Gamification and Spiritual Formation
Jane McGonigal believes there are four factors that make online games like World of Warcraft so engaging:
- They surround us with people willing to trust them with a world saving mission that is on the verge of what you can achieve but is still achievable.
- They provide a community of collaborators, that want/need our help and input.
- They give us a role to play in an epic story.
- They offer ongoing positive reinforcement.
These factors combined with the achievement of what McGonigal calls the “Epic Win”, “An outcome that is so extraordinarily positive that you had no idea that it was even possible until you achieved it…almost beyond the threshold of imagination and when you get there you are shocked at what you are truly capable of,” provides the foundation for the depth of engagement that online gaming produces.
So when I look at McGonigal’s research and I look at the early church, there’s no wonder why the church grew so rapidly in those early days. Read over that list again. Then re-read the Gospels. Is that not what Jesus offered his disciples? Is that not the path of discipleship?
I think it’s time to redeem gaming. Instead of using games as a way to escape from real world suffering, we need to use games to inspire people to solve real-world problems.
It’s easy for us to look down at gamers for spending so much time in a virtual world solving virtual problem. But maybe the blame lies with us…for making an individualistic, mission-less, passion-less, story-less reality.
Instead of looking down at gamers, maybe it’s time to create world-changing games that help people tell a better story.
I’ll share one way we plan on doing this next Friday.
What’s your story?
KB