Article
Character
Culture
Film & TV
5 min read

Deceit is integral to success in Destination X

Travel and trickery make for a miserable journey
A composite images show a map of Europe with Destination X contestants pictures above.
BBC.

Like me, you may have recently been watching Destination X, where 13 contestants compete to win £100,000 by guessing where the coach they are travelling on has stopped. Blocked from seeing out of the windows and given just a few clues to their locations, the contestants have to work out where they are. Similar to Traitors, it tries to give reality TV a respectability while also providing the gossipy drama that underpins the format.  

Opportunities for extra clues are possible, with contestants competing against each other to receive them. Only some of the competitors are allowed to view the extra clues. This secret knowledge quickly causes thirteen pretty nice contestants to mistrust, lie, suspect, accuse, and keep secrets. After three new players are added in, there is a clear divide between the ‘OGs’ and the rest. It reminded me of Lord of the Flies, with alliances, rivalries, and judgements of player’s usefulness taking scarily little time to flourish. 

The breaking of societal expectations to be truthful, reliable, and work for the common good is perhaps the appeal of these shows. The Judeo-Christian Ten Commandments still underpin the Western world, and lying, greed, and selfishness are all still denounced as wrong by mainstream ethics. There is an enormous amount of talk in Destination X, as there is in the Traitors, about ‘playing the game;’ legitimising breaking normal behaviour in order to win the competition. We watch on, enjoying the chance to wonder how we would manage in a world where lying, cheating, and manipulating is expected and encouraged by the rules of the game. 

The thing is, breaking these rules seems to make everybody so miserable. In the first episode, Deborah won a big clue, chose only to share it with one teammate, and was so burdened by the guilty secret that she lost the first location test and left the game immediately. In another episode, some OGs win a challenge and choose to deliberately misinform the others, including the rest of their gang. When the disinformation is revealed, and directly causes the exit of another OG, the sense of guilt as others realise the deception is plain to the viewer. Time after time, players begrudge ‘the game’ for the lies they are telling- but it is their own decision to keep the secrets to themselves. 

Perhaps the most striking thing is how quickly people lose track of the artifice of the game, and how integral to their reality their deceit has become. Towards the end of the series, as the money gets closer, the contestants harden further towards each other, and deception seems to come more easily. Perhaps this is why the guilt makes them miserable- with a little encouragement, their sense of right or wrong has disintegrated into instinct for survival. 

The people that seem to be having the best time on Destination X are Daren and Claire, perhaps the two players who are happy to trust their colleagues the most, and lie to them the least. Both of them do better in the competition than other contestants who embrace a selfish and cynical approach. 

Obviously these shows are games, and the contestants exit to their normal lives and resume being nice people. But they reveal a deeper truth that living cynically does not make a person happy. Although lying, cheating, and making the most of advantages might bring wealth, success, power, fame, and so on, living selfishly only makes a person miserable.  

People who lie or cheat may seem to get ahead, but it only poisons their heart. 

This reveals our design as humans to be communal, selfless beings. Describing the state of humanity before evil entered the world, the first verses of the book of Genesis describe a generous care between the first humans and their world. The very first books of the law in the Old Testament continually exhort God’s people to show love to their neighbour and compassion upon foreigners and the poor. 

Jesus used to have this great phrase for those who would follow his teaching for a selfless life. He said that they would inherit ‘life to the full,’ or ‘life that is truly living.’ It was his conviction that simple acts like telling the truth, desiring others to prosper, and being generous were the way to a content and satisfied life.  

But the kicker in Jesus’ teaching was not just that the person would receive a more satisfied life, but that each act would make the person more Godly. These acts stack together- to make a life of generosity rather than selfishness that nourishes our humanity- but also to form us towards being a better human. It creates a virtuous circle. A good act leads to a purer heart which leads to another good act. St Paul terms this ‘going from glory to glory’ in one of his letters encouraging a congregation to do just so. This circle deepens the contentment in the ‘life that is truly living’ that Jesus promises- living as God created humans to do reaps the relational, communal satisfaction that God intended the human experience to contain. 

It works the other way too. People who lie or cheat may seem to get ahead, but it only poisons their heart. Becoming de-sensitised to their acts, further selfishness follows. Each act separates them further from the human experience they were designed to enjoy, and dissatisfaction follows. Often this is exacerbated by more attempts to cover the feeling with selfish ambition. 

People who treat the real world like competitors treat Destination X, as a game to be won, with prizes that come at the cost of disinheriting others, may find wealth or power. But they will not find the contentment of life to the full that the way of Jesus offers and their humanity craves. 

Whilst we sit at home enjoying players’ ability to break cultural taboos and suffer the emotional consequences, we might reflect that it is better to be content than victorious- and miserable. 

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Article
Attention
Culture
Digital
5 min read

Let me level-up about playing games on my phone

Like all art, there's no standard for 'good', but good art doesn’t leave you puzzling over how you wasted an hour.

Mark is a research mathematician who writes on ethics, human identity and the nature of intelligence.

A gamer plays on a phone.
Onur Binay on Unsplash.

Earlier this year I got a bit too into a mobile phone game. In the game, I was master and controller of a small virtual grid of assorted shiny objects. By the flick of my finger on the screen, I’d swap the objects to try to match groups together. If I did this in the right way, then the matching objects would merge into shinier ones which would help me win the game. I’d want to know what the next shiny thing would be and how I could use it to beat the next level. 

I first started playing on my commute to work – usually I like to read or write and listen to music and sometimes to catch up on emails – but on that day I felt too tired for any of that. The puzzles started easy but got gradually harder. They were challenging enough to occupy the mind, but never felt too taxing, and the satisfaction-hit from each small win along with the visuals and sound-effects made me really want to keep playing. On the train home, it felt easier to just open the app and play a few levels than do anything else. I’d start the journey by telling myself I’d do a few levels and would do something else, but I’d easily spend the best part of the journey rearranging shiny objects. 

I knew this wasn’t ideal. I’ve come to see my commutes as a rare unfilled moment, each a scrap of time, a space to read and think, and I was filling this gift with a pixellated dopamine hit. I’d try to stop and bargain with myself – setting a limit of say five levels per journey, but knowing this to be an arbitrary number, I’d blow straight through it. There are other empty moments, waiting for the bath to run or once the children are in bed, but these other scraps are empty only in appearance, and I started to play in these too. 

My phone has a ‘sleep mode’ which tries to mitigate the by now well-documented negative effects of phone use on sleeping – lower sleep quality, duration and interference with circadian rhythms. In sleep mode, you choose a time – after this the colours of your phone will be replaced by black and grey. I started using this feature, thinking that at least if I dulled the bright colours to greys then I’d take the enjoyment out of playing and it’d be harder to tell the shiny squares apart. It was a good try, but it didn’t work. I learnt to tell the grey objects apart, and played on. 

Mainly, what I'm not doing when I’m glued to my phone is engaging with life.

You’ve heard it before, but our devices are not that good for us – excessive smartphone use fuels depression, anxiety and insomnia, and the average teenager spends seven to eight hours a day in front of a screen. Smartphones are closely related to social media - a recent study found one in six adolescent girls showed signs of social media addiction. Smartphone use has become a well-worn topic with a familiar set of talking points: How lucky we are to have all the world’s knowledge in our pocket; how bad we should all feel about being so distracted; how smug we can feel about the fools stuck to their phones. These discussion points aren't new - many of the concerns about smartphones and screen-time started decades earlier in response to TV and video games. 

These concerns are certainly valid, but I find it easier to consider what some of my smartphone habits are stopping me from doing. I'm not sure I'd advocate that we all stop using smartphones - having easy access to the Internet is a huge convenience, but I do pause to think about what I'm not spending time doing when I obsessively scroll or click. I'm also not convinced that all mobile games or even all social media use is bad. Computer games can be entertaining and thought provoking. Like all art, there's no globally agreed standard about what's good, but good art doesn’t leave you puzzling over how you wasted an hour. What differentiates social media and certain phone games is their business model – your time and attention is their revenue stream. 

Mainly, what I'm not doing when I’m glued to my phone is engaging with life. If I put the phone down, I could be more attentive to the people I'm with – be able to listen to all the subtle ways we tell each other how we are – in short, I could be more fully present. I could read books, and I could read whole magazine articles or news stories on my phone, actually stopping to read rather than scrolling from headline to headline. Or I could do nothing and just be, undisturbed. If I’m commuting, I could enjoy the scenery or just let my mind wander. And I can remember that even in the quietest moments I'm not alone - God is always alongside us, and we can always spend time and speak to Him in prayer. Even for a few short moments to lift up the joys and troubles of the day. 

“Well”, you may say, “That's all very nice hearing about these possibilities I could enjoy if I clawed back time from social media and freemium games. But how do I actually do it!?” Most of the answers I’ve found to this involve either stopping the habit completely – deleting the app or even not having a smartphone, or else they involve enforced periods away. Some have found that a digital detox of several days or weeks has helped to reset their relationship with tech, others set fixed times in their day when they can and can’t use their devices or certain apps, and some observe a “digital sabbath” where they intentionally avoid or reduce technology use for a full day each week. 

As for me, my only way out was to delete the shiny object game, losing all record of all 1,500 completed levels. Given that I rejected my own help by outsmarting “night mode”, I doubt moderation would have helped. Unsettlingly, my fingers and part of mind really seemed to miss it. As I unlocked my phone, I’d feel a tinge of absence, as though checking my emails or messages didn’t have the same grip as matching colourful blocks 

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