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. 

Snippet
Culture
Film & TV
Leading
3 min read

Who’s the real hero in the Lion King prequel?

Mufasa’s tale is a lesson in leadership.

Mica Gray is a wellbeing practitioner working in adult mental health. She is training to be a counselling psychologist.

Life-like animated lions and a monkey walk towards the viewer.
Disney.

The new Disney film Mufasa: The Lion King provides a prequel to the beloved The Lion King. Aside from offering viewers nostalgia, catchy songs about brotherhood, and dynamic visuals, the film also offers an intriguing exploration of leadership that by the end of the movie leaves you asking: who is the real hero?

In the movie, the young lion Taka is born into power. He is the son of the leader of the pride and is repeatedly referred to as "the next in line for the throne." In contrast, Mufasa is a stray that the pride takes in after Taka saves him from being eaten by crocodiles. He does not have any "royal blood" or status within the pride, and his role is nothing more than to serve Taka.

In a pivotal scene of the movie, Mufasa and Taka’s mother are ambushed, and Mufasa fights to protect her while Taka sees the ambush and runs away to protect himself. Viewers watching have asked "why" the two responded the way they did. Was Taka simply inexperienced, or was his decision driven by fear and an instinct for self-preservation? Did Mufasa’s actions stem from natural bravery, or from a deeper sense of responsibility and selflessness?

The apparent innate difference between the two lions is captured in the first song they sing together. As they regard the birds in the trees, Taka sings, "When I’m King they will do as they’re told," and Mufasa replies, "You may look down on them, but they are free, and where they go cannot be controlled." Here we see the first seeds of Taka’s desire for power and control and Mufasa’s contrasting respect for the other animals around him.

However, the movie also highlights how the differences may not be innate but due to differences in how they are nurtured. After Taka runs away from the ambush, we see his father teach him that no one can ever know that he did so—he teaches him that being a leader means performing strength rather than embodying it and hiding weakness rather than growing through vulnerability. In contrast, Mufasa is raised by Taka’s mother, who is more nurturing and encouraging in response to weakness. In addition, Taka’s father shows favouritism towards Taka and resentment towards Mufasa, which he internalizes, causing him to develop an image of himself as inferior. It comes as a shock to both lions—and some viewers—when in the end, the pride-lands adopt Mufasa as their leader instead of Taka.

Mufasa reminds us that leadership is not about ruling over others but about inspiring those around us to rise.

Some might  consider Taka to be the real "hero" because he was owed kingship by blood and saved Mufasa’s life multiple times during the movie. While this is true, Mufasa demonstrates the character of leadership by seeking to protect the lives of the collective throughout the movie.

Regardless of whether that difference arose from nature or nurture, that distinction highlights to me who the real hero is. Taka’s heroic acts throughout most of the movie seemed to be about protecting his own interests, whereas Mufasa’s seemed to be genuinely about the welfare of others. Of course, there are elements of Mufasa being motivated by self-interest too—especially towards the end of the movie—but his strength lies in his ability to connect his needs to the needs of the collective. In most of the situations where he "saved" others, he did so by fighting alongside them and encouraging them to fight for themselves. He recognized that success requires the collaborative effort of the group and the bringing together of everyone’s unique gifts.

Mufasa reminds us that leadership is not about ruling over others but about inspiring those around us to rise. And perhaps, this is also what makes a true hero—not just strength or status, but the willingness to uplift others, to act with courage even when afraid, and to put the needs of the many before oneself. It reminds us that the greatest heroes are not the ones who seek power, but the ones who earn it by serving those around them.

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