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Fun & play
4 min read

Fun is dead

When video games turn play into work, we need to play without fear of consequences.

Simon Walters is Curate at Holy Trinity Huddersfield.

A woman stand in front of a large video screen displaying the Space Invaders title, hold her hands out in front of her.
Photo by Andre Hunter on Unsplash.

Imagine there’s been a sudden change in plans. The evening meeting is cancelled at the last minute, or your friend is sick and can’t come round. There are no looming tasks that need doing, so you set out to have some fun. What do you do? 

Karen Heller’s recent article in the Washington Post suggests that we don’t really know how to answer that question. ‘Fun is dead’, proclaims the headline, and her analysis is simultaneously insightful and depressing. Weddings have become stressful extravaganzas, holidays require a constant stream of activity, retirements should have a purpose and a plan. Our fun, our play, requires a reason to exist. Can we have fun without it having some larger purpose? Can we play without needing to post it on social media? Everyone else, it seems, is having much more fun than we are. 

Take video games. You might think this ought to be the very definition of a playful activity, one with no particular end or purpose in mind. But even here, it seems we don’t know how to have fun without some type of incentive. Conversations about video games online are frequently so self-serious and toxic that you’d be forgiven for thinking that it was a matter of life and death, not differing preferences about fun. Some of the world’s biggest games – things like Fortnite, Genshin Impact, and EA Sports FC – give rewards to players who turn up to play every day. It sounds generous until the psychological hooks of these methods grip you far past the point of fun. Players talk about not being able to sustain more than one of these types of games, because otherwise they won’t be able to keep up. What starts as play quickly turns into a form of work. 

The world of play is a world of grace, where we are free to find pleasure in an activity on its own merits. 

I am as much a sucker for this method as the next person. I find myself drawn to games which start out as free and fun, but the fun inevitably seems to turn into a chore that I cannot dislodge. There is an unwritten pressure to turn up to play every day to complete daily tasks and keep up with the competition. I end up feeling guilty for wasting my time playing games, and anxious to keep up with what’s required when I do. No wonder, with all these contradictory pressures on play, I find myself more often than not vegetating in front of Netflix rather than really playing. 

This is all a bit of a first world problem and might seem like another depressing indictment of modern society, but perhaps it shouldn’t be that surprising. As humans, we are always looking for some way to justify ourselves, some way of finding proof that what we do matters. Play, by contrast, demands that we step into a different sort of world. The world of play is a world of grace, where we are free to find pleasure in an activity on its own merits, and not for anything we might get from it in the end. Play, in its best sense, is purposeless apart from the joy of playing. "When we try to give our playful activities some wider purpose for why they matter, we are turning them into something else." 

The world of the Christian faith is not often seen as a playful one. It seems so very serious, dealing as it does with matters of life and death. But within the serious world of the Church, a space for play emerges. After all, it is first and foremost a world of forgiveness from what we have done wrong in the past, present, and future. This forgiveness takes away the fear of failure. Whether I am greatly successful or not I am loved and forgiven by God. This is God’s gift, which cannot be earnt and cannot be lost. 

The result, perhaps surprisingly, is that I am free to play, because I do not need my play to achieve anything for me. As the theologian Simeon Zahl puts it,  

In play a person is free to engage with the world creatively, actively, energetically, but without fear of ‘serious’ consequences. The Christian is free to play with things that once seemed deadly serious, to find delight in what were formerly objects of fear, and to take themselves much less seriously. 

In the world of video games, this idea is perhaps most clearly seen in the games produced by the Japanese game developer Nintendo. Their games, from Mario to Zelda, epitomize a vision for gaming which is driven by creating joy for whoever is playing, and not unnecessarily burdensome tasks. One of their best games of last year, The Legend of Zelda: Tears of the Kingdom, doesn’t offer a prescriptive path for how players should approach its challenges. Instead, the player is given a toolkit and set loose to use it in the world as they see fit. The result is a sense of joyful freedom, a feeling that its world is full of delight and even silliness. It gave me some of the most fun playing games in recent years, without me even coming close to finishing it. 

It's this playful attitude that I want to take into the rest of my life. What would it look like for us to see the world as a playground rather than an exam hall? The result wouldn’t just be a lot more fun. I think it would also be deeply Christian. 

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3 min read

Third Space: the gym that offers belonging, but at a cost

The real third spaces are not about cost and exclusivity.

Jessica is a Formation Tutor at St Mellitus College, and completing a PhD in Pauline anthropology, 

An exercise class underway in a smart gym.
Third Place.

In the past 25 years, London has been overrun by a new luxury health club chain called Third Space. There are now thirteen sites across the city - and one just opened down the road from where I live. You can probably guess what happened next. 

I was in the market for a new gym, so I enquired. And I must admit, it was stunning. There’s a beautiful reformer Pilates studio, a state-of-the-art gym floor, spin classes, even a spa. All of which made sense of the monthly fee. But there is also a two-month waiting list to join. 

Living in London, where waiting more than five minutes for a tube feels outrageous, this was baffling. When I asked about it, I was told the list was to prevent overcrowding, as spots were “limited.” But when I visited, the gym was nearly empty. 

This wasn’t about capacity—it was about exclusivity; a classic case of the scarcity principle: the idea that things become more desirable when they’re harder to access. It’s a tactic brands like Crocs and Stanley have famously used—make something hard to get and everyone wants it. 

In its recent report, The Quiet Revival, the Bible Society noted how society has recently lost community “third places” such as pubs, libraries, and local clubs. Home is the first space; places of work are the second space.  The loss of traditional third places—those informal, accessible gathering spots—has left a vacuum; we are becoming increasingly fragmented. Changes in work patterns and costly financial barriers to recreation mean fewer people feel rooted in their communities.   

As humans, we are wired for connection. Research confirms what we intuitively know: deep community strengthens mental health, reduces loneliness, and brings a sense of purpose. With traditional third places in stark decline, many will now look to curated, branded “third spaces” like exclusive gyms, co-working lounges, or members-only clubs. These new spaces offer belonging—but at a cost. They are often expensive, exclusive, and subtly suggest that you need to be someone to gain entry. There is a bitter irony in Third Space’s success, built as it is on the exact opposite principles of what its namesake was all about.  

The Church, by contrast, is radically different. It is not about earning access but receiving grace. There’s no waitlist to get in. No premium fee. No scarcity model. In fact, the more disqualified you feel, the more welcome you are. Grace doesn’t limit access—it throws the doors wide open. 

While I have kept my Third Space membership (it really is incredible), I have tried to step more into community life in other ways. I take part in my weekly Parkrun and recently joined my local library. These things have been a gift to me in allowing me to connect with people in my local area in ways that everyone can access.  

And I am a big fan of Church, too. Where Third Space focuses on my endeavour to be better, fitter, or stronger, it – and the Parkrun, and the library – encourage community, connection, and mutual care for other people. They are a reminder that grace isn’t scarce, community isn’t earned, and you don’t need a membership card to be welcomed. The doors are wide open—everyone is invited.  

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