Ditto Allen
Anna S. Paine
828.582.5683
Terra Firma - Grounded Change
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-----Original Message-----
From: Management, Spirituality & Religion [mailto:
MSR@AOMLISTS.PACE.EDU]
On Behalf Of Allen Stout
Sent: Monday, May 15, 2006 12:51 PM
To:
MSR@AOMLISTS.PACE.EDU
Subject: Re: An interesting case study in spirituality and business
Don,
It's hard for me to see much of a difference between a shooter saying
"Praise the Lord" after a kill, and one saying "Make my day, punk" (a
Clint Eastwood, Dirty Harry line).
I think a really good question would be to ask just what spiritual
messages such a game is really providing.
For example, would it be OK, then for the CEO of the
company to fire an employee (i.e., make a kill), if he
says "Praise the Lord." after doing it?
One could also ask what the relationship is between "cool" and
spiritually uplifting.
Finally, given the answers to the previous two questions, I wonder if
the company's employees actually feel spiritually fulfilled by their
work.
Allen Stout
Academic Advisor
Adjunct Professor, Public Administration
University of La Verne
stouta@ulv.edu
909-484-3858
---- Original message ----
>Date: Wed, 10 May 2006 22:58:05 -0700
>From: Don McCormick <
don_mccormick@REDLANDS.EDU>
>Subject: An interesting case study in spirituality and business
>To:
MSR@AOMLISTS.PACE.EDU
>
> Hi All
>
> The front page of the Los Angeles Times had a very
> interesting story today about spirituality and
> business. A successful game designer "found himself
> yearning for more spiritual work." He left the
> mainstream video game business and ultimately
> started a company that created a sophisticated,
> "cool" video game based on the best-selling,
> evangelical Christian "Left Behind" book series.
>
> The article poses the question of the spirituality
> of creating a first person shooter video game. It
> isn't like other first person shooters, though. One
> of the creators says that he hopes it gets young
> people "to think about matters of eternal
> importance." In this game, there are "people saying,
> 'Praise the Lord' after they blow away the bad
> guys." Also, on the good guy's side, "soldiers lose
> some of their spirituality every time they kill an
> opponent and must be bolstered through prayer."
>
> I find it a fascinating case of business strategy
> and spiritual strategy--both on the organizational
> level of the company's goal of influencing the
> spirituality of young people and the individual
> level of the spiritual aspirations of its creators.
>
> I might use it as a case in a future class. Any
> ideas about good discussion questions for it? Or
> other ideas about the key issues or dilemmas it
> raises?
>
> - Don
> -------
> Don McCormick, Associate Professor
> University of Redlands School of Business
> 1200 E. Colton Avenue, Redlands, CA 92373-0999
>
dwm2@cwru.edu
>
http://newton.uor.edu/FacultyFolder/DMcCormick
> "The end of all education should surely be service
> to others." - Cesar E. Chavez
>
> ----------------------------------------
>
> Converting Video Games Into Instruments of God
>
> A title based on the 'Left Behind' books embraces
> the medium's violent style. It may reach a new
> audience, but can it impart spiritual values?
> By Dawn C. Chmielewski, Times Staff Writer
> May 10, 2006
> Praise the Lord and pass the ammunition.
> As the video game industry gathers at the Los
> Angeles Convention Center this week for the annual
> Electronic Entertainment Expo, a devout group of
> publishers is praying for a direct strike on their
> elusive target: the eternal souls of game players.
> One game, "Left Behind: Eternal Forces," which
> debuts today at the expo, features plenty of
> biblical smiting, albeit with high-tech weaponry as
> players battle the forces of the Antichrist in a
> smoldering world approaching Armageddon.
> The creators hope the game packs enough action to
> appeal to a generation of kids reared on such titles
> as "Grand Theft Auto: San Andreas" and subtly coax
> them to consider their own spirituality.
> "Eternal Forces" is part of a new wave of religious
> games coming out at a time when the mainstream
> industry faces increasing criticism that its
> products celebrate misogynistic mayhem. Another
> publisher is marketing games based on the "Veggie
> Tales" series of Christian videos for children.
> Another is pitching "Bibleman: A Fight for Faith,"
> about a superhero who stands up for the word of God
> with his sidekicks Cypher and Biblegirl.
> Games "will be a new tool to get the two-minute
> generation to think about matters of eternal
> importance in a way that isn't religious," said Troy
> A. Lyndon, one of the "Left Behind" game's creators.
> Christian-themed games historically have had limited
> appeal. Developer Digital Praise has sold a reported
> 30,000 copies of its most popular product, a
> Christian title called "Dance Praise." By contrast,
> "Grand Theft Auto: San Andreas" has sold 5.1 million
> copies worldwide.
> " 'Left Behind' has the Antichrist, the end of the
> world, the apocalypse," said co-creator Jeffrey S.
> Frichner. "It's got all the Christian stuff, and
> it's still got all the cool stuff."
> That's why industry watchers predict that titles
> like "Eternal Forces" will find a broader audience
> in the same way Christian houses of worship like
> Pastor Rick Warren's Saddleback Church in Lake
> Forest have attracted followers in part by not
> being overly doctrinaire.
> "The reason that I think this game has a chance is
> that it's not particularly preachy," said Michael
> Pachter, an analyst at Wedbush Morgan Securities. "I
> will say some of the dialogue is pretty lame
> people saying, 'Praise the Lord' after they blow
> away the bad guys. I think they're overdoing it a
> bit. But the message is OK."
> The game is based on the best-selling series of
> "Left Behind" books, which offer an account of the
> end times as predicted in the biblical book of
> Revelation. One of the series' authors, Tim LaHaye,
> said the game had the potential to communicate ideas
> such as salvation to people who might not think of
> themselves as particularly interested.
> "We hope teenagers like the game," LaHaye said. "Our
> real goal is to have no one left behind."
> But critics counter that, in an effort to make
> Christian games appealing, developers such as Lyndon
> and Frichner are doing little more than putting a
> religious veneer on the same violent fare.
> "We're going to push this game at Christian kids to
> let them know there's a cool shooter game out
> there," said attorney Jack Thompson, an author and
> outspoken critic of video game violence. "Because of
> the Christian context, somehow it's OK? It's not OK.
> The context is irrelevant. It's a mass-killing
> game."
> The game's heroes belong to a group of fighters
> called the Tribulation Force, people whose husbands,
> wives or children disappeared in the Rapture. This
> is the moment referred to in the title when, some
> Christians believe, God calls the faithful to
> Heaven, leaving the rest behind to face seven years
> of tribulation.
> The game is set in New York City, where the
> Tribulation Force clashes with the Antichrist's
> Global Community Peacekeepers in a tale that makes
> the United Nations a tool for Satan. Each side
> attempts to recruit lost souls in the battle for the
> city. "Eternal Forces" is a so-called real-time
> strategy game players act as battlefield
> generals for their virtual armies, deciding where to
> place units and when to order attacks or retreats.
> In the game, Tribulation squads unleash the usual
> arsenal against the Antichrist: guns, tanks,
> helicopters. But soldiers lose some of their
> spirituality every time they kill an opponent and
> must be bolstered through prayer. The failure to
> nurture good guys causes their spirit points to
> drop, leaving them vulnerable to recruitment by the
> other side.
> The player's choices prompt intervention by angelic
> forces or unleash demons who feast on the faithful.
> As players progress through the increasingly
> difficult levels, they see Scripture passages
> presented as secret scrolls and hear inspirational
> music.
> In multiplayer games, participants can choose to
> command the Antichrist's forces.
> Unlike many earlier religious games, "Eternal
> Forces" looks and plays like a big-budget
> production. That's because 41-year-old Lyndon knows
> how to develop a game for a broad audience. He was
> part of the original team that created one of the
> most bankable sports franchises: Electronic Arts
> Inc.'s "Madden." In his long career, Lyndon has
> worked on more than 50 titles.
> But Lyndon said he found himself yearning for more
> spiritual work.
> In 1999, he left games and worked with the Jesus
> Film Project, an organization that distributes
> around the globe a two-hour docudrama about the life
> of Christ, and with the Campus Crusade for Christ.
> Frichner and Lyndon's wife, Robilyn, urged Lyndon to
> return to his game-making roots to turn the "Left
> Behind" books into a form of electronic evangelism
> aimed at teens.
> The 14 "Left Behind" books, which LaHaye wrote with
> Jerry B. Jenkins, have sold about 65 million copies.
> Lyndon and Frichner recognized that the series had
> all the elements of a successful game namely,
> action and conflict.
> It took 18 months to raise enough money to secure
> the license from Tyndale House, the Christian
> publisher of "Left Behind," in 2001. They financed
> the early game development themselves, with Lyndon
> mortgaging his home twice and Frichner selling his
> house to raise cash. Some programming is done in
> Kiev, Ukraine, to limit costs. After the commercial
> success of Mel Gibson's "The Passion of the Christ,"
> the two were able to raise the money to finish the
> project.
> "There's an audience here," said A. Larry Ross,
> president of a Dallas-based Christian public
> relations firm that helped to market Gibson's
> "Passion" and three movie adaptations of the "Left
> Behind" books.
> "In addition to the youth audience that's the
> primary target there are parents who are
> concerned about what their children are exposed to
> and are encouraged by products that are biblically
> based," Ross said. "I would assume, if there is
> violence, it's the cosmic struggle of good versus
> evil, not gratuitous violence."
> To be sure, religious games make up a tiny piece of
> the $25-billion global game market. Most are
> distributed online by publishers or sold in
> Christian stores, not the big retailers that sell
> most games. Some analysts estimate that Christian
> games could rack up $200 million in annual sales
> within five years.
> Ralph Bagley, a spokesman for the Christian Game
> Developers Foundation in San Diego, said he had seen
> demand for Christian games grow as parents rejected
> the escalating violence and explicit sex in
> mainstream games.
> "We're just tired of all that. It's really run its
> course. The shock value has worn off, and people see
> it's not good," Bagley said. "The game industry will
> deny this that these games do end up in the
> hands of the younger kids. We've got to provide some
> high-quality alternatives and hope the parents and
> grandparents will take the time to walk in and make
> the right choice."
> Bagley said he saw demand for his games skyrocket
> during last year's holiday season. They include
> "Catechumen," an adventure set in 1st-century Rome
> in which a young Christian attempts to rescue his
> mentor from demonically possessed soldiers without
> resorting to violence. That title, released in 1999,
> ranks as the best-selling Christian PC game of all
> time with 80,000 copies sold.
> To generate buzz for "Eternal Forces," Lyndon and
> Frichner plan to distribute 1 million sample discs
> to churches nationwide.
> Not surprisingly, Left Behind Games' attempt to make
> Christianity accessible to youngsters through the
> use of lethal firepower has its critics. Thompson,
> for instance, said he severed ties with Tyndale
> House in a dispute over "Eternal Forces."
> "It's absurd," the video game critic said. "You can
> be the Christians blowing away the infidels, and if
> that doesn't hit your hot button, you can be the
> Antichrist blowing away all the Christians."
>
>
>
> - Don
> -------
> Don McCormick, Associate Professor
> University of Redlands School of Business
> 1200 E. Colton Avenue, Redlands, CA 92373-0999
>
dwm2@cwru.edu
>
http://newton.uor.edu/FacultyFolder/DMcCormick
> "The end of all education should surely be service
> to others." - Cesar E. Chavez
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