Article
Books
Culture
Education
Wisdom
5 min read

We need libraries: they expose our limitations

These physical monuments to our own ignorance instil knowledge and humility.
Children sit in a library listening to a story
Spellow library children's talk.
Children’s Commissioner for England.

On 19 July 2024, my wife, toddler, cat, and I moved back to our hometown of Liverpool. Ten days later, three children were killed and ten more were seriously injured following a mass stabbing at a children’s dance workshop in nearby Southport. 

In the aftermath, amid widespread misinformation about the killer’s background, riots erupted across the country. With unrest intensifying, on 3 August rioters set fire to Spellow Library, less than two miles away from our new home. The apparent reason for the fire? It contained Qur’ans. Imagine that: books in a library! (There’s an all-too-easy joke about far-right thugs not understanding what libraries are that I’ll try to resist making here.) 

Nothing the country witnessed in those riots matches the unspeakable horror that occurred within that dance studio in Southport. And yet, I found the library fire deeply unsettling. I hadn’t worked out why, until recently.  

I’m a theology lecturer and work from home a lot. I’m often listening to music while replying to emails, planning lectures, or marking essays. Recently, however, I’ve been in a musical rut. My usual stuff feels stale and nothing new catches my attention. I mostly use streaming services, and this week it hit me: the platform is the problem.  

Streaming platforms operate through search engines: I search for an artist, song, or album, and start listening. In other words, I have to know what I want to listen to before listening to it. Platforms might suggest new music, but this is invariably based on what I already like. It very rarely exposes me to anything outside my comfort zone.  

In the build-up to the invasion of Iraq in 2003, then-U.S. Secretary of Defense Donald Rumsfeld was asked about the mythical WMDs that served as the war’s McGuffin. His answer has gone down in political infamy:  

“there are known knowns; there are things we know we know. We also know there are known unknowns; that is to say we know there are some things we do not know. But there are also unknown unknowns—the ones we don't know we don't know.” 

When teaching students, I constantly stress the importance of ‘unknown unknowns’. Good education exposes us to things we don’t know that we don’t know. It gives us increasing awareness of our own ignorance. Streaming services greatly reduce the chances of finding music I don’t know that I don’t know. Instead, I listen to music I know I know, or music I know I don’t know.  

I used to love trawling through music shops, pouring over the vast sea of artists I hasn’t even heard of, imagining my favourite album was buried amid the reams of CD cases. It saddens me that I can’t remember the last time I did that. Music shops are physical monuments to my own ignorance. When I see all the artists, all the albums – even the genres! – I haven’t even heard of, I’m unavoidably confronted with my own ignorance.  

So, too, with libraries. How many times I’ve wandered the stacks of university libraries and thought “I didn’t even know there was a book about this topic!” when picking something off the shelves! And this is their value to students: they are physical monuments to their own ignorance. They instil a passion for knowledge, and a deeper sense of humility, as students are forced to grapple concretely with everything they don’t even know they don’t know

(Incidentally, this is what I’ll tell my wife next time I buy another book I invariably won’t read. I can already imagine her response: “But my love, we have plenty of physical monuments to your ignorance at home already.”) 

I found the destruction at Spellow Library so disquieting. It is a supremely, nihilistic act. It is to reject engaging with our ‘unknown unknowns.’ 

Like music streaming platforms, libraries are increasingly digital spaces. My primary experience of reading nowadays is to type something into a search bar. My reading – just like my music – is increasingly myopic; increasingly confined to the realm of ‘known unknowns’. But true humility is only fostered through engagement with the ‘unknown unknowns’ of our life. We need the physical monuments to our own ignorance. We ignore them – or, as the case may be, set fire to them – at our peril.  

There is a significant spiritual element to this, and this is why I found the destruction at Spellow Library so disquieting. It is a supremely, nihilistic act. It is to reject engaging with our ‘unknown unknowns’; a fearful unwillingness to be confronted by our own ignorance.  

In a famous graduation speech entitled “This is Water” writer David Foster Wallace encourages those present to think about the ‘water’ in which they swim. What is so ubiquitous in life that it goes unnoticed? We might call these ‘unknown knows’: things we simply take for granted. On a theological level, the physical nature of our existence is one such phenomena. That we exist somewhere and somewhen is not a given; both space and time are creatures, too.  

And this ought to make us reflect: why are we made to be physical if we might not have been? The Bible is clear that this physicality is a gift. So much so that God Himself chooses to dwell amongst us in physical form. The Christian story is that, in Jesus Christ, God becomes human. The Christian Gospels go to great pains to stress his physicality. He eats, He sleeps, He cries, He bleeds. He reads from physical scrolls when in the synagogue.  

That God-given physicality means I can surround myself with the depth and breadth of my own creaturely ignorance; with my ‘unknown unknowns’. To my shame, I don’t do this often enough, and my increasingly digital life makes this harder. I have become physically detached from my ‘unknown unknowns’.  

And so, now Spellow Library is reopen, I am going to make a concerted effort to visit and support society’s physical monuments to my creaturely ignorance. They may make me uncomfortable as I am overwhelmed by the extent of my limitations, but they may also just make me humbler. And that is the real gift of our God-given physicality.  

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Review
Culture
Digital
Fun & play
4 min read

The grand narrative that’s made it on mobile

The Serpent & The Seed is a welcome addition to the cosy games genre.

Giles Gough is a writer and creative who hosts the God in Film podcast.

A mobile game still shows a robin standing close to a seated man.
Mungo and Adam.

The Serpent & The Seed is a game with a difference: an imaginative retelling of the world's greatest story. In a world overtaken by an evil serpent, you play the character of Mungo, a young robin encouraged by his owl friend to read an old, mostly forgotten book that holds the promise for salvation.   

Released last Easter by Discipleship Tech (the creators of the Prayer Mate app) The Serpent & The Seed aims to tells the story of the Bible as a mobile adventure game. Turning the Bible story into an app feel like quite a novel idea. A cursory search shows that there’s no shortage of Bible based games to play on your phone, but most of them appear to be quiz or trivia based. Seeing this grand narrative, from creation to crucifixion, in game form feels both novel and inevitable, how you might imagine seeing the gospel story be put on film for the first time. “Throughout history, Christians have created, shaped and used technology for God’s glory” the Discipleship Tech website tells us; seen in that light, using a mobile game to deliver the gospel is simply the next step in a line of technological use that stretches back to the invention of the codex.  

Although the game has only been in development for just over four years, it’s had a much longer gestation period than that. “It's an idea I've had for about 20 years now,” says project leader, Andy Geers, “I grew up playing lots of computer games and knowing Jesus and getting to know the Bible better… So I kind of thought: wouldn't it be great if we could combine those two things?” Geers says that the catalyst for this game was a research project. According to the Bible Society’s Lumino research project, a quarter of the UK population are "open to the Bible and finding out more". The Serpent & The Seed is Geers’ way of meeting that need.  

This is clearly a labour of love for all involved and it shows. The dialogue sparkles with cheeky irreverence at times thanks to scriptwriting from Amy Green (BAFTA-winning writer/developer of That Dragon Cancer, the video game centring on the loss of her infant son, Joel). Ostensibly aimed for players ‘9+’, the narrative has to dance around some of the more unpleasant parts of the Old Testament, which it does so lightly and humorously. At one point in the Garden of Eden level, Adam tells our robin character Mungo, that naming things is hard work, and he needs a rest. Mungo then ponders whether Adam has any idea what hard work is! The framing narrative of talking animals in a world full of thistles and thorns ruled by an evil tyrant has shades of Narnia, which may have been an unconscious influence and is very much appreciated.  

One particular highlight is the musical interludes. The developers aimed for the music to be a leading character in this mobile game, and the score was composed by song-writing duo Poor Bishop Hooper. When you unlock another chapter in the game, the almost transcendent songs kick in, combined with the logo appearing in its beautiful lettering, creating an enjoyable experience. It also features music from Canadian artist Jim Guthrie, whose Superbrothers: Sword & Sworcery EP was something of an inspiration for the atmosphere of the whole game.  

The game appears to be connecting with the public, many of whom are praising its art design. Greg Clifton’s illustrations are soothing and light-hearted (I’m pretty sure Moses is rocking an awesome quiff). “It seems to be pitched as a chilled, interactive story with some minor puzzle solving, a subgenre that is increasingly popular these days,” writes gamer and RS teacher Natalie Minaker. “I imagine that this game can provide a few hours of mental respite to any stressed-out Christians!”  

Unfortunately, the lack of challenge is hard to avoid mentioning. As this game is telling a very well-established story, there’s very little jeopardy and as a result, the pace lags a little in parts. “The gameplay is gentle and seems to promote a sense of mindfulness rather than any real sense of peril or challenge,” continues Minaker. In certain levels there are Christian themed takes on popular mobile games - Angry Birds, Flappy Bird, and even Snake (which will be a pang of nostalgia for those of us who had a Nokia in the 90s). What is clear is that playability takes a back seat to story here, and when that story is the Bible, that’s understandable. There’s also a distinctly estuary English accent to the voices shouting “hosanna” as Jesus enters Jerusalem on a donkey which might momentarily take you out of the story, but this is merely nitpicking.  

Whether it will effectively compete for pre-teens’ attention in a saturated market remains to be seen, but this is another useful tool to have in a kids or youth leader’s toolkit. It might also serve as the kind of homework an RE teacher could set that the students might enjoy completing! Older gamers or committed Christians might not find much of the content particularly revelatory, but they may find its gentle pace and soothing aesthetics a welcome addition to the emerging ‘cosy games’ genre. 

Celebrate our 2nd birthday!

Since Spring 2023, our readers have enjoyed over 1,000 articles. All for free. 
This is made possible through the generosity of our amazing community of supporters.

If you enjoy Seen & Unseen, would you consider making a gift towards our work?

Do so by joining Behind The Seen. Alongside other benefits, you’ll receive an extra fortnightly email from me sharing my reading and reflections on the ideas that are shaping our times.

Graham Tomlin
Editor-in-Chief