David Bentley Hart on Heidegger and the ‘evasion of the mystery of being’ in the west

“Martin Heidegger (1889-1976) –a morally problematic figure, admittedly, but not to be dismissed–was largely correct in thinking that the modern West excels at evading the mystery of being precisely because its governing myth is one of practical mastery. Ours is, he thought, the age of technology, in which ontological questions have been vigorously expelled from cultural consideration, replaced by questions of mere mechanistic force; for us, nature is now something “enframed” and defined by a particular disposition of the will, the drive toward dominion that reduces the world to a morally neutral “standing reserve” of resources entirely subject to our manipulation, exploitation, and ambition. Anything that does not fit within the frame of that picture is simply invisible to us. When the world is seen this way, even organic life–even where consciousness is present–must come to be regarded as just another kind of technology. This vision of things can accommodate the prospect of large areas of ignorance yet to be vanquished (every empire longs to discover new worlds to conquer), but no realm of ultimate mystery. Late modernity is thus a condition of willful spiritual deafness. Enframed, racked, reduced to machinery, nature cannot speak unless spoken to, and then her answers must be only yes, no, or obedient silence. She cannot address us in her own voice. And we certainly cannot hear whatever voice might attempt to speak to us through her” (David Bentley Hart, The Experience of God, pp. 311-312).

Stranger Things and the difference between virtual and physical RPGs

I have been watching Stranger Things on Netflix, and thus far I love the show (for a few reasons I won’t get into here – I will only add that I’ve been successfully able to watch it occasionally rather than clothing myself in athletic gear, and watching the whole thing in one night). One thing about the show got me thinking. There is a scene at the beginning of the first episode in which the young boys are playing a Role Playing Game (Dungeons and Dragons, I believe). I played the same game (RPG) for a little while in grade 7. I stopped playing in part because I noticed even then that the game had become an obsession for me (for whatever reason I think I may tend towards obsessing about things that interest me, rather than being able to moderate my participation and enjoyment). Even so, the obsession I had with playing an RPG in grade 7 was moderated by a few things.

As a kid I had to work hard at feeding my obsession with RPGs because of the basic creaturely constraints of space and time. In Stranger Things we see how the mother of one of the characters operates as a moderating influence. She has an eye on the clock. She intervenes. When they physically disperse, the game stops. They go to their homes (or not). They eat. They go to school. They need to plan to play again. The planning itself takes time for preparation. Physical RPGs involve real-world interaction between individuals who are immersed in a narrative by way of a story teller. The games are themselves tactile, with dice and paper at least, along with your own ‘I don’t want to shower today mom’ grime and smell.

 

There is a vast array of RPGs in New Media and some of them are massive (they are actually called MMORPGs – or for the uninitiated Massively Multi-player Online Role Playing Games). The online form of these games means the basic creaturely constraints of space and time are negated or absent entirely. Physical community is unnecessary in order for the game to work. Our primal biological and typical way of gathering as a community of human beings for entertainment has been short-circuited by instant access to the internet wherever we are, and at any time. As a teacher at an inner-city high school in London, I could notice how World of Warcraft (for example) was having a detrimental effect on some of my students. The obsession of the game could be indulged almost seamlessly around mealtime, bedtime and home-work (if that happened). My guess is that some of the young people exerted influence on the family dynamics in order to play more, taking supper into their rooms, and spending more and more time closed away from the other members of their family. Admittedly for some of them the game was a relief from certain harsh realities.

I think it is worth thinking about space and time in general as we consider New Media. How can we  engage with New Media in, at least, a benign way if not a positive way? It has been my observation that immersion into such games comes at the expense of looking after your body and letting your mind rest. It has a detrimental impact on all other areas of your life. I think for those people who can play MMORPGs for a little while (say 3 hours once per week) there is much enjoyment to be had. It would be not so different than watching a movie. However, I think that many of these games are intentional about making it difficult to detach and do other things. Without the basic creaturely constraints, our minds are at risk of being altered and artificially stimulated to obsess in a way that does not necessarily involve the other aspects of our lives (physical interaction with other humans, the feeling of warm sunlight on our skin, showering, eating, sleeping…). Something of primal importance for us is being lost, or at least marginalized, namely story-telling and community, not to mention actual physical adventures in the forest on our bikes.

Continue reading “Stranger Things and the difference between virtual and physical RPGs”

Intelligent Design (like scientific materialism) is a post-Christian and effectively atheist view of the universe.

“Much of what passes for debate between theist and atheist factions today is really only a disagreement between differing perspectives within a single post-Christian and effectively atheist understanding of the universe. Nature for most of us now is merely an immense machine, either produced by a demiurge (a cosmic magician) or somehow just existing of itself, as an independent contingency (a magical cosmos). In place of the classical philosophical problems that traditionally opened out upon the question of God–the mystery of being, higher forms of causality, the intelligibility of the world, the nature of consciousness, and so on–we now concern ourselves almost exclusively with the problems of the physical origin or structural complexity of nature, and are largely unaware of the difference.

The conceptual poverty of the disputes frequently defies exaggeration. On one side, it has become perfectly respectable for a philosophically illiterate physicist to proclaim that “science shows that God does not exist,” an assertion rather on the order of Yuri Gagarin remarking (as, happily, he never really did) that he had not seen God while in orbit. On the other side, it has become respectable to argue that one can find evidence of an Intelligent Designer of the world by isolating discrete instances of apparent causal discontinuity (or ineptitude) in the fabric of nature, which require the postulate of an external guiding hand to explain away the gap in natural causality. In either case, “God” has become the name of some special physical force or causal principle located somewhere out there among all the other forces and principles found in the universe: not the Logos filling and forming all things, not the infinity of being and consciousness in which all things necessarily subsist, but a thing among other things, an item among all the other items encompassed within nature” (David Bentley Hart, The Experience of God, pgs 302-303).

C. S. Lewis on isolation and discussion in the modern world

“In any fairly large and talkative community such as a university, there is always the danger that those who think alike should gravitate together into ‘coteries’ where they will henceforth encounter opposition only in the emasculated form of rumor that the outsiders say thus and thus. The absent are easily refuted, complacent dogmatism thrives, and differences of opinion are embittered by group hostility. Each group hears not the best, but the worst, that the other groups can say.”

Spoken to the Socratic Club (h/t http://www.scriptoriumnovum.com/l/club.html)

 

Leisure, culture and philosophy

“Culture depends for its very existence on leisure, and leisure, in its turn, is not possible unless it has a durable and consequently living link with the cultus, with divine worship.

The word “cult” in English is used exclusively, or almost exclusively in a derivative sense. But here it is used, along with worship, in its primary sense. It means something else than, and something more than, religion. It really means fulfilling the ritual of public sacrifice. That is a notion which contemporary “modern” man associates almost exclusively and unconsciously with uncivilized, primitive peoples and with classical antiquity. For that very reason it is of the first important to see that the cultus, now as in the distant past, is the primary source of man’s freedom, independence and immunity within society. Suppress that last sphere of freedom, and freedom itself, and all our liberties, will in the end vanish into thin air.

Culture, in the sense in which it is used above, is the quintessence of all the natural good of the world and of those gifts and qualities which, while belonging to man, lie beyond the immediate sphere of his needs and wants. All that is good in this sense, all man’s gifts and faculties are not necessarily useful in a practical way; though there is no denying that they belong to a truly human life, not strictly speaking necessary, even though he could not do without them. Continue reading “Leisure, culture and philosophy”