09 December 2004

effects of gaming

These things all deserve consideration and response from thoughtful Christians.

" How are these virtual worlds/games impacting daily life? Consider the following fascinating MASTER OF THE YOUNIVERSE learnings:
• In games, the individual is always the star. Which then translates to gamers expecting to be a star in the real world, in daily life, in the workforce, wanting to lead and to stand out.
• In games, there's always a solution, gamers just have to find it. Pounding on a problem until it gets solved may then translate into more persistence and optimism when not behind the console as well.
• In games, failure is part of success. Anyone who tries a new game fails multiple times before getting it right, so the Gamer Generation is more willing to take risks. (Sources: USA TODAY and 'Got Game', by John Beck and Mitchell Wade.)"


I hadn't considered as closely as perhaps I should this trend, though Michael Moynagh picks it up as 'just for you' personalisation. What does this mean for church /Christian mission?
Well the advice to sellers is "Only solution to avoid total commoditization in a MASTER OF THE YOUNIVERSE world: to be unique, one of a kind, to let the customer personalize, customize or even better co-create with you your goods, services, processes and experiences."
Which is what alt.worship is about to some extent, the co-creator insight is important, the more so since there is something in that about the image of God ... Cell church is also picking up on it to some degree.
TRENDWATCHING.COM Newsletter | Global Consumer and Marketing Trends | December 2004

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"Spend and tax" not "tax and spend"

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