Sunday, April 23, 2006


Our success-
oriented culture pushes people apart,
demands that each man and woman be an island, totally self-sufficient.
Reliance is weakness. Need is next to sin.

I’m working through an idea for a book on recreation as a means of discovering God. Here’s the synopsis. Would love to get feedback from any of you who make it through.

Game: Discovering God in Adventurous Play opens up a world of possibilities in worlds that don’t exist. Because that’s what games are — alternate realities — and that’s what games do. They do away with what is real and ask us to do the same. It follows, then, that in the perfect game, players perform foolish acts for no good reason. And in playing out these harmless fantasies, game players discover reality, what it is to live without inhibitions, what it means to finally be real.

The game is central to identity.

God made man in his own image, and although we identify God as the source of love, joy, peace, and other virtues, what lies at the bottom of God’s character is his creative power. So it is in creative play that we discover God’s image within us, waiting to break free from the oppressive propriety and maturity required in our day-to-day lives.

Imagine a 10-year-old boy teaching adults to wriggle around on their stomachs in a round of Snake-in-the-Grass. Imagine two friends on a road trip, reading billboard messages backwards, pretending to speak in a foreign tongue. Imagine a group of middle school students using dictionaries and a long cafeteria table to create their own version of shuffleboard.

When we create and play new games, we discover God’s creative power in our minds, his presence in our midst. We discover what God created us to do and be: fellow creators.

The game is central to community.

Jesus prayed that God might make us one — one with each other in heart and mind, unified with the Father so that we might truly worship him in spirit and in truth. But we live in a dog-eat-dog world where people are valued for what they accomplish not for what they become. Our success-oriented culture pushes people apart, demands that each man and woman be an island, totally self-sufficient. Reliance is weakness. Need is next to sin.

But the game turns topsy-turvy the world as we live it. In British Bulldog, the strong and the fast become victims to the cooperative efforts of smaller and slower players. Tops and Bottoms — like Lemonade — is designed around the goal of getting everybody on the same team. And no game is complete without an after-opportunity for sharing stories.

When we play together, we create shared experiences that break down barriers to vulnerability and transparency in other areas of our lives. When we learn how to play all out — hard, fair and nobody hurt — then we cease to be islands. We tag shoulders in Link-Up, strip off socks in Knock Your Socks Off, wrestle each other to the ground in Whomp-Em or Bloody Wink ‘Em. And every time we touch, we demonstrate that God is forming us into a living breathing body of believers.

The game is central to worship.

First, some background. Dualism is the ancient heresy that claims spirit is holy while the flesh harbors sin. In Western Christianity, we’ve given new life to this system in our practiced separation of sacred from secular. Why else would we believe (or live as if we believe) that worship is only worship if it occurs in a certain place (church) at a certain time (Sunday morning) with a certain group of people (other Christians)?

And what good does worship do as a shot in the arm, a kind of holy inoculation intended to keep us safe from the dangers of greed, sex and road rage? Shouldn’t worship be central rather than tacked on? And must it always include music? Or a sermon?

Here is the problem. We cannot know God unless we know ourselves. We cannot celebrate God’s goodness if we fail to recognize his beauty reflected in the lives of our fellow humans. In order to worship in spirit and in truth, we must know ourselves, and we must have community. Everything else is false.

But our churches engage in little more than a kind of parallel play. We are in the same place and doing the same things as other believers. But we are alone.

Games bridge the gap.

I once took a group of youth and adults to a grassy hill on the edge of town where we spent hours speeding down the slopes on sleds made of ice blocks. As the sun set that evening, we gathered at the top of the hill, recounting stories of close calls and heroic deeds. We dreamed up new adventures. We marveled at the orange-topped buildings in the city below set off by deepening shadows and fiery clouds that shifted from red to pink to purple to blue. We spoke of secret longings and of God. That night, we stumbled down that hill in the dark, drunk with the joy of connecting, of trusting, of being known. That night, we experienced worship.

3 comments:

Unknown said...

Hey Eric,

I'm finally done with finals so I got to read this. I think it's an awesome book idea! The best part is the rejection of dualisms, of not allowing our sacred and our secular to be separated in our minds. How is a game worship? That's an important thing to ask, and I wish more adults would play games together. It might help us not take ourselves so seriously all the time. =)

One thing I've been contemplating for the last several years is the role of competition. Is it all bad? Can it be worshipful? Can we learn to compete in ways that build each other up? Or should we only play games that build teamwork and where "everyone wins"? Those games don't always seem as fun, though... But how can we make sure the game is something that builds everyone up, giving everyone more confidence and joy and experience of learning to move their bodies in active worship, or use their minds in thinking well, and not exclude the "losers"?

Eric Muhr said...

I'm glad you're considering the question of competition. As humans, we tend to swing from extreme to extreme, and there are plenty of Christians who want to throw out any kind of competition in favor of community. They see it as a kind of necessary evil that makes the game work but that also divides us. I question that assumption (probably because I'm competitive). But there are two forces in any game that have to be balanced. Competition gives us a reason to strive, which can lead to a kind of selfish individualism (the risk that we take). But competition within the game teaches us the need for community. In a large game, no individual can truly win without the support of like-minded individuals. Without community, competition can't get us anywhere or anything worth getting.

Rachel said...

Hi Eric. I enjoyed your post. My response is on my blog: http://bewildered-duck.blogspot.com/.