How Video Games Have Reshaped Our World 1 Reality is Broken An Examination of How Video Games Have Reshaped Our World Jared M. Arthur Bryan College PSY 490: Senior Seminar PhD Steve Bradshaw November 13, 2012
How Video Games Have Reshaped Our World1
Reality is Broken
An Examination of How Video Games Have Reshaped Our World
Jared M. Arthur
Bryan College
PSY 490: Senior Seminar
PhD Steve Bradshaw
November 13, 2012
How Video Games Have Reshaped Our World2
As Christians there are certain responsibilities that we are
entrusted with throughout the Bible. We are mandated to love and
spread the gospel. We are mandated to take care of those in need.
We are mandated to exemplify Jesus Christ through our thoughts
and actions. We are called to interact with our culture, more
specifically our community. One part of our culture that has been
growing steadily over the past fifty or so years is video games.
How can Christians interact with this medium, and how does it
interact with them? In order to answer those questions first you
must understand what video games and gamers are.
There are an estimated 667 million gamers worldwide with
over one third of them being in the United States (McGonigal, pg.
3). That is around ten percent of the world’s population. Video
games are one of the largest growing industries in the world with
expected revenue of around $68 billion this year. Yet, despite
all of these things many people have this idea that video games
are just a child’s toy, a waste of time, and even an escape from
reality. It is true that some games are designed to be played by
How Video Games Have Reshaped Our World3
children, it is true that a some people can waste insane amounts
of time when playing games interferes with other things in their
life, and yes it is true that some people will escape reality by
playing video games. One thing you cannot say, however, is that
video games do not impact us and our world every day.
The past couple of decades have seen news headlines that
brand video games as causing violence in both children and
adults. Churches and family organizations have called them out as
destroyers of the family. Governments and companies have tried to
ban, tax, censor, and sometimes even outright remove games and
specific aspects of games. However, on the flip side of the issue
there are supporters of games that believe just the opposite of
what governments and companies may say and do. These supporters
believe that games may be able to cure diseases, bring the family
together, build a stronger economy, and even maybe bring about
world peace.
While I suspect that both sides have some truth to them,
there is no denying that video games have changed the face of
humanity. They have changed the way we think, interact with one
another, and behave. Over the next several pages I will explore
How Video Games Have Reshaped Our World4
the ways video games have caused a shift in the psychology of
humanity. Hopefully with over a decade of experience as a gamer I
can shed some light on some confusing or controversial topics. At
the very least you will be more informed in the end.
The Definition of Gaming
In order to understand how video games affect us, we must
first understand what a video game truly is. Many say that a
video game is defined by how new and inventive it is, the type of
gameplay that it exemplifies, the quality of its graphics, or the
originality of its story. While it is true that these things are
all elements of video games, they do not define what a video game
is. When you strip away all of the different technical
complexities, buzzwords, and genre differences you are left with
four defining characteristics that make up a video game: a goal,
rules, a working feedback system, and voluntary participation
(McGonigal, pg, 20).
The goal is a specific outcome that a player will work to
achieve. It focuses the player’s attention and continuously
orients the player’s participation throughout the entire game. It
How Video Games Have Reshaped Our World5
is what will provide the player with a sense of purpose, and thus
fuel the desire to continue playing (McGonigal, pg, 21).
The rules place limitations on a player, therefore limiting
how they can reach their goal. By limiting, or even altogether
removing, the most obvious or efficient ways to accomplish a
task, the rules push players to explore previously uncharted
realms of possibility. Depending on the type of game they are
playing the rules will foster creativity, ingenuity, and/or
strategic thinking (McGonigal, pg, 21).
A working feedback system will tell the player how close he
or she is to achieving their goal. This most often take the form
of points, levels, or experience; however, the feedback types are
not limited to such finite constructs. Feedback can be delivered
in an almost infinite number of ways to a player, and when
working properly it serves to motivate a player to continue
playing (McGonigal, pg, 21).
Voluntary participation requires that everyone who is
playing the game knowingly and willingly accepts the goal, rules,
and the feedback system. Knowledge of all of these both
establishes a common ground for multiple players to work
How Video Games Have Reshaped Our World6
together, and provides a safe and fun environment for these
players. This will help ensure that they will continue to play.
This applies to the single player game and experience as well. It
is not as pertinent however, as the single player typically is
not put into the type of situations that require voluntary
participation. Simply playing the single player game means that a
player is voluntarily participating (McGonigal, pg, 22).
This definition may surprise you for what it lacks. As
before, all of the things that you think of defining a video game
are merely there to enhance or reinforce the four key aspects of
a game. Even winning (something that many Americans are obsessed
with) is in the game simply to reinforce the four key aspects of
gaming. “Winning” is often times the goal of a game, which you
achieve by progressing through the story (the feedback portion),
and the way in which you must overcome all challenges are
governed by the rules of the game. Finally your understanding of
the rules is your voluntary participation because you abide by
them to reach the end goal of winning.
Already some basic behavioral psychology can be observed
just by peeling away the external layers to get to gaming’s core.
How Video Games Have Reshaped Our World7
Here a game appears to be simply a system of reinforcement to
teach a desired behavior. While this is often true of games,
there is much more yet to come.
Gaming For Fun
Personally, playing video games is one of the most fun
things I can do. Sitting down to relax for an hour or two of
blasting away alien invaders in Mass Effect, exploring the realms
of Azeroth in World of Warcraft, or quietly building a castle in the
sandbox world of Minecraft sounds like the most fun way to spend a
Saturday to me. Are games really just simple tools used to relax
the mind and create a fun environment? What really makes a video
game (or any activity for that matter) fun? The answer might
surprise you. The answer is twofold: work and stress (McGonigal,
pg, 28).
Working is something that we must all do every day. We have
chores to do around our homes, we have actual jobs to go to, we
may have school to attend, and countless other responsibilities
depending on what stage of life we are in. Usually, these things
do not bring us happiness because often times we do not choose
them. Take your job for example. In your career you must often
How Video Games Have Reshaped Our World8
start at the bottom (a position you do not want) to get to the
top (a position you do). Even then though, when we get that job
we always wanted we often times then want something more. Even if
you truly enjoy your job, you must still often do things you do
not want simply because you were arbitrarily told to do so. Also,
in any endeavor in the real world we always face the fear of
failure. The “what ifs” in life can sometimes cause more stress
than really living through some stressful events. All of these
things cause us stress, which in turn makes us unhappy. That then
leads to more stress, and a vicious cycle has the potential to
start.
Now contrast that to a video game. Video games will make you
work to reach your end goal. You may be forced to spend some time
thinking outside of the box to solve a particularly tough puzzle
in an adventure game. You may be forced to do seemingly tedious
busy work in order to level up your character in Skyrim, or you
may be made to march for hours across a deserted wasteland in
order discover a tiny shack to advance your quest. All of those
things may sound dreary, but you enjoy them. The reason you enjoy
them is freedom of choice(McGonigal, pg, 33).
How Video Games Have Reshaped Our World9
Whenever you pick up a game and dive into it, you have done
so because you have chosen to play it. That choice is what makes
all the difference in the world. In choosing to do the work the
game asks you to do, you no longer are being forced to overcome
an obstacle. You are challenging yourself to become better at
what you are doing. There is nothing more engaging than working
at or with something you enjoy. Game designers call this the
“flow” and it is the sweet spot they are all trying to hit
(McGonigal, pg, 40). Designers more broadly define it as a point
at which beating a game or quitting become unacceptable outcomes.
When experiencing “flow” the player’s only desire is to become
better at what they are doing.
Many psychological studies have proven this concept through
the use of ESM (experiencing sampling method). Essentially
researchers will interrupt participants in the study with a text,
phone call, or email, and will ask them what they are doing. The
participants must then reply with a brief description of their
activity and how they are feeling. Typical activities that you
would assume to be the most fun are often the most depressing.
People who are watching TV, having a lazy day, or resting often
How Video Games Have Reshaped Our World10
describe feelings of minor depression or very low motivation. On
the other hand people who are performing activities such as
gaming, or other hobbies, will report some stress, but
accompanied feelings of excitement, exhilaration, and happiness.
This stress is known as eustress in the psychological world, and
is defined as positive stress. This type of stress essentially
gives a person a positive stressful feeling that comes along with
achieving something (McGonigal, pg, 45).
Social Facilitation
Many a non gamer throughout the years has said that video
games isolate and destroy people’s social lives. In a traditional
sense of what social friendship is that may be true. The days
where all of the neighborhood kids play together are starting to
become a thing of the past. The more true statement is that
gaming has shifted what the traditional social paradigm is to
something new and not constrained by physical location.
The internet in general has rewritten the social rulebook.
Social media, video chat, and discussion forums have opened the
floodgates on a new form of mass communication never before seen
in the world. Video games provided a new type of social
How Video Games Have Reshaped Our World11
interaction before the internet by creating a new social niche
for the traditional nerdy kid to express him/her self. When
gaming was paired with the internet though, quite literally a
whole new way of communicating was introduced to the world.
People had the ability to both talk to and work with other
individuals from around the globe who shared common personality
traits, interests, and goals. Let’s take a look at a World of
Warcraft, a very popular online game, to get an idea of what the
online social world looks like.
World of Warcraft (WoW) was launched in 2004 with a reported
starting member base of 250,000 players. By the beginning of 2012
the number of active players was reported at just over 12
million. Let me clarify that number just a bit. There are 12
million people every single day that log into WoW to play for an
average of 2 hours per day. That number does not include trial
accounts, users who do not play at least 5 days a week, and it
does not count users who control multiple accounts under the same
email address. These players have collectively played for just
over 50 billion hours of game time. That translates to almost 6
million years worth of time (McGonigal, pg, 52).
How Video Games Have Reshaped Our World12
Take just a moment to process that information. The knee
jerk reaction to that from many non gamers is most often
something along the lines of angry contempt. Questions they most
often ask are: why aren’t these people doing something more
productive with their lives, why will they not just go make
friends, or why can they not take all of that time and invest it
in something that matters? The reaction to those questions;
however, reveals the truth of this new social forum.
Why aren’t these people being more productive? Actually they
are being productive. WoW is game driven by productivity. It is a
game where you are constantly given tasks to do and told to
complete them. This productivity is rewarded with experience,
items, money, and the opportunity to further yourself in the
game. While a non gamer may see this as wasteful, to the gamer
this is when they are most productive. A comparative example to a
non gamer would be reading a fiction book. The story of the book
does not reflect any sort of productivity on its own. You do not
“work” when you are reading it, nor are you doing anything else
except reading. Yet, reading a good fiction book can stimulate
the mind, increase your vocabulary, and make a reader feel happy.
How Video Games Have Reshaped Our World13
The reader is being productive simply by reading the book, much
like the gamer being productive simply by playing the game.
Why will they not just go make friends? Social psychology
presents the theory that proximity is what breeds liking, which
in turn is what leads to friendship (Meyers, pg 397). We are
often closer friends with people we work with, attend school
with, or live next door to, than those who we do not. In the
gaming world our physical bodies no longer matter in relation to
our proximity to one another. For example, someone physically
living in New York can walk up to someone physically living in
London and virtually offer to complete a quest with them. In the
game world you are in the same virtual place with people who
share similar interests with you, which is as effective as living
in the same physical place as those people. Therefore making
friends is just as easy as if you were sitting across the table
from one another. In fact it is actually often much easier. Video
games, particularly online game like WoW, help to remove social
awkwardness that comes from our differences and perceived
weaknesses. If I cannot see you, then I cannot judge you based on
anything that you aren’t willing to present to me. The same works
How Video Games Have Reshaped Our World14
in reverse. Things like weight, style, age, gender, and many
other perceived failings that limit our interaction with people
mostly to completely go away (McGonigal, pg, 89).
Why can they not take all of that time and invest it in
something that matters? The fact is that the people who invest
time in a game are doing so because it matters to them. All
people have hobbies, jobs, or habits that they really care about.
Yet, to another person these same things may appear to be
wasteful or not matter. Being a gamer is an identity to a lot of
people, and the things they do in the game world matter to them.
The goals these people reach and what they accomplish are a
source of great pride and joy to them. (McGonigal, pg, 91)
WoW is not the only game that functions like this, and there
are a plethora of other games that allow players to interact with
each other in ways that are different from WoW. The truth is that
there are millions of relationships being made every day in
cyberspace, and they are just as strong as those that are made in
the “real world”.
Emotional Activation
How Video Games Have Reshaped Our World15
When we have any kind of emotion for something we form a
stronger connection with it in our minds. Even anger or hatred of
something will build a stronger connection to whatever that thing
is in our lives. Feeling emotions toward something means we can
have emotional responses to it. When someone we love betrays us
we feel hurt. When someone we have our eye on accepts our
invitation to dinner we feel joy. When something we have created
gets broken we feel pain. When something we enjoy using gets lost
we may feel despair. Can games make us feel emotional responses
using these real world principles? Can humans really build
emotional connections to a software and graphics?
Game designers spend millions and millions of dollars every
year trying to build what they call “an immersive experience”
(McGonigal, pg, 95). The immersive experience is an ideal player
experience where that the player feels like they are a part of
the game. The storyline, characters, graphics, rules, feedback
system, and goals are used to immerse a player in the inner
workings of the game. The designers want the player to feel
connected to the characters and what the characters feel. Games
go about this in several ways with the three most common of them
How Video Games Have Reshaped Our World16
being personal character creation, real world similarity, and an
intricate storyline. Often times the three work in tandem to
attempt to create the most engaging experience possible for the
player.
Personal character creation is the most common and easiest
to accomplish method of immersing a character in the gaming
experience. Many games allow the player to create their own
character in the game. Players can change their race (depending
on the game this can be as simple as black or white, or as
complex as human race verses alien race), sex, age, body
features, and back story. Not all games allow players to do all
of these things, but game designers hope that by allowing the
player to have a hand in deciding at least some of their
character’s traits then the player will automatically be more
invested in the gaming experience because the player will feel
like a part of his/her self is in the game world (McGonigal, pg,
104).
Real world similarity is the concept of using plausible
events that can compare to a players real life to extract an
emotional response from them. It can be something simple such as
How Video Games Have Reshaped Our World17
a love interest, something harsh like a loved one’s death, or
intricate like a betrayal or a cataclysmic event. No matter what
the case though, the designer is attempting to connect the player
to the game in a deep emotional way. A good example of this is in
from a popular title, Call of Duty Modern Warfare 2. In this game one
of the first levels involves a terrorist attack on a crowded
airport. This game came out during a time when the fear and
paranoia of terrorists was at its height after September 11. By
including this level the designers were hoping to use the state
of the culture to fuel player’s emotional connection with the
game, characters, and situation presented by the story
(McGonigal, pg, 105).
Finally, intricate storylines in games work the same way
they do in books or movies. The player is immersed as a character
in the story (typically the main character). This character has a
back story, a personality, and people around him or her that all
work together to create the atmosphere of the game. When created
well the game world will become as real to the players as their
own world. Players can see and feel what the character sees and
feels, in much the same way that readers feel what the characters
How Video Games Have Reshaped Our World18
in a book can feel. Typically this is done best by large games
with huge stories. Games like Skyrim, Mass Effect, or Fallout all are
large enough games that the stories in them can be quite complex.
This complexity allows for all of the aspects of real life to
become jumbled together, like they are in the real world, for the
player, and make it more similar to real life for them
(McGonigal, pg, 108).
Connection through Creation
When a person build something with their own hands a part of
their self goes into whatever they have built. The same goes for
when a person writes something, draws something, or even just
imagines something. A person becomes connected to that thing they
have created because it represents a part of who they are. It
becomes sentimental. Can games give you this same kind of
connection?
For some time now there have been a few games out there that
allow players to truly create something. The Sims and Sim City are
the most notable of the 90’s and early 2000’s, but they were not
quite what players were looking for. While these games allowed
you to design, create, and build something (a city and person
How Video Games Have Reshaped Our World19
respectively), they were missing that particular connection that
comes from true creation because much of what players created in
these games was predesigned for you. That’s where Minecraft comes
in.
In Minecraft the player starts with nothing but the clothes
on their back. Players must gather all of their resources in
order to do anything in the game. First players gather wood to
make some basic tools and a basic shelter. Then players mine some
stronger materials in order to make better tools, which allow the
players to mine stronger materials which let players make better
tools. The cycle caps off after a few levels, and then leaves the
player with the strongest tools in the game.
As mentioned earlier the first of the four things that make
up video games was a goal. In Minecraft the only goal the player
ha is to be creative. Once players have some good tools and a
basic understanding of how the game is played then they can
literally build anything they want. There are thousands of photo
albums online dedicated to the amazing things created in
Minecraft. People have created everything from famous buildings
like the Taj Majal, Statue of Liberty, and Big Ben to giant
How Video Games Have Reshaped Our World20
sprawling castles, mansions, and even working theme parks. In
Minecraft players literally can create anything that they set
their mind to (McGonigal, pg, 124).
When you ask any of these people about their work they are
always proud of what they have done. The sense of achievement
they feel is enormous, and rightly so. While the actual time of
completion can vary by hundreds of hours depending on the
project, the most reported number is 200 hours. Just stop for a
moment and think about that. If you spent 200 hours completing a
project or working on your favorite hobby what emotions would you
feel? What would you think about afterwards? Once you have done
that you will understand how games really can inspire happiness
and emotional connection to a machine.
Challenging Our Humanity
Happiness, contentment, pride, and emotional healthiness are
good qualities to have in life. They are good things to strive
for, and work towards, but can games reach us on an even deeper
level? Can a game really strike a chord deep down in our being
somewhere? A chord that makes us consider who we are, what our
How Video Games Have Reshaped Our World21
purpose in life is, and/or what can we do to change the world? In
short, yes.
When video games were relatively new, they weren’t trying to
touch your core. They were simply trying to entertain you, and
survive as a new medium. However; over time as the gaming
industry grew, brave developers tried to reach out to individuals
in a deeper way. Sadly most classic games were poor at this. Many
were misunderstood, or their questions ignored altogether. Some
got it right though. Take the classic game of Missile Command.
This 1980’s release came out during the closing years of the cold
war. A time in our history that is marked by a clear fear of the
Soviets invading and reigning down nuclear fire all over the
world. You as the player are in control of several missile silos
and are charged with defending several military bases, and
several cities from Russian invasion (McGonigal, pg, 149). When
you start, the game is easy. Enemy bombers and missiles are few
in number and travel slowly, but as you progress they both become
more frequent and faster in speed. No matter how good you are,
you will eventually be faced with a choice. With your dwindling
supply of missiles do you continue attempting to defend all of
How Video Games Have Reshaped Our World22
your cities, or do you let some of them die in order to preserve
your military strength? Right there a true issue about humanity
is being asked. What to you is most important? Are winning,
surviving, and strength most important, or are people and the
lives they lead what is most important?
Through the natural development of better stories and higher
technological capacities games have gotten even better at asking
us these questions. In the widely popular Mass Effect Series the
player takes the role of Commander Shepard (this is how Shepard’s
name is spelled in game), a man (or woman, that choice is made by
the player) who is responsible for the fate of the Galaxy. The
story is an intricately woven arc across three games where every
choice the player makes builds upon the previous one. There are
consequences for every action the player takes, and there are
hundreds of specialized endings that match every decision the
player has made. While the story is too grand and filled with too
many decisions to describe them all, there is one that really
sticks out as truly being a question that strikes at the heart of
humanity (McGonigal, pg, 221).
How Video Games Have Reshaped Our World23
In the final game at the very end the player is given a
choice that is really the culmination of all of the player’s
choices before. As the player you and you alone have the ability
to decide the fate of the Reapers, a race of machines that is
trying to wipe out the entire galaxy and every being who inhabits
it. The Reapers have been systematically wiping out all galactic
life for millions of years. Every time an organic species reaches
the correct level of technological development the Reapers come
in and wipe them out. They are brutal, fierce, and efficient.
However, if you have played the game well and explored the entire
galaxy then you know that the Reapers are merely slaves of a much
older alien race that almost nothing is known about. You are
given four choices: destroy them, assimilate them, join to them,
or do nothing.
If you choose the destruction option then you will wipe them
out forever. It kills every single reaper in existence. You will
finally get the revenge you have so long sought after because of
all of the suffering and hurt they have caused to you and the
galaxy. Is this justice to them though? While they are brutal,
How Video Games Have Reshaped Our World24
they are still slaves to the will of a more brutal master. Is it
right to punish the child for the sins of the father?
If you choose to assimilate them, then Commander Shepard
fuses himself with the Reaper High Commander. In doing so he
gains his own immortality and gains control over every reaper in
the galaxy. Is this the correct action though? Can one man be
trusted with more power than the entire galaxy combined? What
about the Reapers as well? Is it just to trade one slave master
for another?
If you choose to join to them (not with them) then Commander
Shepard sacrifices himself in order to “upload” his DNA to the
Reaper Commander. In doing so he combines his DNA with the Reaper
creating a Human and Machine Hybrid. This effect spreads to all
of the reapers, and changes them into Human Reaper hybrids. This
essentially frees them from the slavery, and creates a new race
of being. While this sounds like the best answer, is it right
that a life form that his murdered Trillions of lives be let off
with a free pass? Is it right that Shepard, who has sacrificed
everything else, be asked to sacrifice his life too?
How Video Games Have Reshaped Our World25
Finally the fourth choice is to do nothing. In doing nothing
you allow the Reapers to win because you pass up the only
opportunity you have to save the galaxy. While trillions are
suffering, is it really your place or right to choose the fate of
another life? Can you really make the decision with the
possibility of wiping them all out? On the other side of this
decision though, your inaction will cost at least hundreds of
billions, perhaps trillions of lives. Are you making the right
choice by doing nothing?
When that choice is brought before anyone who has invested
the time and effort it takes to really play the game it will stop
them in their tracks. As the player you have spent potentially
hundreds of hours of your life fighting these creatures. You have
seen suffering, sorrow, and pain brought about by their hand.
Yet, a small glimmer of compassion for them surfaces. They are
not their own masters. They were not given the choice to decide
what to do or not to do. They were simply made to do. That
reaches the very deepest and hardest to reach place in our
hearts. Do we deliver justice, or do we deliver grace? When I
reached this point in the game series I stopped playing for
How Video Games Have Reshaped Our World26
almost three whole days to consider the question I just asked. I
had a literal hatred for these creatures, which do not even
exist. Yet, in the final hours I saw the possibility of their
redemption. Ultimately I chose the show them grace and mercy. I
sacrificed myself so that they may be free.
Deus Ex Machina (The God in the Machine)
It is estimated that 90% of the world’s population has some
form of religious belief. Whether or not you personally believe
in the God of the Bible, Allah, reincarnation, or one of the over
four thousand other religious systems is mostly a product of the
culture you were raised in. All forms of media deal with it in
some level, and most tend to delve into it very deeply. Most
religions have books, documentary films, and droves of dedicated
scholars who spend their time trying to explain it or build a
connection to it. How have video games faired when trying to
portray religious views? Broadly speaking there are three basic
types of video games that attempt to explore religion and
religious belief. There are educational games, literal games, and
allegorical games. There is also a fourth way, called the
religious cameo, that isn’t a religious game but merely an
How Video Games Have Reshaped Our World27
incorporation of religion into a game in some way (McGonigal, pg,
296).
Religious educational games are the most prominent of the
three types. These are used in Sunday school classes, homes, and
higher education centers alike. The main purpose of these games
is one of education from the perspective that an individual is a
member of that religion. They are poorly designed for teaching
broader theology in any religion, and are the most useful at an
elementary school level. These games are designed to be simple,
easy, and fun to play while conveying a real educational message.
This type of game is most prominent in the Christian faith
(McGonigal, pg, 298).
Literal religious games take a particular religious story,
event, or belief and turn it into a video game. These games try
to remain as true to the original religious story as they can,
but may add some more mainstream gaming elements in order to make
it into a fun and playable game. Dante’s Inferno originally was a
part of the Divine Comedy. Dante is guided through the nine
circles of Hell by the poet Virgil to show him his sins and begin
his path to redemption. In a “modern update” of Dante’s Inferno the
How Video Games Have Reshaped Our World28
player follows basically the same story. However, instead of a
guided tour, the player must fight his or her way through the
nine circles of Hell in order to break free from sins hold. This
is the second most popular type of religious game, and these
games can be useful for teaching a religious truth as long as
enough of the original content and meaning is left in the story
so that it can speak truth. Often times however, games created
this way sacrifice much of the original religious truth in order
to either be more politically correct or be mainstream enough
that a larger audience will want to purchase and play the games
(McGonigal, pg, 299).
Finally, allegorical games are the rarest of the types of
religious games. These games are the worst at teaching basic
religious doctrine or truth, but because of the way a religious
truth can be present in allegory they are the best at creating
deep and reflective religious thought. Very few try to make an
allegorical game because they are dangerous for the designing
company. When fashioned properly they can convey an amazing sense
of a particular religious meaning, truth, or deeper spiritual
awakening. When fashioned poorly they can cause serious backlash,
How Video Games Have Reshaped Our World29
contempt, and sink a company for good. Mass Effect is one of the
best religiously allegorical games that has been released to
date. Commander Shepard portrays Jesus Christ, while the reapers
portray our sins. In the end Shepard chooses what to do about our
sins, and one of the possible endings is him sacrificing himself
so that all may be saved from the tyranny of the Reapers. In
order to reach that ending you must have played all three games
from a good and selfless character type, which resembles Jesus’
perfect and sinless life. Shepard is also a play on the word
shepherd. In the Bible Jesus is referred to as the good shepherd,
and the Christian people who follow him are referred to as his
flock. In Mass Effect over the course of the game the player
builds up a group of followers to help defeat the reapers
(McGonigal, pg, 301).
The fourth way is the religious cameo. Many games will
incorporate an element of a religion into it. These can be
portraying of a religious truth, but most simply fit well with
the game design. For instance the most common religious input is
to include a Jesus type character. One who ultimately sacrifices
himself or herself for some greater good. That character does not
How Video Games Have Reshaped Our World30
have to be the player character, but will often be a main
character that is important to the games story in some way. One
other common way that a religious cameo can show up in games is
the use of a karma system. Often times games will keep track of a
players good and bad deeds and give them a karma score. This
running score will reflect how other game characters will treat
the player’s character in game, and can have an effect on the
game itself (bad choices having bad effects and vice versa)
(McGonigal, pg, 301).
Christian Gaming
As you have seen video games have permeated almost, if not
all, of the different facets of our culture. They have changed a
great deal of people’s social lives, emotions, the way we work,
play, view religion, and even the way we view our own humanity.
What does that mean that we as Christians should think about it?
What does that mean that we as Christians should do about it?
What does that mean for the future of Christianity?
What we as Christians think about video games is a very
broad and hard to define answer. There are many different
denominations of Christianity, and many different types of
How Video Games Have Reshaped Our World31
people. The general consensus in the past has been that video
games are “of the devil”. These flashing lights and fancy
graphics bring all sorts of violence, foul language, and sexual
content into our households to our children. Video games have
been blamed by the church for rises in violence, sexual deviance,
and homosexuality in America’s youth. Sometimes they still wave
that flag when a new raw and misunderstood video game comes out.
I have raised some counterpoints to that assumption, but
ultimately the choice of what to think about video games comes
down to you and your personal theology. However we as Christians
are encouraged to engage with the culture that is around us, and
in order to do that we must think carefully about gaming and the
gaming sub culture.
In Acts 17:16-34 Paul is in Athens waiting on some of the
other disciples. The Bible says “his spirit was provoked within
him as he saw that the city was full of idols.” Basically he was
moved by all that was around him. In order to really think about
games in a theological manner we must be moved by what we see.
Once Paul was moved he took action. This passage goes on to
describe how Paul engaged with those in Athens about their
How Video Games Have Reshaped Our World32
religions and gods. He learned from them, and in turn they
allowed him to teach them about the true God. This is what the
church must do with video games today. That sounds like a big
task, and it is. It isn’t impossible though.
First, the church needs to develop a basic understand of
what games and gamers are. There are a lot of books out there
which describe games and the history of gaming. I’m sure there
are a lot of gamers in congregations as well. Church leaders
could also try some of these games out to really gain some
firsthand experience at what it means to be a gamer. Second the
church needs to work on engaging their youth with games. A
Nintendo Wii can go a long way to bring children, even adults,
into a church sanctuary. Many consoles have educational games to
play on them. This simple action would show that the church is
taking this cultural shift seriously, and would help to bring in
a larger number of young people simply by having a “modern
church”. Third, the church needs to voice a real opinion on
games. Some games do deserve contempt, but many games do not. If
the church could gain some influence with the video game
production companies a lot could be accomplished in the way of
How Video Games Have Reshaped Our World33
introducing real Christian values into games. If the church would
also support the development of a Christian video game industry
then true Christian video games could be developed without
industry backlash. Currently only one Christian video game
company, Digital Praise, exists, and it is a very small company
compared to most of the industries’ leading developers. That’s
not to say that they cannot affectively change gaming culture,
but it is much harder for them to do so. Finally the church needs
to realize that the gaming industry is going to continue to
affect the youth of the future in different ways, and there is
nothing they can do to stop it. Like all industries it will
evolve over time to meet the needs of the changing world around
it. The church must be dynamic and be willing to change the way
it views and handles game development over time.
Whether or not the church manages to adjust its views of
video games, does not stop the fact that video games are a part
of the foreseeable future. It is a future that I view going only
one of two directions. The first direction is that of positive
change. If the church successfully incorporates video games into
the way they present the message of God it will do several
How Video Games Have Reshaped Our World34
things. It has the potential to boost the amount of church
members by including a larger demographic, it will present a more
modern and accepting church to the people both inside and outside
of the church, and it will provide one or more new avenues to
reach all people with the message of God. This positive future
does not guarantee a cultural revival or a mass exodus to change
the video game industry to one that reflects Christian values,
although those are possibilities. It will however, help guarantee
the survival of the church. If Christians show they are willing
to accept this part of our culture as something that can glorify
God, who’s to say they cannot do so with future cultural changes?
These acceptances show the world that Christians aren’t a bunch
of stuck up traditional losers, and in turn it sparks interest in
Christianity.
The second foreseeable future is one of slow role
acceptance. In this future the church rejects gaming, either
mostly or outright. In doing so they alienate a part of their
congregation which, as time passes, will grow larger and larger.
This unacceptance will contribute in pushing these newer
generation Christians away from their faith, and those who are
How Video Games Have Reshaped Our World35
not Christians will be less likely to choose to participate in
Christianity. Over time as generations change there may be a
change in acceptance of games, but it will be too little too
late. The industry will have moved on from where it is today, and
the task of playing catch up will be monumental. While the
rejection of games will not lead to the demise of the church, it
could play a real role in doing so.
In the end only God knows the future, and all we can do is
speculate. Inwardly I fear that the second future may come true,
but mostly I am hopeful of the first future. The church has come
a long way in the past fifty or so years in the ways that it
integrates with modern culture. There is still a long way to go,
but progress of any amount is still progress. Only time will tell
what really happens with games and God, but I’m proud to be in
the generation that has the opportunity to make the change, and
game for God.
The Future of Gaming
Video games have come very far from where they began. They
have made an almost miraculous shift from simple toys to
How Video Games Have Reshaped Our World36
rewriting culture as we know it. The next big question then must
be where do we go from here?
The answer to that is, good question. Technology is the most
likely determiner of the answer. The graphical capabilities of
modern computing hardware can currently deliver a gaming
experience that mirrors real life. The virtual looks as good, and
sometimes better, as the real thing. This level of visual
splendor combined with the better story writing talent is what
makes games so immersive and culture bending. The only way to go
any farther is to somehow place the gamer actually into the game.
Motion capture technology is part of the story, but the next leap
forward will most likely come from holographic technology.
Imagine if you could actually see the dragon fly over your
head. Image if you could feel the cold steel of your sword as you
prepare yourself to face it. Imagine the smells and feelings of a
real battle with a “real” dragon. The questions of how that would
affect us cannot be asked yet, but reflection upon the current
questions can give us a good idea.
The End……
How Video Games Have Reshaped Our World37
Games have changed the world. Never before has an invention
so vastly changed how humans function. From our work to our play
video games rewrote the rule books of life. Whether or not you
personally feel this is a good thing is up to you. The evidence
has spoken for itself though. Games have given us a new way to
better communicate and grow with one another. They have given us
a new way to feel joy, even in some of life’s darkest moment.
They have changed the way we form emotional connections, both to
one another and now with inanimate objects. They have changed the
way religion can be taught and viewed. They have even given us a
new way to peer into our own souls.
There is no denying that video games are powerful, and no
denying that they will continue to be powerful for some time.
Whether or not that time is long or short lived will make itself
apparent in the future. For now all we can do is watch as the
world changes as we push the buttons on our controllers. We are a
gaming world. We are here to stay. We are here to play in our new
reality. Would you care to join us?