.  Not so the video games in the Left Behind Series.  A blog series on the theology of video games is maybe not the place to unpack all the problems inherent in the Left Behind franchise in general, because there are so many it’s hard to know where to start—the movies, the books, the theological underpinnings of the whole concept—all of it is bad, in my opinion.  So maybe it's no surprise that it also created some bad video games.

But even if you accept the theological premise of the Left Behinders (which I don’t), the game itself is hugely problematic. Here Christians are pitted in a violent, arcade-style shoot-out against the forces of the Anti-Christ. And even if it’s true that violence per se is not rewarded by the game, still it reinforces a thin, but all-too-common narrative about the Christian life. In this narrative, the “true believers” are pitted against the heathens and the apostates (i.e. everyone else). These they must view as the enemy, but, instead of loving them as they love themselves, the way Christ taught us too do, they must overcome them, using all the traditional “video game methods” of coercion, competition, and conquest.  Evangelism, prayer, moral uprightness, and so on, are all employed simply as a means to win the game.  It would be laughable, if there weren’t Christians in the world who actually live out their faith in this way.

I haven’t done a careful-enough study of Christian video games to state this categorically, of course, but my limited experience with this sub-genre suggests  that we risk all kinds of dangers when we try to take our faith and “bottle it” in a video game format. If Mashall MacLuhan was right, and the medium is the message, there may be something inherent to the medium of the traditional video game that clouds the message of the Gospel.

It doesn’t have to be this way, though. It’s one of the reasons I’ve spent the last three months exploring video games from every theological angle I can think of. As a gamer friend of mine once said: the Spirit is speaking in the world, and the Spirit can speak through a carefully-crafted video game.

The operative word there is "carefully."  It won’t happen simply by slapping a sloppy coat of “Christian whitewash” onto a traditional hack-and-slash shooter, and believing that somehow you’ve “sanctified the medium.” Better to play God of War and read its story as a Christian, than to take God of War  and try to convert it, by over-laying a distorted picture of the Christian God on top of it.

If a video game is going to be distinctly Christian, in fact, I would argue that it will mean reinventing the very conventions of the genre, finding brand new ways to express within the particular bounds of the medium, the deepest truths of our Gospel: that beauty is sometimes found best by longing for it, that joy is mysteriously present in the heart-ache, that life paradoxically comes through death, and death paradoxically colors every aspect of life.  These truths are not going to be expressed through a Christianized “version” of Doom, perhaps, but if you're wondering how they might be expressed, perhaps an hour or two playing Gris will stir your imagination up.

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.


Of Games of God (Part VII): Gaming for Good

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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.

Of Games and God (Part VI): Gaming in the Realm of the Hungry Ghosts

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There’s a poignant teaching from the Buddhist tradition about something called “The Hungry Ghost.” It’s a way of talking about a certain spiritual condition that people can sometimes find themselves in. A hungry ghost is a spirit with a very narrow throat and a huge distended belly, so that it’s always trying to stuff itself full, but can never get enough in. It’s an image of human emptiness and spiritual despair at it’s worst.

I’m a Christian pastor, of course, not a Buddhist monk, but still I’ve thought about the image of the hungry ghost a lot over the years, ever since I heard about it from a doctor named Gabor Maté. He worked for years among the heroin addicts and homeless people of Vancouver’s downtown east side, serving one of the most severely addicted populations in the country, and he uses the image of the "hungry ghost" to describe what it is like to be an addict—always eating, never full.

Maté’s book about his experiences working with drug addicts is called In the Realm of the Hungry Ghosts, and it’s the kind of read that will linger with you for years after you close the final page. Because Gabor describes in pretty stark terms what it is like to live among the “hungry ghosts” of Vancouver’s downtown east side; but then he goes on to argue that in a sense, we are all of us hungry ghosts, in one way or another. Addiction, he argues, is a way of trying to compensate for the lack of love, belonging, and nurture that we did not receive in the most formative years of our lives, which our parents, or our peer group, or our communities were unable to give (because who, really, has been loved the way they most needed to be?).

In Maté’s view, an addiction is simply a strategy that the brain has latched on to, to salve the psychological pain of the deepest wounds it has experienced. The problem with heroin, as a strategy for self-medication, is that its physiological effect is so powerful, flooding the system with opioids, short-circuiting the brain’s natural ability to produce endorphins, and making the user physically dependent on the chemical just to feel normal, let alone “good.” Some addictions are more destructive than others, in other words; but Maté argues that everyone, really, has some “ghostly hunger” or other in their lives—obsessive work habits, compulsive viewing of pornography, impulsive spending, over-indulgent eating—that we use to avoid or cope with inner pain. He talks sincerely about his own addiction to classical music—which might crack a smile or two—until he explains how his compulsive buying and listening to classical music did for him on a psychological level, the very same thing heroin did for his patients. (Here's a Ted Talk he gave a while ago on this subject; very much worth a listen.)



Turns out we are all hungry ghosts.

I’m thinking about Gabor Maté and the Realm of the Hungry Ghosts this morning because for the last few months we’ve been exploring video games from a theological perspective, trying to develop a “theology of video games,” as I’ve been calling it. And we’ve looked at time and worship, freedom and providence, original sin and problem solving, each in turn. I stand by my work, of course, and do indeed think that each of these themes are ways to think theologically about what’s going on whenever we sit down to game.

There is, however, a shadow side to gaming, one that is quite serious, I think, and one that any serious theology of gaming would be remiss if it didn’t address at some point: simply that gaming can be, and certainly for many people it is, a “ghostly hunger,” something that does for the gamer on a psychological level what heroin does for the drug addict.

To be clear, I am not trying to say anything beyond my particular expertise, about the existence “video game addiction” as a genuine and diagnosable mental disorder, on par with alcoholism, say, or other kinds of substance abuse. There is some controversy around the idea that “video game addiction” should be recognized in this way. The World Health Organization did include “gaming disorder” in the 11th revision of the International Statistical Classification of Diseases, but the American Psychiatric Association did not include it in the 2013 edition of the DSM-5. The APA held that there was insufficient evidence for its inclusion, though they considered it “worthy of further study.” From a strictly clinical perspective, then, there are none of the standardized definitions or diagnostics that we would need if we were to talk about compulsive gaming as a mental disorder.

That said, it should also be noted that “problematic gaming” is on the rise in our society. A 2016 study of Ontario teens, conducted by Dr. Robert Mann found that 13 percent of participating teens “reported symptoms of a video gaming problem.” This was up by 9 percent from 2007, and included such problematic symptoms as preoccupation with gaming, loss of control, withdrawal, and disregard for consequences. On an anecdotal level this rings true as I consider my last eleven years as a pastor, and I think about the number of times I’ve seen compulsive gaming steal the happiness from young married couples, or spoken to parents who had concerns about their teenager’s obsession with video games.

So: whether or not video game addiction qualifies technically as a clinical condition—and I’m speaking as a gamer myself when I say this—it certainly qualifies as an addiction in the spiritual sense, as an activity people use to avoid, self-medicate, or numb the spiritual fears and pains all of us carry in the deepest part of our selves. Certainly when I am most honest about my own experience of gaming, I would have to say this is true, that often I turn to gaming as a superficial way to salve my emotional distress or soothe my emotional turmoil. An hour or five roaming the mythic land of Skyrim, for instance, where all my problems have straight-forward solutions and every success is rewarded, as I move forward in a compelling story where I am always the hero, can help me to forget, by transcending it, whatever emotional unrest I may have brought with me when I first sat down to play.

This does not mean that gaming is intrinsically bad—anymore than classical music is, even though Gabor Maté used it to feed his ghostly hunger. It simply means that we must handle video games with real care and self-awareness, recognizing that we are all of us hungrier ghosts than we think, and unless we’ve found a real way to fill our spiritual emptiness, we’re just as likely to try feeding it with video games, as we are with booze or drugs or classical music.

For the Christian especially, this understanding of gaming as "ghostly hunger" is especially helpful, I think, because a Christian would say that in Christ we have found the one thing that can truly feed the ghost within. Didn’t the Lord himself say it, that anyone who was thirsty could come to him and he would feed them with the only wine that really satisfies (Isaiah 55:1-3)? And didn’t Jesus say that he himself was the bread of life that would fill our spiritual hunger so full we would never be hungry again (John 6:35)?

The answer to these questions, of course, is yes. And if we have truly satisfied our spiritual hunger in him, Christ then sets us free to approach gaming from any of the theological perspectives we’ve explored so far, appreciating it for what it can do, without depending on it to do that one thing that only He can do: to feed the hungry ghost.

Of Games and God (Part V): Gaming with the End in Mind

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Back in the year 2000, my brother loaned me his unused Nintendo 64 game console, and a copy of The Legend of Zelda: Ocarina of Time. I was twenty-six at the time, and this was the first video game I had played since the old days of the original Super Mario Bros. He assured me, when he passed it on, that video games had come a long way since I had seen them last, and that I would absolutely love the Ocarina of Time.

My brother knew me well, and his prediction proved prescient. To this day Ocarina of Time still stands in my mind as one of the greatest fantasy adventures of all time (though, admittedly, I have not yet played Breath of the Wild, which, by all reports, blows even Ocarina out of the water for sheer epic awesomeness).

I logged untold hours exploring the richly detailed, beautifully 3-D world of Hyrule, enjoying every nook and cranny. Enjoying it all, that is, until I found the nook and/or cranny that housed the infamous Water Temple of Hyrule. If you’ve never heard of the Water Temple before, you can bone up on the details at the “Water Temple (Ocarina of Time)” Wikipedia page. The fact that this one level in the game has it's own dedicated Wikipedia page perhaps says it all. The Water Temple is considered, by various gaming critics, to be the all-time best, or the all-time hardest (or sometimes both at once) level in the greatest video game ever.

I’ll let the aficionados duke it out over that grandiose claim. In the meantime, I want to focus down just on the factor that has made completing the Water Temple such a fabled rite of passage in gaming lore. I’m talking here about its difficulty level. Anyone who has attempted the Water Temple unaided would agree, I hope, that even if you can’t rate it the best level of all, you'd concede that it is one of the hardest puzzles ever to grace the screen of a Nintendo adventure.


Certainly when I came at it for the first time, it had me stumped for the better part of a month. Granted I had recently become a young father and a new high school teacher at the same time in those days, so I wasn’t playing Zelda non-stop over the course of that month; but even so, I repeatedly flung down the control in despair of ever figuring it out. Keep in mind that this was in the days before the solution to every video game known to man could be found online, with a nice, neat tutorial video on Youtube to walk you through it. Back in my day you slogged your way through, trail-and-error, mis-step by mis-step, with nothing but your wits and a bit of luck to guide you. Kids these days have no clue how easy they have it.

But I digress. The point of all of this is that, however tough the going got with the Water Temple, I never “got going.” That is to say, I stuck it out. I kept coming back at it. Even when my frustration with the puzzle was visceral and my reaction to yet one more failed attempt was physical, still I kept on, hoping against hope to crack the nut at last. As one of the best levels in one of the best video games ever, the Water Temple awoke in me what all the best video games awake in their players, a deep down desire to solve an intractable problem.

In his book Homo Problematis Solvendis – Problem-Solving Man: A History of Human Creativity, David Cropley traces the history of modern human innovation through a close examination of the solutions to basic human problems that our species have developed over time. He argues that a defining characteristic of modern human beings is our fundamental ability to solve problems. Besides opposable thumbs, what sets us apart from the rest of the creatures on God’s green earth is this innate desire we seem to have to solve a problem. Other creatures problem-solve too, I’m sure. I’ve seen our family dog do it trying to get a pound of cooked bacon left lying out to cool on the counter. But unlike any other animal, the human creature seems to go looking for the problem, and seems to delight in solving it for its own sake.

Video games tap in to this desire, I think. It’s part of their appeal. But they also reveal something underlying that desire. Because back in my Ocarina of Time days, you could have laid a big exercise book full of random math problems in front of me, and I would not have tackled them with anywhere near the same verve and dedication as I did the Water Temple. There was something unique about that puzzle in particular that drove me relentlessly to tackle it.

I want to suggest that the “something unique” that makes video games so irresistible is the teleological nature of the problem solving they present us with. Unlike the math exercises in the illustration above, which are all random, self-contained puzzles that don’t seem to have any real purpose, the puzzles we encounter in the best video games are problems with an end in mind. That is to say, the puzzles themselves serve the purpose of advancing the story, solving the quest, defeating the villain, saving the world.

In fancy theological terms, we would say that when something is moving towards a very clear, and especially a very meaningful “end”—when things happen for a purpose and that purpose moves things towards an ultimate resolution—we would say that it’s “teleological.” In Greek, telos means end or purpose; and something is teleological when it begins with an end in mind.

In Christian creation theology, for instance, the real question is not “did the world evolve or was it created in 144 hours.” The real question is: is the universe teleological, or not? Was it created for a purpose, or was it a meaningless accident?

In Christian theodicy (the theological explanation for suffering), the problem of evil is not resolved by mere logical arguments, but by teleological arguments. Roughly speaking, a Christian theodicy would say that there is a higher purpose in our suffering that allows us to transcend it as we go through it.

And in Christian Video Game Theology (a new field I’m developing), the importance of video games is that they reveal—not just that we like solving problems—but that we want the problems we solve to be teleological. That is to say: we have this deep-down desire to tackle problems especially that move us towards an ultimate end as we solve them.

I’m drawing this connection because all Water Temples aside, the world is brimming these days with problems to be solved. Thirty seconds on my Facebook feed would probably be enough to convince you of that: the planet’s getting warmer, time-honored political structures are devolving into junior high shenanigans, gross injustices against people of color are being brought to light, pandemics are raging, locusts are swarming, and people are hurting. It’s easy, and perhaps tempting, to approach all these problems like so many math sums in an exercise book, a bunch of disconnected and especially non-telelogical difficulties that don’t have any meaning beyond simply the discomfort and consternation they cause us.

Of course, if I’m on to anything in my analysis of Zelda’s Ocarina of Time, approaching the really big problems of this world atelelogically won’t give us the resolve or the resources we need really to solve them well, not when the going gets really tough we won’t.

A Christian, by contrast, should tackle the big problems of our world something like how a dedicated gamer would tackle the Water Temple: by trusting that each problem we face feeds into a bigger, single challenge—the problem of sin in the world—and that there is an underlying purpose for us in tackling this this problem faithfully, a real reason to do it well.

I say this because, from a Christian point of view, we are all moving to an ultimate end. According to the Apostle Paul’s Gospel, we will all stand before the judgment seat of Christ on the last day, to receive our due “for the things done in the body, whether good or bad” (2 Corinthians 5:10). And on that day, he says elsewhere, we will all give our account (Romans 14:12). Surely what we did or didn’t do to be a healing presence in the creation, how we did or didn’t offer a cold drink of water to the parched and starving, how we strove to be peacemakers in a warring world, how we lived as ambassadors of Christ's reconciliation—surely these “good or bad things” will be included in that reckoning on that day.

What if I tackled the problem of evil in the world with the same tenacity and determination I poured into trying to figure out how to get the water levels in the Water Temple raised and lowered just so, so that I could advance to the Room of Illusion and defeat Dark Link, my alter ego in the game? There would probably be a lot less hurt in the world if I did, and more likely than not, when the ultimate quest of life was finally complete, I would have the reward of hearing the Divine Designer of the Game say to me, as he will say to all of us who tackle sin with the end in mind: “Well done, good and faithful servant.”

Of Games and God (Part IV): Finding the Freedom to Game

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A number of years ago my son showed me this strange video game that was both mesmerizing and bizarre. It was called The Stanley Parable, and in it you play an office worker named Stanley whose computer screen mysteriously goes blank one day at work, and when he sets out to investigate, he discovers his whole building has been suddenly, inexplicably vacated. From this point on, Stanley explores the empty office building, led on from room to room by an omniscient narrator who suggests a course of action for every scenario Stanley encounters. The player may chose to act contrary to the narration of course, and this sets the story in an ostensibly new direction, forcing the narrator to find some way account for your choice and get the story back on to its original track.

The whole thing is tongue-in-cheek fun, with all sorts of references to popular video games from its era, like Portal and Minecraft, but there is no real action, combat, or puzzles to solve. At best it plays like an elaborate Choose-Your-Own-Adventure story, with the narrator consistently expressing exasperation at the decisions you make, if and as you deviate from the story’s main path.



Calling it a Choose-Your-Own-Adventure though, is something of a misnomer, because on repeated play-throughs of The Stanley Parable, an astute player will begin to notice that the game is pushing you towards its desired outcome, regardless your choices. If you choose the left door when the narrator wants you to choose right, well, no matter, the game will find a way for the “right door outcome” to happen even so. This becomes part of the joke, but also, more importantly, the point of the parable.

Because The Stanley Parable is actually exploring a profound philosophical question, I think, one that all sorts of video games wrestle with in subtler, less self-conscious ways: what is the nature and extent of our free will when we are gaming?

The Stanely Parable presents the gamer with a façade of freedom, and works hard to convince them that every decision they make matters, because each one will help to determine an otherwise open-ended outcome. In the game, it seems really to matter if I choose the left or the right door; certainly it matters to the narrator, who grows increasingly annoyed if you ignore his directions. In truth, however, the endings of The Stanley Parable are of course limited, and ultimately the game’s programming will move you towards the same conclusion regardless what choice you make.

I encountered this same problem—that in video games we only seem to have free will—in a more sophisticated way while playing the game Skyrim. In the mythical kingdom of Skyrim an epic civil war is raging between the Tamrielic Empire and a faction of rebels known as the Stormcloaks. At one point early on in the story, the player is forced to decide which side he'll throw his hat in with. Will he join the Empire or become a Stormcloak?



I remember the first time I played through Skyrim, I agonized over this choice for weeks. I kept taking on pointless side-quests, trying to delay the fateful decision. In the end I sided with the Empire (because when I visited the capital city of the Stormcloaks I discovered the place was rampant with anti-Elven sentiment that I could not, in good conscience support—more on the morality of gaming in later posts). It sounds silly to say this decision gave me such grief, but it was, in fact, a painfully hard lot to cast.

I’ve played through Skyrim a number of times since, though, and what I’ve learned is that, ultimately, the game still unfolds in more or less the same way, regardless the choice you make. Stormcloak Rebel or Imperial Officer, you still get to become the Dragonborn, you still broker an uneasy peace between the two sides, you still defeat the evil dragon Alduin, and so on. Sure, you get to see different cut scenes if you're a Stormcloak, and perhaps you close off some side quests if you're an Imperial, but as far as the over-arching saga is concerned, fate runs ever as fate must (to quote Beowulf).

Some would argue that this is poor game design, if your choices don’t really affect the outcome of the game, but I think that’s one of the points of The Stanley Parable. Even games with a number of different endings still only have a specific number of different endings.  Every video game is still, in the end, running a predetermined algorithm, and however many permutations and combinations there might be, still, they can't be infinite.

On a philosophical level, to begin playing a video game is to agree to limit your freedom in service to the game.

If I am on to something here, then I wonder if video-gaming might be a more verdant analogy for the Christian life than we might suspect. Indeed, an imaginative Christian could argue that the whole of reality, from God’s perspective, is not unlike the algorithm of a stunningly holy and beautifully divine game, where God will not micro-manage the individual decisions of individual players, but even so we can rest fully assured that the outcome he intended when he set the game in motion will be realized.

Some Christians, especially the Calvinists among us, would disagree. How could God truly be sovereign (they might ask) if human beings truly had free will? Others, the Open Theists among us, would disagree in the other direction. How could humans really have freedom unless God has left the future truly open ended?

In answer to both, the Christian Gamer might point to any number of video games where the player’s free will and the predetermined outcome of the game function together, not just harmoniously, but joyfully contributing one to another. Might this, in some way, be analogous to God’s Sovereignty? Could the video game offer us a way of imagining how we are free to make our choices in life, but however real those choices are, still they will not derail the Creator’s intention for the game?

If I am on to something here, there’s a flip-side to this argument that we will have to wrestle with eventually. Most gamers sense it intuitively, I think, that in order to enjoy the game, you have to submit in some way to its limitations. If Mario never fell when he stepped off the platform, and every Kuppa Troopa just brushed harmlessly by, what would be the point of playing? The joy of the game comes, in fact, from functioning within and exploring around the edges of the limitations it places on you.

In this, too, games may offer us a fascinating analogy for the Christian life. Becoming a disciple of Jesus is, after all, the ultimate submission of our wills to the most beautiful, joyful, and holy limitation of all. It’s to subject our very real, individual choices to the boundaries that the Way of Jesus imposes on us. And if video games are any indication, to do so does not suck the joy out of life, rather infuses it with greater delight, higher purpose, and more profound meaning than it could ever have if we were left to our own, perfectly free, devices.

Of Games and God (Part III): The Quest for Transcendent Immersion

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One of my favorite video games as a kid was that 1980s cult classic, Dragon’s Lair. If you somehow missed the 80s, all you need to know is that Dragon’s Lair was a fantasy adventure game, where the player guided a valiant knight named Dirk the Daring on a quest to rescue the fair Princess Daphne from the clutches of an evil dragon named Singe. This was in the days when home consoles were still in their infancy, so Dragon’s Lair was one of those quarter-munching arcade attractions of a by-gone era. It played largely like an elaborate choose-your-own-adventure game, where every level presented you with a series of puzzles or booby-traps, and you had to decide if you would, for instance, turn left or drink the potion, draw your sword or dodge right. There was some careful timing and some sharp reflexes required, for sure, but most of it was trial and error.

What set Dragon’s Lair apart from its contemporaries, however, were the graphics. In the days when most other games were still mucking about with pixelated space invaders or monochrome pac-men, Dragon’s Lair had found a way to harness cutting-edge laserdisc technology to present action scenes on-par with those of an animated Disney feature, the likes of which had never been seen in a video-game format before. As a result, Dragon’s Lair allowed the player to immerse himself in the adventure more fully and more magically than any other game in the arcade. While you didn’t exactly become Dirk the Daring (the advent of the true action adventure RPG was still a few years away), still, Dragon’s Lair invited you into a compellingly-realized, intricately-textured world, where your actions progressed a living, breathing story, and your imagination—because it had to work less-hard to fill in the visual gaps—was free to soar.

Held up against the standard of today’s most popular video game adventures, of course, Dragon’s Lair looks somewhat naif. It’s almost a bit too-cute-for-words, next to the sprawling kingdom of Hyrule in Breath of the Wild, say, or the cinematic (and rather grown-up) cut-scenes of The Witcher 3. A purist would probably argue that it doesn’t even qualify as a true RPG. At the time, however, Dragon’s Lair sparkled as an alluring hint of what a video game could be: not just a fun digital pass-time, but an immersive journey into an alternate world.


“Immersion” is, in fact, the technical the term gamers use to describe all this. The degree to which a video game recreates an experience so vividly that you can allow yourself to believe it’s really happening to you, is its level of “immersion.” Gamers sometimes evaluate games based on how “immersive” it is, and often the more elaborate role playing games will allow independent programmers to develop modifications to the original code (called “Mods”) that increase a game’s “immersion” even more. The immersive nature of video-gaming, I think, is one of the aspects that sets it apart from other human activities. In reading, for instance, you are invited to immerse yourself in a story, but the world of the story—its sights, sounds, movements and sensations—must be supplied entirely by the imagination. Cinema is much more sensory, of course, but the worlds created through film are no-where near so interactive. Only video games bring the human imagination to life so fully, in a genuine, interactive, multi-sensory experience.

“Immersion” is an important concept, not just in gaming, but in thinking about gaming theologically, too. If it’s true that one of the appeals of gaming is the way it allows you to escape the world-as-it-is and immerse yourself in an alternate world, so completely and so compellingly that it imaginatively transfigures the real world as you do, then in this gaming intersects with one of the main themes (and appeals) of theology, too. Like video games, theology also acknowledges and affirms the human desire to experience a world unlike the world as it is, to be taken out, above, or beyond every-day human experience, and immerse ourselves in something transcendent. C. S. Lewis famously put it like this: “If I find in myself desires which nothing in this world can satisfy, the only logical explanation is that I was made for another world.” Interestingly, as a way of illustrating that truth, Lewis invented the magical world of Narnia, a place that imaginatively satisfied a child’s desire for transcendent immersion, by poetically offering them an alternate world to explore. In doing so, of course, he also provided us with one of the 20th Centuries great symbols for the Christian life: becoming a King or Queen of Narnia in the everyday world of modern England.

Great care is needed here. The transcendence that theology offers is not some computer-engineered projection of human desires, sustained by our own ingenuity, any more than it is an imaginary kingdom for children, dreamed up by a creative storyteller. The transcendence that theology offers is, in fact, the world-as-it-is, transfigured by the holy and heavenly presence of the very Spirit of God Himself; and remarkably, as we immerse ourselves in that presence, we find ourselves not taken out of the world but sent into it, to love it and embrace it and supernaturally redeem it with his grace and truth. The immersion that theology offers, you might say, immerses us more fully than we could ever imagine in the ordinary stuff of earth, by immersing us completely in the extra-ordinary stuff of heaven.

So in this theology and video-games are plying different trades. But as an analogy for how theology does its work—and, perhaps, as evidence that this work speaks more intimately to the human heart than we might otherwise have expected—we can look to the immersive worlds of today’s best video games. In them we discover that the human spirit is in fact longing for an experience of the transcendent, that we are wired for something that nothing in this world can satisfy. And by them we are reminded that to satisfy this longing is not just our deepest need, but also a source of sheer delight.

The Kairos of Gaming: Of Games and God, Part II

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Last night I opened the “Minecraft game saves” folder on my laptop, dropped my latest Minecraft world onto a flashdrive, and then proceeded to clean out the whole folder, every save, every backup, every screenshot. All of it went to that great digital recycling bin in the sky.

Then I gave said flash drive to my wife and told her to hide it somewhere in the house, with strict instructions that, however much I might beg her to do otherwise, she should not return it until Christmas.

I feel—and probably sound—somewhat pathetic making this confession, but it’s true. I have been wanting to focus more of my energy on writing, have felt called to do this in fact, and the plain truth of the matter is this: that left to my own devices, I would pour far more time than I have to spare into the enjoyable, but otherwise unproductive business of mining and crafting, leaving far too little left over to do what I really want to do, which is to write.

I am not sharing all this simply for absolution, however. It’s more to point out our first landmark in the “theology of gaming” we started journeying towards in my last post. It is, I think, both the best starting place for discussing video games from a theological perspective, and, interestingly, the strongest theological objection to gaming as a human activity, at the same time.

I’m thinking here of the way video games consume time.

Let me start with the theological objection. I mentioned in a previous post that the two main games I’ve spent my time playing over the last decade have been Minecraft and Skyrim. Skyrim, if you haven’t heard, is a Tolkeinesque fantasy role-playing game, set in a vast and intricately detailed open kingdom known as Skyrim, a province of the imaginary world of Tamriel. It’s basically a living, breathing Dungeons and Dragons fantasy, complete with elves, orcs, giants, and demons. Your main job in Skyrim is to advance through the story-line, completing quests and conquering foes, until you acquire both the skills and the spells necessary to defeat an apocalyptic, world-eating dragon named Alduin, and so become the fabled Dragonborn.



Skyrim is available through a video game distribution service called Steam. This is handy, because whenever you log onto Steam, it tracks the number of hours you’ve spent playing any given game in your account. Consequently, I can tell you with great precision that, since embarking on my very first quest in Skyrim, I have logged no less than 539 hours playing the game.

539 is a lot of hours. If I had played them all in a row I’d have been playing for 22 straight days. If it was a full-time career, I would have already been 3 months on the job. And that’s only counting the hours I played over Steam (you can also play off-line), and it’s only counting the hours I spent playing Skyrim—who knows what my stats would look like if I included all my Minecrafting into the equation.

There is a place in the Psalms where the psalmist cries out to the Lord, “Teach us O Lord to number our days.” The idea, of course, is that the number of our days is, in fact, remarkably small. Three score and ten years—or, 613,200 hours—is all the Psalmist gives us. Subtract 8 hours a day for sleep, and that leaves us with only 408,800 left over. If I kept going at my Skyrim rate, I would burn up almost 10,000 of those playing video games.

This would probably be tragic, because after 539 hours of play, all I have to show for my efforts in the world of Skyrim is a series of pointless achievements in a video game, a fully levelled-up wood elf warrior, and an imaginary chest full of digital treasures that I can literally do nothing with.

Enthusiasts would want to pump the breaks here, and argue that there are all kinds of benefits that come from gaming-- social, emotional, intellectual, and so on-- but even so, from a strict "productivity" point of view, time spent playing video games is, in fact, time mostly wasted.

But that, as I say, is not only the greatest objection to video games, it is also the greatest starting place for thinking about them theologically. Video games, after all, remind us that time need not always be spent productively in order for it to be spent well. There are some activities, actually, that are inherently valuable and intrinsically worth doing.

In order to appreciate this, we need to consider the function of play in human experience. A video game is, first and foremost, just that: a thing to be played; and any theology of gaming, if it is going to explain the phenomenon accurately, will have to first develop a working theology of play. In his study of human play, Dutch theorist Johan Huizinga suggested that there were three specific factors that made an activity playful, anthropologically speaking. First, the activity must be voluntary; second, it must follow a scripted logic; and third, it must stand apart in time and space from all other activities. Video games, of course, meet all three of these requirements, but its this third that I wish to focus on here.

Something happens to time and space when a video game launches—a kind of suspended animation—and the player enters into a time and space entirely set apart. This is why, at the height of my Skyrim days, I could start a quest at 9:00 in the evening, and before I knew it the whole household was sleeping, it was 2:00 in the morning, and as far as I could tell, less than ten minutes had passed. There are other forms of play that have this same effect on me—reading fiction can sometimes do it—but few activities, I think, open us up to a “time set apart” the way video gaming does.

In God in the Machine, Liel Leibovitz argues that this is one of the great sociological gifts that video games give us, the ability, as he calls it, to waste time. “Speaking of video games,” he says, “parents, educators, and other responsible adults frequently and often sneeringly label them a waste of time. They are right, but for all the wrong reasons. Video games do waste time, but not mindlessly, never wantonly. They waste time in a way necessary to curb the otherwise rampant industriousness of developed capitalist societies, necessary to solve the central problem of the medium, namely how not to force humans, thoroughly analog creatures that we are, into digital mind-sets, bound by code and devoid of free will.”

In other words, video games allow us to escape the modern utilitarian view of "spending time"—the “time is money” philosophy of the modern world—that operates continually on the assumption that an activity is only worth doing if there is “something to show for it” at the end. To the extent that “to sanctify” something means “to set it aside for a special purpose,” video games give us a sense of what it means to experience “sanctified time.” Kairos is the word theologians sometimes use to describe “sanctified time,” and often kairos is held in tension with chronos, or chronological time. Kairos is time set-apart, time that has no utilitarian purpose, time that unfolds in some way parallel to chronological time, and is valuable not because of what you can do with it, but because of what it does to you.

In pointing all this out, it needs to be squarely faced that there is, surprisingly very little discussion of play whatsoever in the Scriptures. Unlike the ancient Greeks, the ancient Israelites did not seem to have any sporting events; nor are there any depictions of any Bible characters playing at anything. It is true that Jesus pointed out children as exemplars for life in the Kingdom, but that was clearly because of their humility, not their playfulness.

However important it may be for human development and well-being, the Bible largely ignores play.

But that may be because the Bible has in full what all our playfulness can only hint at: the truest doorway onto kairos time, and the only thing really worth wasting our chronos on: the act of Biblical worship.

I use the word “waste” very carefully here. After all, there is nothing at all “wasteful” about worshiping God. It is the one thing we were made for, the trajectory of the Christian life, and that thing we will be doing when time is finally, fully “set apart” and we are with him for eternity.

There is nothing wasteful about worship.

But, in the strictest sense—the capitalistic, utilitarian, means-to-an-end sense—there is nothing “practical” about it, either. The very first sacrifice described in the Book of Leviticus is the whole burnt offering, which the worshiper offers voluntarily, as an expression of thanks and devotion to the Lord. It doesn’t start with the atoning sacrifices, which are “used” to deal with the problem of our sin. It doesn’t start with the sacrifices “used” to expiate our uncleanness. It starts with the one that you give for no other reason than that you want to worship God, and all you get out of it is the joy of having worshiped. With some sacrifices, of course, you got to keep the meat, or at least a portion of it, and eat it with your friends and family. Not so the whole-burnt offering. The goat, or lamb, or bull, or pigeon, went on the altar, and went entirely up in smoke, so that no portion of it could be “used” for any other purpose.

We see this at work, too, in the Biblical command to practice Sabbath. Sabbath time is the most fully set-apart time of all, and it is—again speaking from a strictly capitalistic perspective—useless time. Sure, you could argue that resting one day in seven makes you more productive for the other six, but that is never the justification the Scriptures give for keeping Sabbath. We are to do it simply to mark how God set us free from slavery (Deuteronomy 5:12), and how God himself created the world (Exodus 20:11). Sabbath-time, in other words, assures us that however productive we may think we are, still all the work in the world won’t sustain the world. That’s God’s job; and because he has pledged himself to do this job, he does not exact from us a factory-efficient accounting of what we produced with every second.

Video games, of course, are not worship. A legalist might go so far as to argue that video games can leads us into false worship; and they may have a point. All I am trying to argue here is that gaming is an expression of a deeply seeded desire in us to escape into kairos time, where chronos is suspended for just a moment, and time itself can be well-wasted. However imperfectly video gaming expresses this desire, I think the Bible would say that the desire itself tells us something about human nature before God.

We were made to worship. And when we are worshiping we are entering into that experience which all the video games in the world hint at, perhaps, but none of them ever fully achieve: a time and space fully set apart, where we are doing the one thing that has no capitalistic utility but makes us most fully human: coming to know God, so that we might enjoy him forever.

Of Games and God: A Theological Analysis of Video Games (Part I)


A couple of years ago I was sitting in a coffee shop with a friend of mine who is an avid video gamer, discussing his favorite pastime, and some how or other our conversation took a decidedly theological turn.

I think I asked him what he thought the spiritual significance of gaming was, and from there I wondered out loud what themes he would draw on, if he were to develop a “theology of video gaming.”

My friend was quite a bit younger than I, and had spent far fewer hours reading theology than he had playing video games, so he was a bit at a loss where to begin. I suggested a few starter ideas—the spirituality of play, the theological meaning of technology, the role of community, and so on—and a good hour later we had unearthed enough raw material to write, if not a full-on theological treatise, at the very least a respectable prolegomenon to one.

I’ve thought over that conversation in the coffee shop a number of times since, and have had it in the back of my mind for a while now to write something about the theological meaning of video games. I even started some initial research on the topic, reading Liel Leibovitz’s God in the Machine, and  Craig Detweiler's Halos and Avatars, an anthology of theological essays on the topic. This gave me even more fodder for the theological canon, but somehow I never found the time to sit down and assemble my thoughts into anything cohesive.

And then the world went into Covid-19 lockdown mode in the spring of 2020, all my usual routines were chaotically disrupted, and I suddenly found myself with not only a renewed interest in gaming, but also oodles of time to write about it. Of course, it may be that a series on the theological meaning of video games was waiting for just such a time as this to be written. According to this article by the BBC, gaming numbers have soared since the pandemic started, and across the board the gaming industry is seeing record sales as more and more people are turning to video games to pass the time.

The reasons for this might be obvious—as the world is collectively stuck at home and looking for fresh ways to while away the hours—but the meaning of it, and especially the theological meaning of it, is less so. What, if anything, does our skyrocketing desire to romp in these digital amusement parks tell us about God, and about ourselves in relation to God?

It would be a question worth asking even if the pandemic hadn’t stuck us all inside and glued us to our computer screens. According to this 2018 survey, conducted by the Entertainment Software Association, some 65% of American adults play video games, 75% of American households have at least one gamer in residence, and 79% of these believe that gaming “has a positive impact on their lives.” Nor is gaming mere child’s-play anymore. The average age of an American gamer is 33, and he or she (it’s almost an even gender split) is spending somewhere around 7-8 hours a week playing video games.

Given these stats, perhaps no phenomenon is more ripe for some theological reflection these days than that of the no-longer-nerdy, deceptively facile, and undeniably ubiquitous video game. What is happening to us, from a theological perspective, during all those hours we spend in these magical worlds of our own creation?

It’s a question I propose to explore over the next couple of weeks here at terra incognita, in a blog series I'm calling "Of Games and God." I hope you will join me for the journey.

Of course, if you do, it would only be fair of me to put all my cards on the table. I would describe myself as a consistent-but-not-so-avid gamer. The only games I’ve really played in the last 10 years are Skyrim and Minecraft; but then, I’ve really played them in the last 10 years. I’ve logged more hours than I care to admit questing to become the Dragonborn in the one, and I’ve built entire pixelated kingdoms in the other (Exhibit A: the video walk-through of my latest Minecraft creation, below). So: as I weave together the various threads that together make up my “theology of video gaming,” know that I am speaking as one who—though he is hardly a master of the arcane digital arts—is no untrained initiate, either.

But more on that in blog-posts to come. For today, whether you consider yourself a master or an initiate, let me pose to you the same question that got my friend and I started that day in the coffee shop: what themes would you draw on, if you were to develop a theology of video gaming?




The Thursday Review: The Adventures of Elroy (or: What has Nintendo to do with Jerusalem?)

First posted January 5, 2010

A few posts ago, I shared a bit about my secret life as a computer game writer back in the Co Co 3 days. What I didn't say there was that, at 14, my game genre of choice by far was the fantasy adventure role playing game. Call me quixotic, but I loved programming magical quests set in magical kingdoms, games in the fullest D&D tradition I could accomplish, with only 128k at my disposal.

Now it wasn't the gaming itself that especially appealed to me, it was more the act of world-creation. Programming offered me the opportunity to create worlds where the diabolical machinations of necromancers could be defeated with weapons of light-- worlds where phrases like "you have discovered the Amulet of Imnodel (or some such)" were weighted with wonder-- worlds where words like "vorpal," and "arcane," and "adamantine" and "valiant" rang true, like steel from a scabbard.

And because they were games-- your games--you could not only create these worlds, you could inhabit them.

As I mentioned before, for old time's sake I've been working on a game using my son's game maker software, and, as those who knew me in those old times might expect, it's a fantasy adventure role-playing game set in a world where you can use expressions like "You have discovered the Vorpal Sword!" with perfect nonchalance. I call it "The Adventures of Elroy." Call me Tolkienesque, but it's the story of a lost elven prince, Elroy, who must journey through a magical kingdom overrun with goblins and jubjub birds, to discover the Treasure of Taran and regain his throne.


[I invite you to click here to download it. Enter the World of Elroy, if you dare! (Insert nerdy attempt at diabolical voice here.)]

But while you're waiting for it to download (or mustering up the courage...), let me add this: working on the "Adventures of Elroy," I've been wondering what it was about the fantasy game genre that so appealed to me as a kid. I didn't know at 14, but I think I might now.

It was the imagination's ache for a kind of other-worldly beauty-- the deep yearning and poignant desire for that elusive something that haunts the shadows of the best myths, and fairy-stories, and romances.

The Germans call it sehnsucht-- a joy-ward longing.

C. S. Lewis called it "the stab of northernness."

In Surprised by Joy he describes quite vividly "the stab, the pang, the inconsolable longing" of an "unsatisfied desire which is itself more desirable than any other desire." It first touched his heart as a child of 5, when he was reading the story of Squirrel Nutkin in the Beatrix Potter books and was smitten by the very Idea of Autumn radiating behind its delicate watercolours. "It sounds fantastic to say that one can be enamoured of a season," he writes, "but that is something like what happened...the experience was one of intense desire."

Later, as a boy of ten, the "Stab of Northernness" would pierce his heart again when, flipping through a book of poems by Longfellow, he read these lines: "I heard a voice that cried, Balder the Beautiful is dead, is dead." The ache that those lines awoke in his heart- a desire for some undefined thing, beautiful but ephemeral, other-worldly but more real than real- would haunt his imagination on its long journey through atheism and eventually to God. It was a pang for a kind of spiritual joy or ethereal beauty that he would later come to associate with the "Idea of Northerness" that he found in the Norse myths and the operas of Wagner.

This deep yearning for something beautiful, unsatisfiable, Other, would eventually turn Lewis's imagination, and later his mind, and finally his heart to God. In Mere Christianity, he puts it like this: "If I find in myself a desire which no experience in this world can satisfy, the most probable explanation is that I was made for another world."

This is the restless imagination's longing for that other world. The Stab of Northernness. Lewis found it in Wagner. John Keats found it in King Lear. Tolkien found it in Middle Earth (I've heard some say that the opening chapter of The Hobbit is sharp with Northernness, with it's thirteen dwarves arriving unexpectedly on the doorstep of a simple hobbit, to whisk him off in search of long forgotten gold). As a boy, I found it, among other places, in the worlds of fantasy adventure video games, which invited me to explore realms where words like "valiant" rang somehow true.