Author: Frank G. Bosman
Publisher: Routledge, 2019
Price: $49.99 (amz)
Binding: Paperback
Pages: 265
This question has been debated for as long as video games have existed. For millions of people, the answer is a resounding, yes! Video games are now widely played and represent an entertainment industry that rivals or dwarfs many comparable mediums such as music, movies, and spectator sports.
In Gaming and the Divine: A New Systematic Theology of Video Games, Frank Bosman seeks to remedy this scholarly lacuna. Noting that “video games have become one of the most important cultural artifacts of modern society” (i), Bosman aims to demonstrate the value of theology to the academic study of these games. In the opening chapters, Bosman provides a theology of culture that guides his theological reflection (chapter one) and also a method for studying digital games (chapter two).
Here Bosman argues that both a proper understanding of the discipline of theology and also a working knowledge and experience of games themselves is required for this type of study. He also lays out the variegated ways that religion might appear in a video game (see 46-51). The game could explicitly include religion in its story or environment (material religion). A game could make reference in some way to religious traditions and practices (referential religion). A game could develop themes that are usually associated with religion (reflective religion). A game could ask players to enact or participate in rituals that have religious connotations (ritual religion). Finally, the playing of a game itself might be understood to be a religious act (gaming as religion).
With this broad framework for religion in video games,
Bosman examines seven theological topics and provides several case studies for
each theme (chapters three through eight). Some games position the player to
function like a divine figure within the game’s world (theomorphism: creational
theology). Other games involve self-sacrificial heroes that echo the actions
and movement of Jesus Christ (Christophorism: christology). A common feature of
games involve artificial intelligence and robots. These storylines prompt
questions about what it means to be human (Homo
roboticus: theological anthropology). The presence of violence and evil in
the world is a frequent theme in many genres. If God exists, these games pose,
how does he relate to the suffering and violence that also exist in the world (Kyrie eleison: theodicy and the problem
of evil)? Moreover, within the story and gameplay of many games, there is a
morality system and a series of ethical choices of various stripes that the
player must navigate (The wicked problem of being alive: ethics). Finally, the
theme of death itself is treated in several different ways both as a feature of
the story and also of the player experience (Game over: thanatology).
Bosman ends his book with a chapter examining the spectrum
of ways religion is critiqued within video games. In most of the case studies
mentioned above, Bosman highlights instances where “inspiration from religious
traditions, especially Christianity is used to create believable worlds and to
inspire game narratives.” However, he also shows the way games “shed a much
darker light on organized and institutional religions” (205). Religion is
variously depicted as 1) a fraud or illusion; 2) a system that requires blind
obedience; 3) an institution that incites violence; 4) an indication of
intellectual madness or chaos; or 5) a form of intolerance and suppression.
Bosman develops these categories in order to demonstrate that video games are cultural
artifacts that embody these types of theological critiques of religion. They
participate in a kind of “digital iconoclasm” that illustrates or assumes
social discourse about the effects of religious practices and beliefs (see
240-43). Rather than simply reject these critiques of religion, Bosman argues
that religion criticism in games “can have great theological value if the
faithful let themselves be inspired to critically examine their own collective
and individual behavior and history” (243).
These chapters represent the bulk of the book and also one
of the substantive contributions of this work. Through his detailed and
thorough analysis of a wide range of games, Bosman demonstrates that
theological training enhances our understanding of the message and experience
of many video games. Moreover, video games themselves warrant careful study for
their theological message, their engaging narratives, and their implicit and
explicit interaction with religion (whether this be appropriation or repudiation).
For example, the game BioShock Infinite
begins and ends with baptismal scenes that require theological analysis to
unpack. At the heart of the game’s narrative, too, is an embedded critique of
American exceptionalism, the damage of racism on a society, and a Christianity
compromised by partisan politics (see 234-40 for Bosman’s analysis). This kind
of in-depth analysis and engagement with both the theological disciplines and
the intricate workings of the games themselves is a clear strength of this
volume.
Bookending these chapters is Bosman’s articulation of two
hypotheses that guide his approach to engaging video games theologically. His
first major assertion is that “video games are genuine loci theologici” (6). By this Bosman means that video games can be “sources
of God’s self-revelation” alongside of Scripture, tradition, creation, and
culture (7). This assertion is expanded in Bosman’s development of a cultural
theology that involves “the academic-theological search for God’s
self-revelation in our cultural artifacts” (7; cf. 15-32). His second major
assertion is that “the act of playing particular games can, in some specific
cases, be interpreted as a religious act in itself” (8). Defining a religious act
as in part a “repeatable symbolic action involving God,” Bosman defends the
idea that “certain gamers, when playing certain games, can interpret—and be
interpreted—as acting religiously” in a similar fashion to “more traditional
acts like praying, fasting or celebrating” (9).
For Bosman, these two assertions are integrally linked. In
his concluding remarks, Bosman extends these claims. Because God’s
self-revelation can be found in cultural objects like video games, Bosman
contends, playing them can be a genuinely religious act. As he states directly,
“God reveals Himself to us as Creator, Savior and Whole-Maker” (250). In this
scenario, the player is “not only a witness to God’s self-revelation but also
an actualization of this revelation” (253). Because games are participatory by
nature, this action involves “contributing to God’s self-revelation” (253). In
the end, Bosman sees video games and the playing of them as “semi-sacramental”
acts that convey grace, reveal God, and participate in the divine economy
(255-56). In this sacramental understanding, video games are “new vehicles of
God’s self-revelation and grace” (256).
While Bosman clearly articulates and forcefully argues these two contentions, many Protestant or evangelical theologians will disagree at just this point of his approach. From this vantage point, cultural texts like video games could be a source of theology but never a locus of divine revelation. Video games can contain theological content, make theological arguments, and enter a discourse about God and the world. However, they would not in and of themselves reveal previously undisclosed meaning about who God is and how he works in the world.
As influential works of art, quality video games merit theological analysis and often directly or implicitly engage theological areas (making the bulk of Bosman’s work here a major contribution to this area). However, the further claims about video games having the sacramental capability of conveying grace and revelation are much more controversial from an evangelical perspective. Benefiting from the careful development of theological categories throughout the volume and their intersection with the detailed examination of a wide spectrum of games does not require acceptance of these aspects particular of Bosman’s overarching approach.
In summary, this work helpfully highlights the quality and
depth of many video games. They are worthy of analysis because of the
achievement of their form and also the real effect that they have on players of
all ages. Bosman successfully demonstrates that a serious study of video games
from a theological perspective is possible and profitable. Because of its
comprehensive framework, further work in this area can both build upon and
extend Bosman’s work and also dialogue with it as new directions are forged.