Video Games as the catalyst for
religious experience
One possibly absurd topic that I've
always thought would be interesting to investigate is the possibility
of a virtual experience or video game creating an emotional event
similar to that of a religious experience. Interestingly, I'm not the
first to research this matter. There's actually an entire body of
articles written on the medium and its capability to producing
momentous or emotionally significant experiences. But what is it that
constitutes a religious experience? And how might a synthetic
experience give way to a real religious experience? These are the
questions I will explore in this blog.
As we've discussed in class, a
Hierophany, or more commonly, a revealing of the sacred, is an
experience that provides a system of value and order to ones life.
The profane world, frequently understood to be the realm of the human
world order, is a universe devoid of objective value and one requires
an experience of the sacred in order to find a point-of-center in
life. Video games, are thus associated with the profane world order.
But what I find interesting is that so much of so-called “religious
experience” takes place and is structured according to profane
actions. Rituals, for example, are facilitated by humans, yet the
experience itself held sacred. So then, is it possible for a virtual
experience crafted by humans in profane existence to generate a
sacred and religious one?
According to an article
written by Kyle Chayka, it can and it does. World of Warcraft, a
massively multiplayer online role-playing game, provides a massive
environment rife with mythology for players to interact in and
experience together. Chayka compares this experience to that of
entering a cathedral such as Chartes. As is commonly known,
Cathedral's, especially from the high gothic period, were created in
order to sustain an other-worldly experience. Stained Glass, which
creates colored light and high pointed arches all draw one's eyes up
toward heavens. As Sam Lieth notes in his article on World of
Warcraft and religious experience, “Cathedrals don’t really have
narratives […] but they do have a mythos — a system of stories —
behind them.” These mythologies, present in both video games and
religion, provide a backdrop for the individual's experience of the
space. Walking into a Cathedral without a belief in Christianity may
still create a profound seemingly “religious” experience in the
same way that seeing the expertly crafted world in a video game
might.
Ultimately, it is matter of personal opinion as to whether these experiences are true or not but the topic is incredibly interesting nonetheless.
Ultimately, it is matter of personal opinion as to whether these experiences are true or not but the topic is incredibly interesting nonetheless.
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