Article
Culture
Digital
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. 

Article
Attention
Culture
Digital
Easter
4 min read

Let your mind wander if you want to make the most of Lent

How to escape the cold and bitter tunnels of digital distraction.

Simon is Bishop of Tonbridge in the Diocese of Rochester. He writes regularly round social, cultural and political issues.

A montage image places a woman, with eyes shut and hands on hip, at the centre of blurred circle of ground and tree branches.
Jr Korpa on Unsplash.

According to Blaise Pascal, the seventeenth century French polymath: all of humanity’s problems stem from man’s inability to sit quietly in a room alone. 

And now, four hundred years later, we have proof of how hard we find this. 

Researchers carried out an experiment, putting several people in a room on their own with nothing else to do but sit there for fifteen minutes.  A majority admitted feeling uncomfortable with little but their thoughts to console them.  The experiment was repeated, only this time an instrument was placed in the room that could administer an unpleasant electric shock.  In the fifteen-minute period, one in four women self-administered the shock to relieve the boredom.  Two in three men did. 

There is a chance we draw the wrong conclusions from social experiments because it is hard to get into the minds of others, but we can make a good guess here.  Our lives are over-stimulated.  To be alone in a room with our thoughts for any length of time is unusual to the point of weird.  We don’t need to live like this.  Our smartphones are the ‘rod and staff which comfort us’.  Any spare moment can be spent using TikTok, Instagram or Spotify.   

As people age, they tend to think the world is losing its attention span without realising that focus declines as we grow older.  But something seems to have changed in the last two decades.  A whole new digital architecture has been designed that wasn’t there.  It creates the buzz of the city but has gone up around us like skyscrapers, creating cold shadows and bitter wind tunnels of anger and distraction that block out the warmth.   

This new online city is intentionally designed to keep our attention; to prevent us from doing anything offline.  And it is working.  Between 2010 and 2020, globally, we consumed twenty times more information.  This is a colossal increase for our brains to cope with in the blink of an evolutionary eye.  Our minds have become less like the cool, white minimalist interior design people aspire to in life and more like the junk garage where broken and pointless stuff is tipped. 

According to Johann Hari in Stolen Focus, we tend to blame ourselves for this state of affairs.  After all, if we tell others our smartphone is distracting us, the answer we get back is to turn it off.  While we can take steps like this, Hari says it lets tech companies off the hook.  As with shopaholics, there is individual responsibility, but there is also the edifice of consumer capitalism designed to make us buy more stuff or absorb more information. 

Mind wandering is, paradoxically, a form of attention.  It is the space where we solve the puzzles of our lives, joining dots we had missed, colouring in a picture to bring it alive. 

When we consider what it means to follow Jesus today, we often do not appreciate what tech is doing to us.  The gains are obvious – having the world at our fingertips, being able to talk to family and friends in an instant – but the losses remain obscure.  How does digital distraction affect reading of the Bible and a commitment to prayer?  There is little research on this, but we may be giving God less devoted attention than before.  In flitting from one source to another, like a fly on a hot summer’s day, we do not stay long enough in one place to discover if God is waiting for us there. 

Prompts from God frequently emerge outside the thinking of the Church.  A cohort of Silicon Valley tech wizards has come up with the idea of the digital Sabbath, where people spend one day a week unplugged.  Though describing themselves as not especially religious, their manifesto practically drowns in religious tradition.  They advise people to: 

  • Avoid technology 
  • Connect with loved ones 
  • Nurture your health 
  • Get outside 
  • Avoid commerce 
  • Light candles 
  • Drink wine 
  • Eat bread 
  • Find silence 
  • Give back 

It is sabbath re-imagined for the digital era.   

Johann Hari also lists some practical actions that can be taken, like staying on task and limiting exposure to social media in particular as it is shown to be bad for mental health in large doses.  We should also allow our minds to wander.  This does not contradict the argument about not losing focus.  Mind wandering is, paradoxically, a form of attention.  It is the space where we solve the puzzles of our lives, joining dots we had missed, colouring in a picture to bring it alive.   

When the prophet Elijah meets with God at Mount Horeb, there is first a strong wind, then a powerful earthquake and lastly a raging fire.  But God does not reveal himself in these gripping phenomena.  He is to be found in the sheer silence which follows; in the whisper of a voice. 

The sheer silence today is broken by the familiar buzz of a news feed or social media update – or the shock of an electric current.  The moment we move out of earshot of the faint audio of the divine.    

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