The whole issue of entertainment has been a long
discussed topic in Christianity. It isn’t a modern phenomenon – this
very issue has been entertained (pun intended) for centuries. And should
there ever be anyone who treads on the thin ice of this topic; to
question, probe, and offer guidelines to entertainment, he will
invariably face some opposition. This writer is in fact prepared for
opposition, but hopes and prays that the principles and arguments
brought forth in this article would enlighten and challenge some young
minds and, as we shall see in this article, some not-so-young minds.
Concerning the entertainment of Christians, there are
many opinions. And concerning the topic of videogames (VG) and whether
to play them, there are even more opinions. There are many organizations
that fight against the VG industry with rabid vigor (such as Mothers
Against Videogame Addiction and Violence; www.mavav.org) and
others which defend the playing of computer games with equal vigor (such
as the @ Zone Gaming Centers; http://www.atzonegaming.com/whats-new.html).
Which is correct?? Is it entertainment or is it enslavement? In order to
understand the issues involved, let us take a look at the history of VGs
(which will also include PC games).
The History of Videogames
Avid videogamers should at least be familiar with one
name: Ralph Baer. After all, he is the father of VGs. In 1966, he
invented the pilot version of Pong. This was then marketed with a
system called the Odyssey in 1972. It was a chase game with two spots on
a screen. It had no sound, no color, and no way of keeping score.
Subsequently, in 1975, Atari came out with its home version of Pong.
Very soon after that, arcade games were invented; this became a money
making industry where manufacturers would spend more money building a
unit, but receive much more in returns as gaming became centralized,
with more customers, and played at an affordable price. Then in 1982,
the famous Atari 2600 (I had my very own system) was released and the
world famous Pac Man was born.
Some Videogaming Statistics
Since VGs have been around for awhile, it is only
natural to assume that many people have played it. In fact, it is
without question that we all have either played VGs or know someone who
does. The average age of videogamers in the USA is 28 years. And this is
probably not very far off from the Singaporean average. If the average
is 28, that must mean that many not-so-young people play VGs regularly.
Whereas it is not surprising to read that 79% of American children play
VGs on a regular basis, averaging 8 hours a week (so says a University
of Chicago research), it may shock many to note that a year 2000 survey
done revealed that 60% of all men, women, and children surveyed played
VGs routinely. But when we give this some thought, it shouldn’t surprise
us, because if the average age is 28, that means there’s a grown-up in
his 30s, 40s, or even 70s glued to his video screen. Thom Gillespie, a
professor at Indiana University, says, "Like rock music in the 60s and
70s, the game industry is driving culture at the moment."
And it is indeed a driving culture. Last year,
according to CNN, it took in more money than even the movie industry –
US$10.3 billion compared to US$9.5 billion. The games aren’t just
Pong anymore. The systems aren’t just Atari anymore. Since the
mid-80s, systems have mushroomed up – Nintendo, Sega Genesis,
Playstation, Microsoft’s Xbox, with all their intense graphics, schemes,
sounds, etc. The PC gaming industry has also kept up by designing
intense software, with PC manufacturers in suit with their
high-performance chips and graphic cards. And there are also virtual
reality gaming rooms springing up as well, where the sense of touch, on
top of the usual visual and aural senses, is appealed to.
Since VGs were invented 30 years ago until now, games
have consistently become more realistic with their sounds, themes, and
graphics; what will they be like in the next decade? Increasingly,
Christians must be wiser with their entertainment choices. Moral
decisions have to be made. But we do need the right kinds of information
to make the right kinds of choices. What kinds of VGs are out in the
market?
Kinds of Videogames
There are many different kinds of VG categories. In
fact, naming the games, the different categories, and to which gaming
console/medium they belong would probably fill up this entire weekly
article. But here is a brief list to give you an idea of what is out
there: Action-Adventure, Cards, Driving and Racing, Educational,
Fighting, Game Design, Massive Multiplayer Online, Music and Dance,
Puzzle, Role Playing, Simulation, Sports, and Strategy.
Under Action-Adventure, there are games like
Commando, Resident Evil, Behind Enemy Lines, and the famous Tomb
Raider series. In Resident Evil 3, the hero, Jill Valentine,
is trapped in a town crawling with hordes of flesh eating zombies,
hideous mutants, and a relentless new nemesis; she must rely on cunning
and brute force to stay alive. It must do wonders for one’s spiritual
life to think upon the living dead! Under Cards, there are games like
Hearts, Spades, Solitaire, and Spider Solitaire; all found
within Microsoft Windows, with which many adults are familiar, spending
much time playing during their 3 hour long lunch breaks.
Educational Games teach players how to type, how to
do arithmetic, and even how to improve vocabulary through Scrabble.
Simulation Games include flight simulators, The Roller Coaster Tycoon
Games which requires the player to design theme parks, and 911
Paramedics which has the player rescue and resuscitate victims of
car-jackings, murders, heart attacks, etc. A reviewer commented, that it
was "graphically awesome with real life videos. The patients looked so
real and as a person who tends to gross out easily, I had to actually
shut my eyes through a few procedures, like the large and bleeding open
wounds. I would not suggest this game to anyone who gets queasy easily."
The Role-Playing Games include such games as Ever
Quest, Final Fantasy, and Dungeons and Dragons (D&D).
In D&D, the goal of the game is to kill an extremely powerful
Wizard named Kaedin who tortured the land. The player is to take on the
role of different characters to cast spells and face hordes of demons.
There is also now a global online community playing this game in real
time. There are literally thousands of games in every category. Gone are
the days of Pong, Donkey Kong, and Pac Man. It
seems as if there are many violent and occult games. But since there are
many choices, they can’t be all bad, can they?
The Pros of Videogames
Indeed, not all VGs are bad. There are many good
games which improve one’s intellect and academic abilities. There was a
research that identified "benefits associated with creative and
pro-social uses of video games, as in physical rehabilitation and
oncology. Proponents of video games suggest that they may be a friendly
way of introducing children to computers, and may increase children’s
hand-eye coordination and attention to detail." Another research done by
Rochester University noted that videogamers have a marked increase in
their visual abilities. They can see, focus on, and process what is
happening around them 30 to 50 percent better than non-gamers. The
United States Air Force uses flight simulators to train their pilots
before letting them pilot an actual fighter plane, and even the Division
of Motor Vehicles is now using driving simulators to instruct about the
effects of alcohol on driving ability. With such pros, how can there be
any cons?
The Cons of Videogames
Unfortunately, the cons outweigh the pros. Of course,
not all of these cons apply to every VG, but many do. The first
disadvantage of VGs is their addictiveness. There are many
psychologists who are specializing in VG addiction. One study said that
one in four teenagers who plays video games feels addicted. Harvard
Medical School even has a clinic devoted to treating computer-addicted
people. It is said that symptoms include dry eyes, backaches, skipping
meals, neglecting family and friends, lying about computer use and
feeling euphoria when sitting at the computer. But aside from such
symptoms, there are also many other signs of addiction. VG addicts will
usually think about the game throughout the day, especially about how
they can beat it and ascend to the next level. Their minds will
visualize the various obstacles and devise strategies and solutions.
Their conversations will also be centered around the game. If they are
not thinking about it, they will be talking about it with their friends
or in online chat rooms. A big indicator of addiction is temperament;
their mood is affected when their game is interrupted, especially by a
parent who calls them to their homework. Of course, the most obvious
indicator is the amount of time that is spent on the game. Addicts can
spend an inordinate amount of time playing, staying up as late as 5 am,
even though they have work/school/church the next day. In the words of
an addict, "You just can’t stop playing. I just couldn’t stop. I just
wanted one more game…It turned into two, three more hours." And at the
height of his addiction, he played 6 to 8 hours a night. We are told in
1 Corinthians 6:12, that "All things are lawful unto me, but all things
are not expedient: all things are lawful for me, but I will not be
brought under the power of any." This is a sobering thought. Even the
secular world knows how powerful it can be. Which is why VG trade
association president Douglas Lowenstein issued the following statement
about VG addiction, "All those who play computer or video games need to
take personal responsibility to ensure they use games in a sensible and
appropriate way, as tens of millions of people do every day." How sad it
is when the Christian, who is supposed to have victory over sin, is
beaten by the tens of millions of unbelievers in this area.
The second disadvantage of VGs is the time wasted
playing the games. Ephesians 5:16 exhorts us to "redeem the time,
because the days are evil." How can we redeem the time if we spend 8
hours or even 1 behind a game console? Many students are unable to stay
up in their classes (or for that fact, in Sunday Services!) because of
the inordinate amount of time they spend awake at night. And a major
complaint teachers have concerning their students is that they don’t
complete their homework – and the reason given is that they lack time.
No kidding! In order to beat a game, it takes days of gaming. But what
reward is there at the end of 100 hours of gaming? Absolutely nothing!
So you beat the game. Big deal.
The third disadvantage of VGs is that they
distract from important things in life. 1 Peter 5:8 says that we are
to "be sober, be vigilant; because your adversary the devil, as a
roaring lion, walketh about, seeking whom he may devour." Satan can
surely use VGs to distract us from our spiritual lives, from our family
lives, and from pursuing the things to which the Lord has called us.
It’s almost comical when family members fight over the use of the
computer, and sad, really, when they can spend the time worshiping God
together. There’s a real case of a fight erupting between father and
son, because the father wanted to finish his Spider Solitaire game,
which he had played for the past 3 hours.
The fourth disadvantage of VGs is that they
promote wickedness. Ephesians 5:11-12 tell us to, "have no
fellowship with the unfruitful works of darkness, but rather reprove
them. For it is a shame even to speak of those things which are done of
them in secret." Any Christian will tell you it is wrong to commit
murder, adultery, and theft. These are, after all, the 6
th,
7th, and 8th Commandments. However, they won’t bat an eyelid when it is
done virtually. The verse tells us that as Christians, we should not
only stay away from doing the evil things the world is doing, but we
should not even talk about them nor find out about them. Yet, in the
game Grand Theft Auto 3, players are to murder mobsters, have sex with
prostitutes, and steal cars, all in order to gain points. There is
currently a US$246 million lawsuit filed against the makers of this game
by the families of two people shot by teenagers inspired by the game.
The teenagers told investigators they got the rifles from a locked room
in their home and decided to randomly shoot at tractor-trailer rigs,
just like in the video game.
The fifth disadvantage of VGs is that they are
harmful to your body and mind. Aside from the dry eyes and backaches
mentioned earlier, there are reports of VGs causing death. A man in
Thailand recently died due to the fact he played Half-life:
Counter-Strike all night. "The 22 year old man was hospitalized after he
collapsed in an internet café in Chiang Mai. Due to cardiac related
problems he died. As it turned out he had played CS for more than 24
hours. The anger and physical degradation became fatal." There was a
report in late 2002 which alleged that a Korean man died after playing
VGs nonstop for 86 hours and 10 days later, a Taiwanese man died after
playing for 32 hours continuously. VGs are also harmful to the mind.
They have become so realistic it can be hard to tell the difference
between the violence there, and the violence in our life. And hence we
become desensitized to violence as it stretches our tolerance of it. A
Lt-Colonel from WestPoint said that the simulators used by law
enforcement agencies and the military such as FATS (Fire Arms Training
Simulation) and MACS were used to desensitize soldiers and policemen so
that they would more readily fire their guns in combat.
Lastly, the sixth disadvantage of VGs is that they
are great money wasters. The average cost of a VG in Singapore is
upwards of $30. But after one game is conquered, another must be bought.
Playing VGs is a costly pastime/addiction, which is why piracy is such a
common phenomenon in Singapore. This is stealing. Period.
Conclusion
Let’s face the facts. There are pros and cons. But
the very fact that there are so many glaring reports against VGs shows
that this form of entertainment is at best shady. It is
entertainment, and there is liberty when played in maturity. However,
more often than not, it is not done so. Then it becomes an enslavement.
It becomes a god (vi-deo = virtual god?) I dare say, it has
become one of the major gods in the lives of the youths today. But since
the average age of gamers is 28, this god is also worshiped by older
folks. But by far, the ones enslaved by this god are the youth. How late
do they stay up? How do they do in school? How much money do they spend
on VGs? Do they throw fits when parents refuse to buy them some video
console? Do they play an inordinate amount during the Lord’s Sabbath?
That’s enslavement and spiritual adultery.
So what are we to do? Videogamers and the parents of
videogamers are to discern if there is any enslavement. Very often,
there will be. What kind of games are played? Are they shady, when it
comes to the theme? Very often, they are. How much time is spent? Is it
an inordinate amount? Very often, it is. How is the conscience? Are
there pirated games? Very often, there are. What are the results of
their gaming? Is there rebellion? Absolutely. How can any of these
things be good for their spiritual health? Will there be a whole
generation of spiritually lethargic, academically insipid, and
physically afflicted Church goers? There sure seems to be. We know what
ought to be done.
"And if thy right eye offend thee, pluck it out, and
cast it from thee: for it is profitable for thee that one of thy members
should perish, and not that thy whole body should be cast into hell. And
if thy right hand offend thee, cut if off, and cast it from thee: for it
is profitable for thee that one of thy members should perish, and not
that thy whole body should be cast into hell." (Matt 5:29-30)