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Features

Wii believe

Kester Brewin

Humans now spend three billion hours each week playing video games. But
Kester Brewin believes the attractions of the virtual universe may hold
important clues for churches and others seeking deeper social engagement in the real world.

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A few years ago I was reasonably pleased with what I had published, and thought that my life was well balanced. I would write in the mornings, play sport in the afternoons, and read in the evenings. I also allowed myself some ‘down time’ in the form of playing video games. I had been moderately successful, and convinced myself that my discipline and drive would return one day, just as soon as I hit upon the right project that would demand it. However, games binges have become more common, and my output has steadily decreased. I woke at 8am this morning, fully intending to write this article. Instead, I played  Left 4 Dead until 5pm. It is now 10pm, and I have only just begun work. I am a self-confessed addict. How bad is my addiction? This bad: a few months ago, while in Las Vegas, a friend came over who was a fellow devotee of marijuana and the game Grand Theft Auto. We wanted to celebrate my purchase of the latest version, and he brought some ‘extra sweetener’ in the form of an alarming quantity of cocaine, which he chopped up into a dozen or so lines. Snorted and loaded, we played the game for 30 hours straight.

THE NEW NORMAL
You may be relieved to know that the above is not an account from my own life, but from that of Tom Bissell, who published a frank account of his relationship with games, drugs and reality in the Observer  in March 2010.1 His is undoubtedly an extreme case, but our concept of what constitutes ‘normal’ against this extremity may need changing. For those who know little of the gaming community, the raw numbers are astounding: by the age of 21, the average young American will have spent around two to three thousand hours reading books, and more than ten thousand hours playing video games. That is equivalent to the total of all classroom time they will have spent in secondary education, and far more than a lifetime’s attendance in church. The US boasts more than 183 million ‘active’ gamers who play, on average, around 13 hours per week, and five million ‘extreme’ gamers who play for an average of 45 hours per week – the equivalent of working full time.


Yet this is not simply an American phenomenon. There are more than 100 million gamers in Europe, 105 million in India, and over 200 million in China. Collectively, human beings are spending more than three billion hours a week playing video games.

These figures form part of the shocking introduction to Jane McGonigal’s book Reality is Broken, in which she argues that this mass exodus from ‘reality’ has to be taken far more seriously. Gaming is not a fad. It is not going to go away. Any system that finds itself losing 3 billion hours of participation each week has to do some serious soul-searching, and these huge numbers offer a damning critique of reality as many people are experiencing it, as McGonigal makes clear:


‘In today’s society, computer and video games are fulfilling genuine human needs that the real world is currently unable to satisfy. Games are providing rewards that reality does not. They are teaching and inspiring and engaging us in ways that reality is not.’2


A PRIMAL HUNGER
Citing the story Herodotus tells of the ancient Lydians who, facing an unprecedented famine, decided to play games and thus abstain from food one day, and eat and abstain from games the next, McGonigal posits that we are facing a parallel situation.

‘Many of us are suffering a vast and primal hunger. But it is not a hunger for food – it is a hunger for more and better engagement from the world around us, […] a hunger for more satisfying work, for a stronger sense of community, and for a more engaging and meaningful life.’3

What is it that makes games satisfying in a way that ‘real life’ is not? The answer partly lies in their clear and formal boundaries. From board games to field sports to alternate reality role plays, games are defined by four traits. Firstly, there has to be a clear goal that the players work to achieve. Secondly there need to be rules – valid ways in which these goals are allowed to be achieved. Thirdly, there is a feedback system, by which players can measure how close they are to achieving the goal. Lastly, the game only functions when players accept these rules and participate voluntarily. There is no forced participation – a rule of game-playing that sulking students traipsing out for cross country running might like to bear in mind.

These four defining traits present day-to-day reality with a grave challenge, for it often has unclear goals and seemingly fluid rules, which many find it too easy to flout. There is often little accountability, and people will not feedback encouragingly and tell us how we are doing. Lastly, reality is far from voluntary and, contrasting it with gaming, McGonigal variously describes it as ‘too easy,’ ‘pointless and unrewarding,’ ‘depressing,’ ‘unproductive’ and ‘hopeless.’ The rise in gaming is thus presented as a deeply spiritual issue, and an urgent sociological problem.

ACHIEVEABLE GOALS
I now see that the closest I have come in life to addiction to a game was during a time teaching at a very difficult school in South London. A colleague and I would escape the chaos of our classrooms at break and lunchtimes to load up an emulation of the ancient arcade game Hypersports. Rendered in blocky graphics, two players competed in various ‘Olympic’ events, beginning with the 100m sprint, which was run by hitting two keys on the keyboard alternately as fast as possible. This was then followed by the 110m hurdles, hitting the space bar to jump, and the javelin, hammer and high jump. Let’s be clear, at this time, around 2001, there were far more advanced sports-based games available. But the point was not to play the best game available, only to play this game that had set us its challenges. We played something with very straightforward rules and immediate rewards, and we played together, in the face of classes of children who refused the boundaries we tried to set them, and had virtually rejected the reward systems that the educational establishment had put in place.

I worked hard, voluntarily, at this game because I needed meaning and significance in a job that was providing neither. Mine is a small story of an obsession with a game that lasted only a few months (and involved surprisingly little cocaine), but it illustrates part of the reason why the numbers of gamers are so large. The hours that millions of people put into unsatisfying jobs which offer them little opportunity for creative expression, all to create profits for faceless corporations that they have no stake in, are rightly being probed and found wanting. As Marx would see it, the lack of human actualisation in so many workplaces is simply an expected outcome of capitalist economics.

IMAGINED BATTLES
Some weeks ago I joined a school trip to the World War 1 battlefields and cemeteries around Ypres in Belgium. The tour was sobering and shocking, our guide’s analysis of the tactics of both sides exposing the futility of this supposed ‘great’ war. One thing kept bugging me: why would these millions of men volunteer to go to the front and fight in the trenches? Were they really so committed to ‘King and country’? Our retired Major was unequivocal: the vast majority of these men went willingly to the trenches for the excitement. They left mundane jobs in deadening factories to travel overseas in ‘pals battalions’ made up of their closest friends who had signed up together. They went expecting a fair fight, with some sense of order and reward and clear goals in mind. This most fruitless of wars turned out to be nothing like a game, and millions of men were cheated on.

It was with some sense of familiarity then that I read about the extraordinary scale of the World of Warcraft game. Where people face a ‘real’ world of redundancy and insignificance, in WoW there is no unemployment. Since launching in 2004, this ‘Massively Multiplayer Online Role-Playing Game’ has amassed over 50 billion collective playing hours. That’s nearly six million years worth of playing, which reaps its owners around $5m a day in subscription fees alone.

By any measure, this represents a huge commitment from those who are playing. It is clearly, as one definition of gaming goes, ‘hard work that we enjoy and choose for ourselves.’ But, like the thousands who took leave of mundane jobs to fight in the trenches, the scale of WoW gaming hours represents a terrible commentary on our levels of interest and engagement at work. But should this bother us? If people want to spend their free time playing games, why should we worry? One reason is that the norms that people experience in alternate worlds can be very different to those in ‘real’ life.

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WHERE IS EMPATHY?
By some margin, the most popular games are ‘first person shooters,’ in which enemies appear and have to be killed or mutilated. We might reflect on the saying that ‘an enemy is a friend whose story you have not yet heard,’ and bemoan the fact that in game worlds enemies have no story, or no time to tell it. In an extensive interview with the US writing magazine the Believer, game designer Heather Chaplin commented that ‘video games are good at fostering problem solving, but they’re not so good at fostering human empathy or a deeper understanding of the human condition. Maybe that tells us that psychological empathy, concern with the human condition, is not going to be that important in the twenty-first century.’4

(It is interesting that the two prominent female voices in the games industry are perhaps the most outspoken too. Chaplin has long bemoaned the central themes of violence and zombie gore in games, and told a high-profile male-dominated gaming conference, ‘It’s not that the medium is in its adolescence, it’s that you’re a bunch of fucking adolescents.’5)

Most current games do not prepare us well for ‘loving the other’, which is at the very core of Christian life. However, McGonigal is more optimistic about the future of games, and believes that they can mature beyond the violence and isolation of their youth into something with more positive benefits for society. (The parallels with the maturing of God from the Old through to the New Testaments is deliberate. Games are a religion to some, and are undergoing an evolution from fringe activity pursued by fanatics to a more embedded and integrated interest.) How can this be achieved? The key appears to be tapping into gamers’ ‘participation bandwidth.’ People enjoy being involved in games, enjoy participating in shared activities with common goals. McGonigal describes many ‘live’ games that have used gaming interfaces (mobile phones or consoles) to engage people in real-world projects.

REAL-WORLD TARGETS
One such game involved players taking photos on their phones of defibrillation equipment wherever they found it in offices or other buildings, uploading them to a site which then built up a national database of life-saving equipment. By making this a ‘game’, the data was collected in a low cost way, and participants were then further engaged through earning points for new uploads, and the ‘epic win’ feeling of seeing the equipment they had tagged used in a life-saving event.

A more interesting game-based system has evolved into a project called ‘Groundcrew.’ Its creator’s vision was simple: what if we could receive real-time alerts about how to make real people happy? A network of agents is created, and any user can upload a ‘wish’ that they might have. ‘I could really use a latte’ was the first such request. Any active agent in the area can then choose to fulfil that wish. The person who was around and thought, ‘I could do that,’ went and delivered the drink, and thus accrued points and built status.

This isn’t standard video-gaming, but a hybrid between a gaming mission and reward system built over a real-world situation. In other words, it’s a digital platform for discovering engagement opportunities. In our atomised world we struggle to empathise, because we struggle to find ways to connect and engage with people, yet social media ‘game’ platforms such as Groundcrew could give us fun ways to make those connections.

Children play games to run safe simulations of life situations they can’t yet face: war, looking after babies, driving trains. Games can teach us a great deal about life, but they are not life itself because life is not a game. Not for nothing did Larkin describe church as ‘a serious house on serious earth’; the issues we deal with as Christians are non-trivial. There are few mentions of game-play in the bible, and only Paul uses it as a metaphor for the strict training we should subject ourselves to in the ‘race of life.’6 Jesus refused to play the devil’s games in the desert and forewent food and play as a matter of discipline. Yet it is hard to picture Jesus as a killjoy who would have frowned at sport and play. What he would certainly have done is look empathetically on those who feel the need to escape into game-worlds and ask serious questions about the systems that have alienated them.

TAPPING THE HUNGER
The Church has long had a weak theology of work and genuine job satisfaction, and, particularly in Protestantism, has too long cuddled up to a capitalist work ethic that has ignored mundane and unfulfilling work as a serious spiritual and social concern. The huge numbers of hours spent playing video games is one result of this. However, we can look at this desire to commit to difficult quests and hard work in a positive light. The attractions that games and digital social media have is there to be harvested. Three billion human hours each week is an extraordinary time-resource, and even some fraction of that turned to genuine social engagement could have profound effects. While they seek to protest against mundane and tedious work that fails to provide actualisation, churches should be using systems like Groundcrew to allow their devolved congregations to help one another and those around them.

It is these ‘others’ that real life and community are all about, and while interactions with them can be playful, they can also be hard work. Games – online, on field, or simply on board – are a vital way of rehearsing our interactions with those around us. They can be ritualised aggression, or codified performance, but they are no substitute for stepping off the field of play, logging off and reaching out a hand to others. It is only in doing this harder work, this less obviously rewarded work, that genuine change can occur.

Cocaine and grand larceny in cars may bring rushes of excitement, but their crystals and pixels will eventually atomise and alienate. McGonigal is clear: ‘the single best way to attach meaning to our lives is to connect our daily actions to something bigger than ourselves.’7  This, in the end, will be how our happiness is boosted: by entering cycles of good work, good rest and good play. Our games need not be about plugging in to virtual networks and scoring kills in digital worlds – great fun though this can be. In the future, they could be about using our networking technologies to access those in need, and reach out to help them.

NOTES
The Oberserver 21 March 2010.
Reality is Broken, McGonigal, J., Jonathan Cape, 2010, p.4
3  ibid., p.6.
The Believer, February 2009, p. 60.
5  http://uk.ps2.ign.com/articles/967/967360p1.html.
6  1 Cor 9: 25.
Reality is Broken, McGonigal, J., Jonathan Cape, 2010, p.97.

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