Showing posts with label narratives. Show all posts
Showing posts with label narratives. Show all posts

Saturday, April 4, 2015

My thoughts on the origin of religion

One of the greatest blessings of pursuing my Ph D. is how it has increased an understanding of my religious faith. My experience of studying folklore and narratology has significantly impacted my understanding of the Judeo-Christian faith. On this occasion, I want to blog about how my Ph D. experience has impacted on my faith and has provided me with a deeper understanding of the origin of religion.

For those who are unfamiliar with my journey, I began my studies pursuing independent readings into folklore. Later I changed direction a bit and pursued studies in narratology, storytelling, and later narrative analysis. [1] It is these related areas of knowledge that has furnished me with a deeper understanding of how religions like Judaism and Christianity originate.

According to secular theories, religion originates due to people's fear and a need for security in an insecure world (Robinson, 2014). Others talk about natural selection favouring human beings with a God gene to help to create a more social cohesive group or society (Wade, 2009). However, my studies in folklore and narratology have helped me see a new perspective (outside of faith-based theories) for how religions like Christianity and Judaism originate.

Let us begin by using the concept of a "meta-narrative" as a metaphor for religion. According to Aryes (2008), a meta-narrative is a narrative about narratives or a narrative above narratives. Narrative itself is often seen as being based on real or lived experiences. Labov (1972) defined narrative as the recapitulation of experience. Benjamin (1984), on the other hand, states that the storyteller produces stories from the raw material of experience. Religion, like narrative, is born from real characters and experiences, which are structured into a coherent telling for transmission to others. After all, religious narratives are but meta-narratives, bringing together many characters, experiences and real events, into a coherent unified structure that interprets and provides some sense-making across various fragmented (or smaller) narratives.

You find this in the Passover narrative of the birth of Jewish identity and cultural independence. It begins with characters (Pharaoh and Moses) and key events (such as how the Jews escaped Egypt and established a home in Canaan). You also find this in Christianity with the character of Jesus, who inspires a band of followers to establish a new group (and religious) identity. Religion, unlike some mythologies, are based on real geographic settings and are either based on or inspired by real characters and events. These are not fables devised by wild imaginations, but originate from real characters that have real experiences in real places and who share these experiences in the form of narratives with others.

Over time, others may add to the narrative or take away from the narrative. This is especially the situation with oral narratives. However, writing narratives cause them to become more fixed, albeit dis-placing contextual information about the narrative. With oral narratives, the storyteller can give facial expressions and other gestures to help communicate how the narrative should be understood or the intended meaning of his or her words. In addition, the storyteller's audience can ask for clarification and the storyteller can point out locations and show where the actual narrative or event unfolded (especially if the storyteller is in the geographic area of the narrative). The written narrative actually decontextualizes the narrative and removes it from a set location and a particular storyteller in order to make it more transportable over distance and time.

Hence, once we understand these ideas, we can see how religious narratives are not fictional creation or construction of imaginary characters or events. Rather, religion is more mixed-fiction (if not non-fiction), drawing on the real as well as using the imagination  and sense-making faculties to produce a coherent and unified meta-narrative to structure the experiences of several characters and events over time. Hence, understanding religion is not just about looking for a gene or examining the function of religion in societies. It is more than that. It is about understanding narrative knowledge, storytelling and narrative practices. I find that this is hard for a secular society that depends on science and logic driven by quantitative data and methods for producing knowledge, while at the same time devaluing the personal experience and narrative-based knowing.



Notes:

[1] - I see folklore studies as a broader field of study that includes the study of oral lore and narratives that are told by ordinary folk.



References:

Aryes, L. (2008). Meta-narrative. In L. M. Given (Ed.), The Sage Encyclopedia of Qualitative Research Methods (pp. 508–509). Thousand Oaks, CA: Sage Publications. doi:10.4135/9781412963909

Benjamin, W. (1969). Illuminations, ed. and with an Introduction by Hannah Arendt. Trans. by Harry Zohn. New York: Schocken Books.
Labov, W. (1972). Language in the inner city: Studies in the Black English vernacular. Philadelphia: University of Pennsylvania.

Robinson, B. A. (2014). Some theories on the origins of religion. Religious Tolerance.org: Ontario consultants on religious tolerance. Retrieved from http://www.religioustolerance.org/rel_theory1.htm

Wade, N. (2009, Nov. 14). The evolution of the God gene. The New York Times. Retrieved from http://www.nytimes.com/2009/11/15/weekinreview/12wade.html?_r=0

Tuesday, March 4, 2014

Idea for a Bible theme virtual world game

I have been continuing my online storytelling course and have moved to the module about storytelling in computer games. On a previous occasion on this very blog, I've blogged about the need to create a quality Bible-narrative game. Well, I've given some more thought to the merits of a well designed Bible themed game and have some ideas that I want to share.

First, before I walk you through my Bible-narrative themed game, I want to make it clear that a well-designed Bible game can prompt players to dig deeper into the Bible. I've spoken to gamers who have told me that when they've gotten really into a game, they become interested in researching the backstory behind the game. From my conversations with avid or serious gamers, I believe that a well narrated Bible video game can prompt users to want to know more about the Bible and the world(s) of the Bible.

That said, I now invite you to imagine with me a new Bible game: a Biblically based virtual world, lets say based in heaven (or the new earth).

So the setting of the game is in heaven or the new world that God has created where there is no evil. Where Satan has been forever banished. In this setting, the player can do certain actions that they cannot do in our real world such as fly, walk through solid objects and even walk on water. In addition, you can walk around and converse with other characters, some computer generated while others are online players like yourself. The computer generated characters will tell you their testimony of how they came to be saved and also ask about yours. (Obviously, some characters will be angels and will not have such testimonies)

In this world, you amass points by attempting to accomplish three goals:

  1. Find and converse with historical Bible that are hidden throughout the world
  2. Collect Bible mentioned artifacts or items such as (the 12 stones in the ephod of the high priest of Israel) scattered throughout the world
  3. Answer Bible quiz questions correctly to unlock a new level in the game/world
End of imagination. Back to reality. So that is it for now, until I have something more compelling to say. But I am willing to consult and collaborate with anyone interested in creating such a Bible game universe. So just putting this out there.

God bless you.

Friday, August 16, 2013

The quest for quality video games with a Biblical narrative

I am not a serious gamer. The only two games that I really play are Scrabble and Chess. These are the only two games that I play online (sometimes). Due to a very busy life and schedule, I have little time for games.

Nonetheless, I was recently reading about video games and education from Prensky (2006), the author of Don't bother me mom-I'm learning! I have also been reading a number of other arguments for children playing video games (Franceschin et al., 2013; Olson, 2010; Shaffer, Squire, Halverson & Gee, 2004). This reading got me thinking that video games are the new media for thinking and working. Many video games are based on narratives and stories (Laurel, 2001). In fact, I agree with the readings that it is possible that a child could learn complex concepts from engaging with the media and in particular the rich narrative that the media can tell.

So I thought that I would take the challenge of looking up video games based on Biblical-narrative to see if per chance I could discover any such game that I would not feel guilty as a parent letting my children play. After all, a video game based on a Biblical narrative would help them think about God's word in a new way and a new medium.

My first search lead to not so encouraging results. The first article I discovered made it clear that Bible narrative based video games have been critiqued for being of poor quality. Brown (2007) in an article critiquing Bible-themed video games states that "devout fundamentalists often make incredibly bad game designers".

I was further discouraged by the video games that I did retrieve, which seemed to have the potential to teach my children erroneous doctrine, like the example of the Left behind game, which is based on the distorted doctrine of the secret rapture (I really need to blog about that another time). Another such Bible narrative-based video game is the game El Shaddai: Ascension of the Metatron, which unfortunately makes Lucifer into a good guy (Flagged by me for deception. Lucifer is not virtuous guy, or at least he's not a virtuous character today).


Later on, while reading Prensky (2006), I discovered that there is a Christian Game Developers Conference. But from the look of their website, I don't think I want to see their games: http://cgdc.org/. I do appreciate though their motivation to use the medium for God's glory.


Eventually, I decided to enlarge my search to finding a Jewish Bible game. (Jews seem to be the masters at tell good stories and narratives). I came across this guy, Alex, who suggests that Bible narrative could make good games, especially seeing that there are a lot of wars in the Bible (Alex, 2010). I totally agreed with Alex on his last point that doing a David versus Goliath game would really be cool: "Give the player a slingshot and have him go to town. It’d be awesome."


On making better games with a Biblical narrative, I just want to suggest that the problem with Bible games is that we cannot make just Bible quiz games that drill in people facts, but we need to use Bible narrative to get players to negotiate and experience the conflicts of the Bible and Bible characters. So in all seriousness, we need more Biblical narrative role-playing games. Too bad my drawing and programming skills aren't so good for me to participate in bringing such games into being.


Reference:

Alex (2010, Jan 3). The quest for the Jewish videogame. Hipster Jew [blog post]. Retrieved from http://hipsterjew.com/jewish-videogames/

Brown, S. (2007, Nov 18). PrayStation: The 6 most misguided Christian video games. CRACKED. Retrieved from
http://www.cracked.com/article_15672_praystation-6-most-misguided-christian-video-games.html

Franceschini S., Gori S., Ruffino, M., Viola S., Massimo M, Facoetti A. (2013). Action video games make dyslexic children read better. Current Biology, 23(6): 462 - 466.

Laurel, B. (2001). Utopian entrepreneur. Cambridge, Mass.: MIT Press.

Olson, C. (2010). Children's motivations for video game play in the context of normal development. Review of General Psychology, 14 (2): 180-187.

Shaffer D.W., Squire K.R., Halverson R. & Gee J.P. (2004). Video games and the future of learning. Phi Delta Kappan 87, (2): 105-111. Retrieved from http://www.academiccolab.org/resources/gappspaper1.pdf

Sunday, May 5, 2013

Comic books and the gospel

On Saturday May 4, 2013, on my way to church, I saw the longest line that I have ever seen in Canada. It was a line that started at the comic bookstore and went all the way down to the end of the street, turning the corner unto another street. My wife commented "it is as if they are lining up for an important document". Unknown to her, but not to me, it was Free Comic Book day. Even still, it was surprising to see so many persons lined up in the sun, waiting to receive a free copy of a comic book! Some were even in costumes! Nevertheless, it tells of the human's fascination with heroes and villains and such narratives.

In my consumption of spiritual perspectives on comic books and superheroes, I have come across the view that states that comic book heroes are simply replacement gods. This view is thus articulated in the following paragraph:
Every culture since the dawn of time has told fantastical tales of heroes that have saved humanity from some unspeakable evil. The effect these mythological tales had on humanity when the true Savior Jesus Christ arrived on Earth was devastating, many didn’t recognize Him because they were seeking a much different hero. Did the Devil blind us from Christ’s first coming by flooding the world with counterfeits of God’s prophesies? Since Super Heroes in comics are based on classical myths, is the Devil blinding us again from the greatest supernatural event the world will ever witness, Christ’s second coming?
 Alternately, I have also read another spiritual perspective that suggests that
While [superheroes] themselves might not always speaks  outwardly about religion and the Gospel, their storylines make implicit, and sometimes explicit, points about theology. In this way the superhero myths direct readers toward the interface between popular culture and religious ideas... (Oropeza, 2005 p. 4)
Considering this, my perspective on the matter is simply that as Christians, while we may not share the beliefs and mythology as presented in comic books, we must recognise that comic books sometimes base their storylines on Biblical imagery (such as apocalyptic battles) and are the stories that the current generation and age are well versed in. It is important then for us to study to show ourselves approve, knowing the storylines and the way that comic books take Biblical ideas and imagery and twist them or use them to rewrite the theology of our everlasting gospel. But most importantly, we must be conversant in these stories to be able to engage the culture and share our gospel with them. I look at how Apostle Paul was able to engage the Hellenic or Greek community, because he was cognisant of their mythological views.

This does not mean that we must arduously consume comics. None theless, at least knowing the narratives and storytlines from Wikipedia or encyclopedias should be sufficient to give us some level of acquaintance with the narratives in order for ur to be able to identify similarities and differences between comic narratives and the Bible narrative.

References:

Oropeza, B.J. (Ed.). (2005). The gospel according to superheroes: Religion and pop culture. New York : Peter Lang.

See the video below: