The September 2016
issue of the Journal of the American Academy of Literature
contains a rather intriguing article about religious studies and
video games. Entitled “Gaming Religionworlds: Why Religions
Studies Should Pay Attention to Religion in Gaming,” the article is
actually a “roundtable” that consists of several short pieces
from several authors.
What this article is
not: an in-depth, widespread exploration of theological themes and
narratives within video games.
What this article
is: essentially several authors detailing that preliminary
scholarship over the past few years concerning religion and gaming
confirms the legitimacy and relevancy of the scholarship. They then,
in their own ways, propose ways and means that such scholarship
should and must continue.
So why am I writing
this? This has nothing to do with comic books. Maybe not, but it
does deal with pop culture, of which comic books share similar
territory. Plus I just found it interesting that the AAR would
explore video games so officially (maybe they’ll recruit me when
they get around to comic books, since I’ve presented comic
book-centric papers twice at regional AAR meetings).
Rachel Wagner begins
with discussing “Four Lenses for Viewing Religion and Gaming.”
Her main point is that religious studies of video games go far beyond
merely pointing out that, hey, some games talk about religion
sometimes. That is, though, the first lens, religion in gaming,
the depictions of traditional religious elements in the narrative.
The
second lens gets a little more complex. This lens, religion
as gaming, suggests
that religious practice can be thought as a type of “play,” and
not in any derogatory or dismissive sense. Wagner explains this lens
“includes the comparative and functionalist observation that
religion, in some of its manifestations, exhibits features (including
play) that render it possible to read religious practice as similar
to gaming in some respects.”1
Yeah, that’s fairly abstract, but
basically says that participating in both games and religion require
an individual to follow specific rules and partake in specific
actions and events.
The
third lens concerns gaming
as religion and states that
playing video games can achieve religious-like heights. The
community surrounding games, as well as the time, effort, and even
finances spent on gaming can bare similarities with
such aspects of religious
communities.
Gaming in
religion rounds at the list as
the last lens, and deals with the games that religious communities
play. This immediately brings up awkward memories of playing Bible
Pictionary in Sunday School or, worse yet, outdoor games involving
egg tossing and water balloons during Wednesday night activities.
But it also makes me think of that Bible Adventures
game for Nintendo that my parents bought us. It wasn’t that great,
but my brother and I spent hours collecting all the animals for the
Noah’s Ark segment. Seriously, I recall watching the end game
cutscene for that numerous times. But all those qualify as gaming in
religion, as well as certainly a plethora of other games played
throughout time.
While
this all might sound neat, it still probably seems rather trivial and
unnecessary. But then, so does the idea of exploring religion and
comic books, and that has been a fascinating, wild ride for me. So,
before we dismiss this concept prematurely, just consider the amount
of money consumers spend on video games. A hit game like Call
of Duty or Grand Theft
Auto will earn far more upon
release than the biggest movie will at the box office. More
intimately, Wagner says, “Humans seek order, meaning, and purpose –
and religion and gaming are two of the places we most often turn for
these comforts.”2
In
the next section, “Grand Theft Otto,” Shanny Luft touches on many
of the same points. Video games warrant serious religious
scholarship because many video games contain religious content,
religious people are playing more games, and the subject of play.
Play is most often overlooked, but could be the most fruitful
area of study.
How
do people play games, and how does that act of play impact the player
beyond the realm of the game? Luft details one player that was so
uncomfortable participating in the baptism scene in Bioshock
Infinite that he refused to
proceed in the game and even returned it.
Further,
Luft offers an intriguing question I haven’t considered before.
Luft asks, “How have processing speed and storage capacity
transformed depictions of religion in video games?”3
Does the greater sense of immersion granted by technological
advances lead to a deeper religious experience?
Next,
Rabia Gregory writes about the variety of video
game players in “Cyborg Chimeras and the Organic Meatbags: Gender,
Religion, and the History of Video Games.” Basically, Gregory
proposes that people who play video games are not homogeneous and
don’t all experience the same game the same way. A person’s
unique characteristics greatly affect how he or she plays a game.
And
then Gregory wins me over by referencing HK-47. “To
echo the accusation of HK-47, an Assassin Droid in the popular
roleplaying game Star Wars: Knights of the Old Republic,
thus far scholars of religion in video games have preferred to ignore
that gamers are “organic meatbags,” rational animals of flesh and
blood, preferring to study games and gamers as if the technologies
enabling gameplay erase the player’s gender, class, race, and
perhaps even religious affiliation.”4
In
“The Spawn Point: Toward a Critical Study of Religion In Digital
Games,” Gregory Price Grieve also states that young white males do
not comprise the whole of the video game community. Grieve
also agrees with Wagner’s earlier point that religion and video
games “both create lived worlds of meaning” and could therefore
be studied in similar ways.
Towards
the end of this short piece Grieve brings up the topic of violence in
video games. He states that most approaches to video game
scholarship attempts to apologize for violent content or explain it
away as somehow non-essential to the experience. Sure, many games
exist and are void of violence, but the vast majority, especially
among the most popular games, are exceedingly
violent. Grieve suggests that instead of apologizing for the
violence, we should study it and try to understand it. In
the context of religion and video games, why does violence seem so
inherent to the act and experience of play?
Does violence play a comparative role in how we “play” religion
(crucifixion, scapegoating, etc.)?
“Global
Perspectives and Actor-Centered Research in the Study of Religion and
Digital Games,” the final selection in this roundtable article,
highlights the player as a focus of study. Xenia Zeiler, the author,
argues that instead of just exploring religious narratives in games,
scholars should investigate the players, or “actors,” that engage
these narratives. Unlike
movies, a person doesn’t merely observe the narrative in video
games, but actually interacts and participates with it. Zeiler also
advises that religion and video game scholarship must expand beyond
the Western and largely Christian contexts it currently focuses on.
So,
this is all a wealth of dense ideas to unpack and consider. Like I
said at the start, this roundtable article doesn’t go into extreme
detail on any one point. The authors present a survey of how
religion and video games are currently being studied and possible
paths to explore in the future.
So
what do I think about religion and video games? Well, growing up, a
group of guys at my church would frequently get together and hold LAN
parties. I look back fondly on those times and confess I probably
found that form of “fellowship” more worthwhile than any
officially sanctioned church event. Just in general, video games
present a pretty good topic of conversation. I am admittedly not
well adept at making small talk, and I don’t follow sports much, so
video games frequently present a common ground upon which I can bond
with others. Sad to say, I’m
much more likely to meet someone that regularly plays video games
than regularly reads comic books.
I
definitely think, which should surprise no one familiar with my
opinion of comic books, that the study of religion and video games is
valid scholarship, and probably rather fun. The points brought up in
this article intrigue me, especially the topic of religious practice
and ritual as a form of play. If we view religion like this, then
could my disillusionment with the
church be a form of
ludonarrative dissonance? How does the actor or player reconcile
that the narrative of self-sacrificial love of your neighbor does not
match the play or practice of preserving our own “Christian”
self-interests and status?
1Heidi
A. Campbell, Rachel Wagner, Shanny Luft, Rabia Gregory, Gregory
Price Grieve, and Xenia Zeiler, “Gaming Religionworlds: Why
Religious Studies Should Pay Attention to Religion in Gaming,”
Journal of the American Academy of Religion 84 (September
2016): 644.
2Ibid.,
645.
3Ibid.,
649.
4Ibid.,
652.
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