Scene from "Bible Fight" video game |
Following this week’s focus on violence at the intersection
of Christianity and popular culture, I began to think about the argument put
forth by Rachel Wagner in her article, “The Play is the Thing: Interactivity
from Bible Fights to Passions of the Christ”, regarding the unsuitability of
Jesus as a video game avatar.[1]
Although her concerns regarding the ability of video games to disrupt the
traditional linearity of biblical narration, and the dangers associated with
increased immersion, identification and levels of play are well supported, I
began to ask myself whether or not this really detracted from the ability of
games to effectively convey Jesus’ message.[2]
Wagner makes the argument that film is ultimately a better medium for the
portrayal of Jesus due to the fact the audience has a far more limited
interaction with the narrative.[3]
However, as seen in Anton Kozlovic’s article, “The Structural Characteristics of the
Cinematic Christ-Figure”, many films that effectively represent Christ, and what
he represents, do so in an highly indirect manner, with those involved in its
production likely having a far greater influence than any gamer would have
while playing a video game.[4]
Furthermore, many Christ figures, such as Superman and Obi-Wan Kenobi, have
already transcended the realm of cinema, becoming prominent video game avatars.
Thus, although the idea of playing Jesus himself may seem odd, perhaps many of
us may have already had some experience playing as this character…
A montage of Superman video games over the past 30 years....Have we already played a Christ-figure avatar?
To support her argument, Wagner draws upon a few extreme examples in
which Jesus is portrayed in video games. Her examples are offensive and, in the
case of the “Bible Fight" game, disturbing, highlighting the risks
associated with representing Jesus in gaming.[5]
However, as with many critiques concerning violence in games, the titles
mentioned do not represent the full range of gaming experiences to be had.
Furthermore, none of the examples Wagner provides have the players playing as
Jesus himself. How, then, can we be concerned about issues such as immersion,
identification and levels of play if we haven’t experienced it yet? The
kinesthetic and cognitive interaction afforded by gaming may turn out to be an extremely
effective outlet for modern youths to learn the message of Christ. As the level
of interaction present in modern video gaming increases, with new systems such
as Nintendo Wii and Xbox Kinect allowing players to operate avatars through
physical movement, the potential benefits and applications are even beginning
to surpass the expectations of the developers themselves. Perhaps by jumping on
the bandwagon and embracing this new form of learning, the Church can hold onto
to an audience it desperately needs.
The "Kinect Effect"... A commercial highlighting the potential and even unexpected uses of Xbox's Kinect system.
[1] Rachel Wagner, “The Play is the
Thing: Interactivity from Bible Fights to Passions of the Christ,”
in Halos and Avatars: Playing Video Games with God, ed. Craig Detweiler
(Louisville: Westminster John Knox Press, 2010), 47.
[2]
Wagner, 51-62
[3]
Wagner, 62
[4]
Anton Karl
Kozlovic, “The Structural Characteristics of the Cinematic Christ-Figure,” Journal of Religion and Popular Culture
8 (2004): 1.
[5]
Wagner, 55-60
Hi, nice post!
ReplyDeleteYou can read my response here: http://jesusispopular.blogspot.ca/2012/03/in-response-to-playing-god.html