Article
Culture
Film & TV
Monsters
Weirdness
Zombies
5 min read

Zombies: a philosopher's guide to the purpose-driven undead

Don’t dismiss zombiecore as lowbrow.

Ryan is the author of A Guidebook to Monsters: Philosophy, Religion, and the Paranormal.

A regency woman dabs her mouth with a bloody hankerchief.
Lilly James in Pride and Prejudice and Zombies.
Lionsgate.

Writing from his new book, A Guidebook to Monsters, Ryan Stark delves into humanity’s fascination for all things monsterous. In the second of a two-part series, he asks what and where zombies remind us of, and why they caught the eyes of C.S. Lewis and Salvador Dali 

 

On how Frankenstein’s monster came to life nobody knows for sure, but he is more urbane than zombies tend to be. Nor do Jewish golems and Frosty the Snowman count as zombiecore. The latter sings too much, and both are wrongly formulated. Frosty comes from snow, obviously, and the golems—from mere loam, not what the Renaissance playwrights call “gilded loam,” that is, already pre-assembled bodies, which is a zombie requirement. Tolkien’s orcs function likewise as golem-esque monsters, cast from miry clay and then enlivened by the grim magic of Mordor. We do not, for instance, discover scenes with orc children. 

And neither is Pinocchio a zombie, nor Pris from Blade Runner, but dolls, automatons, and C3POs border upon the land of zombies insofar as they all carry a non-human tint. Zombies, however, carry something else as well, a history of personhood, and so in their present form appear as macabre parodies of the human condition writ large. They are gruesome undead doppelgangers, reminding us of who we are not and perhaps—too—of where we are not. Hell is a place prepared for the Devil and his angels, Christ tells us in the book of Matthew. And maybe, subsequently, for zombies. 

Kolchak, in an episode of Kolchak: The Night Stalker aptly titled “The Zombie,” correctly discerns the grim scenario at hand: “He, sir, is from Hell itself!”  

C.S. Lewis pursues a similar line of thinking in The Problem of Pain: “You will remember that in the parable, the saved go to a place prepared for them, while the damned go to a place never made for men at all. To enter Heaven is to become more human than you ever succeeded in being on earth; to enter Hell is to be banished from humanity. What is cast (or casts itself) into Hell is not a man: it is ‘remains.’” Lewis makes an intriguing point, which has as its crescendo the now-famous line about the doors of Hell: “I willingly believe that the damned are, in one sense, successful, rebels to the end; that the doors of Hell are locked on the inside by zombies.” I added that last part about zombies. 

I make this point—in part—to correct those in the cognoscenti who dismiss zombies as a subject too lowbrow for serious consideration.

Not everyone believes in Hell, of course, yet most concede that some people behave worse than others, which also helps our cause. Indeed, part of zombiecore’s wisdom is to show that bad people often produce more horror than the zombies themselves. Such is the character of Legendre Murder, a case in point from the film White Zombie. Not fortunate in name, Mr. Murder runs a dark satanic mill populated by hordes of zombie workers, which is the film’s heavy-handed critique of sociopathic industrialization. The truth to be gleaned, here, is that zombies did not invent the multinational corporation; rather, they fell prey to it. 

We might think, too, of Herman Melville’s dehumanized characters from Bartleby the Scrivener: Nippers, Turkey, Ginger Nut, and the other functionaries whose nicknames themselves indicate the functions. From an economic standpoint, their value becomes a matter of utility, not essence, which is Melville’s reproach of the despairingly corporate drive to objectify personhood—of which zombies are an example beyond the pale. They might as well be fleshy mannequins, in fact, and as such provide the perfect foil for the human being properly conceived. 

Here, then, is why we do not blame zombies for eating brains, nor do we hold them accountable for wearing white pants after Labor Day, as some inevitably do. They cannot help it—in ethics and in fashion. Perhaps especially in fashion. The best we can hope for in the realm of zombie couture is Solomon Grundy, the quasi-zombie supervillain who holds up his frayed pants with a frayed rope, a fashion victory to be sure, however small it might be, though “zombie fashion” is a misnomer in the final analysis. They wear clothes, but not for the same reasons we do. 

The point holds true for Salvador Dali’s zombies as well, most of whom find themselves in nice dresses. I make this point—in part—to correct those in the cognoscenti who dismiss zombies as a subject too lowbrow for serious consideration. Not so. Exhibit A: the avant-garde Dali, darling of the highbrow, or at least still of the middlebrow, now that his paintings appear on t-shirts and coffee mugs. Burning giraffe. Mirage. Woman with Head of Roses. All zombies, too ramshackle and emaciated to live, never mind the missing head on the last one, and yet there they are posed for the leering eye, not unlike those heroin-chic supermodels from Vogue magazine in the late 1990s. Necrophilia never looked so stylish. 

The zombie’s gloomy predicament bears a striking resemblance to that of the Danaids in the classical underworld, those sisters condemned to fill a sieve with water for all eternity...

But never let it be said that zombies are lazy. They are tired, to be sure. Their ragged countenances tell us this, but they are not indolent. Zombies live purpose-driven undead lives. They want to eat brains, or any human flesh, depending on the mythos, and their calendars are organized accordingly. No naps. No swimming lessons. Just brains.  

But we quickly discern that no amount of flesh will satisfy. There is always one more hapless minimart clerk to ambush, one more sorority girl in bunny slippers to chase down the corridor. In this way, the zombie’s gloomy predicament bears a striking resemblance to that of the Danaids in the classical underworld, those sisters condemned to fill a sieve with water for all eternity, an emblem of the perverse appetite unchecked, which has at its core the irony of insatiable hunger. And as the pleasure becomes less and less, the craving becomes more and more. The law of diminishing returns. So, it is with all vices. The love of money demands more money, and the love of brains, more brains. 

And so, in conclusion, a prayer. God bless the obsessive-compulsive internet shoppers, the warehouse workers on unnecessarily tight schedules, and the machine-like managers of the big data algorithms. God bless the students who sedate themselves in order to survive their own educations, taking standardized test after standardized test. And God bless the Emily Griersons of the world, who keep their petrified-boyfriend corpses near them in the bedroom, an emblem of what happens when one tries too mightily to hold on to the past. And God help us, too, when we see in our own reflections a zombie-like affectation, the abyss who stares back at us and falsely claims that we are not the righteousness of God, as Paul says we are in 2 Corinthians. And, finally, Godspeed to Gussie Fink-Nottle from the P.G. Wodehouse sagas: “Many an experienced undertaker would have been deceived by his appearance, and started embalming on sight.”  

  

From A Guidebook to Monsters, Ryan J. Stark.  Used by permission of Wipf and Stock Publishers.   

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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