Review
Culture
Film & TV
Friendship
4 min read

Guardians of the Galaxy’s longing for an enchanted universe

We are not isolated bodies who happen to be coexisting in the coldness of space. Krish Kandiah reviews Guardians of the Galaxy Volume 3.

Krish is a social entrepreneur partnering across civil society, faith communities, government and philanthropy. He founded The Sanctuary Foundation.

Five people in red jump suits help each other stand together.
Marvel Studios.

The final instalment of Director James Gunn’s hugely popular Guardians of the Galaxy trilogy has hit the cinemas. This threequel about a relatively obscure set of characters from the Marvel Comic Universe (MCU) has been incredibly well received. It’s set to outperform the first two films in the series as well as other MCU films like Iron Man and Captain America, widely known household names before their stories were transported from comic page to silver screen. 

I went to watch Guardians Volume 3 at the cinema on Coronation weekend with my daughter and was struck by the relative ease that it navigated cultural diversity. It offered a fascinating perspective on cultural inclusion and empowerment thanks to the radical diversity of its central characters.  

There’s an orphaned boy abducted and brought up by space pirates to become a master thief.  There’s a widower and bereaved father whose whole family was massacred but has a gift for nurturing children despite his ferocity. There’s also an abuse survivor rebuilt as a cyborg , a sentient teenage tree, an adopted empath with antennae and a genetically modified racoon.  

The Guardians are not just a performative or representational diversity but a functional one. They are the most unlikely synergistic team whose sum is far greater than any of its parts. 

These characters represent not simply different ethnicities but wholly different species – plant, mammal, humanoid. None of them seem to be included for purposes of tokenism: each brings essential skills or experience that make the team not only successful, but outstandingly so.   

At the Coronation Concert from Windsor Castle that was watched by 12.7 million people in the UK, the diversity on stage seemed more contrived. Despite moments of genuine beauty, dignity and pathos, the need to represent the four nations and the Commonwealth felt like it was motivated primarily by a desire not to offend, a tick box exercise of inclusion rather than a line-up that made coherent sense as an aesthetic whole. 

The Guardians are not just a performative or representational diversity but a functional one. The unlikely heroes are drawn together through a vision bigger than themselves and are willing to risk their lives on numerous occasions to save the universe. They are the most unlikely synergistic team whose sum is far greater than any of its parts. This is not just idealism – the well-known McKinsey report showed the legitimate competitive advantage that diversity brings, promoting a breadth of cultures, gender and ages in the C-suite of major businesses.  

Diversity works. Diversity also sells. The movie industry is slowly waking up to the need of baking in diversity rather than simply waiting for the global markets to lap up the US leftovers. Films are now being made for a global audience from the beginning. The Marvel franchise are buying into this big time: with Black Panther and Shan Chi tapping into the potential for Black and Asian audiences to engage with the brand.  

Most of the Guardians heroes begin life isolated, abandoned, rejected, betrayed or bereaved. During the course of the films, their social coldness thaws and they each find the warmth of fellowship, community and even family.

Perhaps Marvel can do for diversity in the film industry what Spice Girls did for diversity in the music industry. The girl band was deliberately designed by marketeers with audience demographics determining the very make-up of the group which somehow managed to transcend its inception and help a generation of young girls realise there were many different ways to express femininity that broke traditional stereotypes and yet could harmonise. The Spice Girls showed that femininity could include ferocity, sporting ability, elegance and cuteness and no one was the lesser for it. Girl power was in my opinion a positive cultural contribution. It engendered acceptance.  

The Guardians trilogy speaks to our cultural longing for an enchanted universe where we are not isolated bodies who happen to be coexisting in the coldness of space but a place where we are known for who we really are and are loved and accepted, despite our differences. Most of the Guardians heroes begin life isolated, abandoned, rejected, betrayed or bereaved. During the course of the films, their social coldness thaws and they each find the warmth of fellowship, community and even family.   

The storyline is not a new one. Thousands of years ago another disparate group of outcasts were brought together on a mission to save the world. They were hunted down for their allegiance to that mission but did not give up on their belief that God wanted to create a genuinely inclusive community, where people of all abilities, genders and race could experience welcome as equals. Jesus Christ formed that original band of disciples and is now followed by millions. Churches at their best are similarly diverse. Rich and poor, refugees and natives, old and young, male and female and everything in between are united, not just by being in the same place at the same time, consuming religious services together, but by a purpose beyond them, seeking to share the boundary-breaking, radically welcoming love of God to all without distinction, and to be the guardians of that purpose, of our planet and of all its people.  

Article
Attention
Culture
Digital
5 min read

Let me level-up about playing games on my phone

Like all art, there's no standard for 'good', but good art doesn’t leave you puzzling over how you wasted an hour.

Mark is a research mathematician who writes on ethics, human identity and the nature of intelligence.

A gamer plays on a phone.
Onur Binay on Unsplash.

Earlier this year I got a bit too into a mobile phone game. In the game, I was master and controller of a small virtual grid of assorted shiny objects. By the flick of my finger on the screen, I’d swap the objects to try to match groups together. If I did this in the right way, then the matching objects would merge into shinier ones which would help me win the game. I’d want to know what the next shiny thing would be and how I could use it to beat the next level. 

I first started playing on my commute to work – usually I like to read or write and listen to music and sometimes to catch up on emails – but on that day I felt too tired for any of that. The puzzles started easy but got gradually harder. They were challenging enough to occupy the mind, but never felt too taxing, and the satisfaction-hit from each small win along with the visuals and sound-effects made me really want to keep playing. On the train home, it felt easier to just open the app and play a few levels than do anything else. I’d start the journey by telling myself I’d do a few levels and would do something else, but I’d easily spend the best part of the journey rearranging shiny objects. 

I knew this wasn’t ideal. I’ve come to see my commutes as a rare unfilled moment, each a scrap of time, a space to read and think, and I was filling this gift with a pixellated dopamine hit. I’d try to stop and bargain with myself – setting a limit of say five levels per journey, but knowing this to be an arbitrary number, I’d blow straight through it. There are other empty moments, waiting for the bath to run or once the children are in bed, but these other scraps are empty only in appearance, and I started to play in these too. 

My phone has a ‘sleep mode’ which tries to mitigate the by now well-documented negative effects of phone use on sleeping – lower sleep quality, duration and interference with circadian rhythms. In sleep mode, you choose a time – after this the colours of your phone will be replaced by black and grey. I started using this feature, thinking that at least if I dulled the bright colours to greys then I’d take the enjoyment out of playing and it’d be harder to tell the shiny squares apart. It was a good try, but it didn’t work. I learnt to tell the grey objects apart, and played on. 

Mainly, what I'm not doing when I’m glued to my phone is engaging with life.

You’ve heard it before, but our devices are not that good for us – excessive smartphone use fuels depression, anxiety and insomnia, and the average teenager spends seven to eight hours a day in front of a screen. Smartphones are closely related to social media - a recent study found one in six adolescent girls showed signs of social media addiction. Smartphone use has become a well-worn topic with a familiar set of talking points: How lucky we are to have all the world’s knowledge in our pocket; how bad we should all feel about being so distracted; how smug we can feel about the fools stuck to their phones. These discussion points aren't new - many of the concerns about smartphones and screen-time started decades earlier in response to TV and video games. 

These concerns are certainly valid, but I find it easier to consider what some of my smartphone habits are stopping me from doing. I'm not sure I'd advocate that we all stop using smartphones - having easy access to the Internet is a huge convenience, but I do pause to think about what I'm not spending time doing when I obsessively scroll or click. I'm also not convinced that all mobile games or even all social media use is bad. Computer games can be entertaining and thought provoking. Like all art, there's no globally agreed standard about what's good, but good art doesn’t leave you puzzling over how you wasted an hour. What differentiates social media and certain phone games is their business model – your time and attention is their revenue stream. 

Mainly, what I'm not doing when I’m glued to my phone is engaging with life. If I put the phone down, I could be more attentive to the people I'm with – be able to listen to all the subtle ways we tell each other how we are – in short, I could be more fully present. I could read books, and I could read whole magazine articles or news stories on my phone, actually stopping to read rather than scrolling from headline to headline. Or I could do nothing and just be, undisturbed. If I’m commuting, I could enjoy the scenery or just let my mind wander. And I can remember that even in the quietest moments I'm not alone - God is always alongside us, and we can always spend time and speak to Him in prayer. Even for a few short moments to lift up the joys and troubles of the day. 

“Well”, you may say, “That's all very nice hearing about these possibilities I could enjoy if I clawed back time from social media and freemium games. But how do I actually do it!?” Most of the answers I’ve found to this involve either stopping the habit completely – deleting the app or even not having a smartphone, or else they involve enforced periods away. Some have found that a digital detox of several days or weeks has helped to reset their relationship with tech, others set fixed times in their day when they can and can’t use their devices or certain apps, and some observe a “digital sabbath” where they intentionally avoid or reduce technology use for a full day each week. 

As for me, my only way out was to delete the shiny object game, losing all record of all 1,500 completed levels. Given that I rejected my own help by outsmarting “night mode”, I doubt moderation would have helped. Unsettlingly, my fingers and part of mind really seemed to miss it. As I unlocked my phone, I’d feel a tinge of absence, as though checking my emails or messages didn’t have the same grip as matching colourful blocks 

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