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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. 

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Art
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Time
5 min read

Symbols in culture – the interface between the Seen and the Unseen

Open your eyes.

Theodore is author of the historical fiction series The Wanderer Chronicles.

an all seeing eye hovers above a renaissance style picture of the supper at Emmaus.
Pontormo, via Wikimedia Commons.

As December gives way to January, we become conscious of time rolling on from one year into the next.  

The moment is often marked by that most famous image of the New Year: the Roman god Janus standing sentinel at the threshold; two-faced, gazing back into the past, but also forwards into the future.  

The double-faced god is a striking symbol to depict this interface of time. But we also often find symbols at another important interface: the place where the Seen meets the Unseen. 

Symbols have always existed at this touch-point - between the spiritual and the material. We might even say between heaven and earth. Symbols possess a power which goes beyond the strictly rational. They are more than their constituent parts. 

In the moment when Jesus effectively instituted the church, he tells his disciple Peter: “Behold, I give you the keys to the kingdom of heaven, and whatever you bind on earth shall be bound in heaven, and whatever you loose on earth shall be loosed in heaven.” Here, Jesus not only uses symbolic language with his image of the key, he also assigns Peter (and so the church) a divinely-appointed role: to stand there at this threshold between the seen and the unseen, and to have an effect. 

The mission then, to occupy and influence this frontier between both realms, is significant. It’s worth considering – especially at this liminal time of year - what a culture’s symbols say about its direction of travel. What are the symbols that saturate our conscious and unconscious world? What effect are they intended to have by their creators? What influence do they actually have in the seen and unseen? 

Our culture is saturated with symbols that were always meant to exert influence in the unseen. Some consciously; other maybe less so. 

The notion that symbols act on reality is not a merely Christian concept. Far from it. In many cultures, the origins of written communication have often been interwoven with both mystery and magic. The futhark, for example – the basis of the Old Norse runic alphabet in Scandinavia – developed directly out of shamanistic practices. In a word: witchcraft. Certain symbols were graven into material objects in order to have a specific effect. A rune for protection carved into the haft of a warrior’s axe; a rune for fertility on a woman’s comb or belt. Symbols to curse; symbols to bless. All intended to manipulate the reality around them. Effectively they acted as a kind of spell. 

Roll the wheel of history forward a bit and we see the cross itself became a powerful symbol across the developing civilizations of the world, especially in Europe. Making the sign of the cross became synonymous with an invocation of God’s blessing or else protection against some evil. An outcome all the more extraordinary when one considers the origin of its use – a shameful incident of execution, standing on a lonely hill. 

Similarly, the Crescent represents one of the great symbols of history, often in antagonism with the Cross. Think of the symbolic reversals still visible in the architecture of some parts of Spain. When the Iberian peninsula fell to Moorish conquest in the early eight century, the cross was torn down, all symbols of Christian faith effaced, only to return eight centuries later with the Reconquista. Today, you can see still the Cross surmounted on clearly Moorish architecture, a visible sign of those historic conflicts. 

Such warring symbols of unseen spiritual realities are hardly consigned to the history books. Witness perhaps the most live example playing out all across the cities of Europe. The Star of David opposed and disdained by those waving black, green, red and white flags. 

Nor is the clash of symbols simply a matter between the great religions of the world. The rainbow flag represents a certain positioning within the realm of the unseen wherever it is planted. In other contexts, our culture is saturated with symbols that were always meant to exert influence in the unseen. Some consciously; other maybe less so.  

Apple’s ‘apple’ is not just an apple. It is an apple with a bite taken out of it. Elsewhere, symbolic representations of devil horns proliferate – to be expected on heavy metal t-shirts and album covers; perhaps less so throughout myriad children’s TV shows and movies across our streaming channels. Yet they are there.  

The ‘One-Eye’ symbol has been associated variously with freemasonry, Luciferanism, Satanism and the occult. It appears in anything from pop videos to movie posters to political protest logos (“Just Stop Oil” anyone?). Even a ubiquitous pose-for-camera for celebrity photo-shoots. Once you clock it, you’d amazed how prevalent this symbol is across our culture.  

Does it signify anything? Or nothing at all? 

You have to assume that the creators of such symbols don’t include them by accident. Some are hidden in plain sight; others are brazen and bold. Either way, they are meant to be there. But why? 

Symbols have always been used in the casting of spells. These days, we give so much head space to the consumption of culture, myriad symbols flashing in and out of our consciousness as we scroll ever onward, have we any idea what spells we are subjecting ourselves to – irrespective of whether we believe they are effective or not? 

Against such murkiness, perhaps this season of Christmas rolling into the New Year is a good time to consider what some might consider the ultimate symbol appearing in our reality of the Seen: the Incarnation.  

In a way, Christ identified himself as the visible interface between the seen and the unseen when he said: Whoever has seen me has seen the Father.  

And yet, the Incarnation also transcends the mere symbolic. Yes, Christ points to an unseen reality, but he is also the ‘thing’ itself. He is both Seen and Unseen in one. Not a symbol pointing to something else, but the thing to which all symbols ultimately point: the central reality in the universe where God and creation meet. 

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