WHEN WE THINK OF ART, we usually think of paintings, literature, or film: media that take us outside of ourselves and help us experience a time, place, feeling, or philosophy. Works of art have the potential to move us, sometimes profoundly.

What we don’t think of—not immediately, anyway—are video games. Games are artifacts of pop culture. At best, they’re fun, relatively benign distractions. At worst, they’re violent, desensitizing affairs promoting antisocial behavior. Video games are not, generally speaking, considered transformative or artistically ambitious.

But that might be changing. In recent years, developments in the gaming world covering everything from graphics to narrative structure are changing the low-culture perception of video games, with complex stories that challenge players and sometimes even help them consider the theological.

“Video games are this amazing reflection of how we see the world,” video game developer Ryan Green told Sojourners. “There’s a relationship between the player and the creator of the game that also reflects how we view God. You can see the hands of the designer at any given point.”

Letting love change you

Green and Numinous Games, the production company he co-founded with his wife, Amy, are at the forefront of this movement. They’re the creators behind That Dragon, Cancer, a game detailing the emotional and spiritual journeys of the Greens during their son Joel’s four-year battle with cancer, from which he died at age 5.

That Dragon, Cancer is an empathy game, a video game allowing players to interact and identify with a specific emotional or social experience, with the goal of making the player more sensitive to the issue it presents. In the case of That Dragon, Cancer, the Greens invite players to share their process of hope, doubt, and mourning through a series of interactive vignettes reflecting their experiences during Joel’s illness.

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