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
Culture
Film & TV
4 min read

The Oscars and ourselves

Beyond the shiny escapism, the awards spotlight all our stories.

Belle is the staff writer at Seen & Unseen and co-host of its Re-enchanting podcast.

A closely cropped group of gold Oscar statues showing mostly their head and shoulders.
Oscars.org

The Oscars are a funny old thing, aren’t they? Every year, I find myself wondering why we care about them so much.  

And sure, we could go for the low-hanging answers: because the show is brimming with glamour, because it’s packed with celebrity, because we may be treated to Ryan Gosling performing his Barbie anthem with Slash. We’ve been trained to gravitate toward such things, and that makes the Oscars the jackpot. And so, while shiny escapism is an undeniable aspect of the enormous hype attached to the Academy Awards, I think it would be unfair to assume that these are the only reasons we are still so drawn to this event.   

If we’re meaning-making creatures, and I believe that we are, then these films mean something.  

I once heard renowned mythologist, Dr Martin Shaw, say that ‘story is the best way to talk about almost anything’, and I wonder if cinema is evidence of how heartily we agree. The stories that are being crafted and told are important, they matter, they actually affect things. Or, at least, the good ones do.   

And this year, when I assess the films that swept up the majority of the prizes at the 96th Academy Awards, I noticed a trend. I noticed that these films are essentially humans talking to humans about what it means to be human.   

In many ways, for better or for worse, we spent 2023 telling stories about ourselves. Allow me to break down what I mean.  

These movies tell us of our own brokenness, our own breaking-things-ness.

Oppenheimer, which won six awards, and Zone of Interest, which was the first British film to win the Oscar for Best International Film – they tell our darkest stories. We know the 20th Century horrors of the dropping of the atomic bomb and the Holocaust, but these two movies introduce us to the faces behind the horror. And, what’s more, they hauntingly remind us that those faces could have been ours. They introduce us, not to monsters that we can keep at a comfortable distance, but to people who sanction, create and do the unimaginable, and then go home for dinner with their children.   

People did these things. People like us. These movies tell us of our own brokenness, our own breaking-things-ness. They remind us that the possibility of evil is not beyond us, it is within us, and that the most dangerous thing one could do is to believe otherwise.  

But then there was the acutely tender The Holdovers, and the deeply profound Past Lives. These movies tell of our gentleness, our fragility, our innate need for intimacy; they remind us that we were designed to be known and loved. They reintroduce us to our deepest and most innate needs - The Holdovers, in particular, tells us of the sacrality of relationship. Its success has me wondering if a story of three lonely people forced to spend Christmas together in an empty boarding school could tell us more about what our souls require than any academic deep dive. 

Yet again, these films seek to tell you the story of you; they aim to be windows into the souls of the characters, while also acting as mirrors through which we can catch glimpses of our own.  

Each movie, in one way or another, was a wrestle with personhood. What makes us, us?

And finally, there were two films, Barbie and Poor Things, which, to criminally over-simplify them, are the stories of two women (or, rather, one toy and one new-born baby in the body of a grown woman… don’t ask) who are working out what it means to be a person. Both Barbie and Bella Baxter walk through worlds that are entirely new to them, but completely familiar to their audiences. They assess the good and the bad of humanity as if utterly detached from it, until they are forced to confront their own place in the worlds that they are slowly coming to terms with. As is written into the script of Poor Things and was read aloud over a montage at the Oscars ceremony,  

‘We must experience everything. Not just the good, but degradation, horror, sadness. This makes us whole Bella, makes us people of substance. Not flighty, untouched children. Then we can know the world.’ 

(Is it me, or is there a little touch of – ‘just take a bite of the apple, Eve’ in there?) 

So, you see my point – this year, in the world of film, humans talked to other humans about what it means to be human. Each movie, in one way or another, was a wrestle with personhood. What makes us, us? Where does our propensity for goodness come from? How are we this clever? And how are we this clueless? Why do we do such evil things? And why do we have such tender needs? What is the difference between the worst and the best that we could possibly be? What and why are we? Or, in the simple words of Billie Eilish’s Oscar-scooping song – what were we made for?  

And listen, perhaps this is always somewhat the case. Maybe every film can be boiled down this way, and maybe the Oscars are just a storm in a particularly glitzy tea cup. And maybe nobody would be talking about it this morning had Slash not been involved.  

But I just have this sense that these movies, and the prizes that they won, mean something. These existential-yearning kind of films, I’m not sure they’re going anywhere anytime soon – if we’re wondering what we were made for in such public places, I’m wondering if it’s because we’re also wondering the same thing in the most personal places.  

If you’re asking me, last night was filled with as many cultural heart-cries as it was prizes.