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Archive for April, 2009

Wait, I think I may have figured out the problem

April 8th, 2009 No comments

The New York Times reports,

Pirates commandeered a United States-flagged container ship with 20 American crew members off the coast of Somalia on Wednesday, the first time an American-crewed ship was seized by pirates in the area. [...]

The Maersk Alabama was at least the sixth commercial ship commandeered by pirates this week off the Horn of Africa, one of the most notoriously lawless zones on the high seas, where pirates have been operating with near impunity despite efforts by many nations, including the United States, to intimidate them with naval warship patrols. (emphasis mine)

Yeah, because that’s how they stopped Blackbeard. Intimidated his head right off his shoulders.

UPDATE (04/08/09 at 1:03pm): Good news.

American crewmen have regained control of a hijacked U.S.-flagged cargo ship off the coast of Africa, the Pentagon confirmed Wednesday. [...]

Somali pirates hijacked the cargo ship Wednesday hundreds of miles from the nearest U.S. military vessel in some of the most dangerous waters in the world.

Late Wednesday morning, the military confirmed that the crew had regained control of the vessel by overpowering the pirates, taking one pirate into custody and throwing three overboard.

Sounds like they really intimidated them.

Categories: Current Events, Musings Tags: ,

Could Jesus be anything less than fully God?

April 5th, 2009 No comments

One of my students recently recounted a conversation in which his friend argued that Jesus was created by God, making him less than fully participatory in the Godhead; instead, a sort of lesser deity, perhaps somewhat akin to the Gnostic idea of a demiurge. It’s an interesting argument and one that is, on its surface, harder to respond to than the standard argument that Jesus was merely a good man.

As with the “Jesus as good man” argument, we should begin with consideration of Jesus’ own testimony. He claimed to be the I AM (John 8:58), and said, “I and the Father are one” (John 10:30). He forgave sins (Mark 2:1-12, Luke 7:44-48), and spoke with divine authority, frequently prefacing his teachings with, “I say unto you.” The contrast with the phraseology of the prophets (“This is what the LORD says”), and the religious teachers of his day who grounded their pronouncements on the authority of Scripture, would have been highly significant to Jesus’ audience. Furthermore, and perhaps most significantly, throughout the Gospels we find Jesus freely accepting worship, as in John 20:28, when Thomas falls at Jesus’ feet and cries, “My Lord and my God,” the literal Greek translation of which is, “The Lord of me and the God of me.”

In light of these historical accounts, let us consider the claim that Jesus might have been some sort of lesser god created by Jehovah. There are two significant problems with this view. First, of course, there is nothing in Scripture to suggest that there are gradients of “godness.” It’s not enough to point out that not every verse about Jesus disproves the idea that he is a lesser god, when no positive evidence has been advanced to suggest that another hypothesis is even worth considering.

The second problem is the fact that the idea of any sort of “lesser god” is simply incoherent within a Judeo-Christian framework. We may smuggle the idea in from the Greeks and the Romans, who could have lesser gods because they had whole sets of hierarchical deities, but the very foundation of Judeo-Christian thought is, “Hear, O Israel: The LORD our God, the LORD is one” (Deuteronomy 6:4, emphasis added). The Judeo-Christian God is not merely a super-powerful being à la Jupiter or Zeus, but a being possessed of maximal perfection.

This creates a stark and unbridgeable dichotomy between God and not-God. What is “almost perfect”? “Almost infinite”? “Almost God”? Speaking of a lesser god is like attempting to conceive almost-infinite. It just doesn’t work.

In fact, the closest thing to a lesser god that Scripture offers us is Satan before he rebelled. We are told that Satan’s power and glory were second only to God. He was “almost God,” insofar as the term can have meaning. Yet, his desire to elevate himself above God resulted in his downfall. (Helpfully illustrating the massive gap between infinite power and almost-infinite power.) In contrast, we see Jesus accepting worship and praise as “very God of very God,” in the words of the Nicene Creed, without giving any indication that the worship would be better directed toward the “supreme God.”

In Acts 14:8-18, Paul and Barnabas are completely dismayed when the inhabitants of Lystra conclude they are gods. If anything, it seems that the closer a being is to God, the more it would be conscious of how much not-God it is, making it even more horrified to be treated as equal with him. Yet, as noted above, Jesus accepted worship as if it was his prerogative. Either he was indeed very God of very God, or his closest analogy in Scripture is to Satan!

Categories: Theology Tags: , ,

Thoughts on video games

April 4th, 2009 No comments

A recent discussion in one of my classes regarding video games inspired me to summarize my thoughts on the topic here. There are two issues that must be considered when evaluating if and to what extent a video game is acceptable.

The first area to be evaluated relates to the content of the game itself. Any game in which a player is rewarded for behavior which would be wrong in real life should not be tolerated. Grand Theft Auto, in which players are encouraged to shoot police officers and prostitutes, is an obvious example of this sort of game. Some might argue that the rules are different in virtual reality – after all, you aren’t actually shooting anybody, and a computer pixel is just a computer pixel. Nobody is actually hurt when you beat up the prostitute or line up your sights on the back of the police officer’s head.

And that’s true. The problem, though, is not what you are doing to the policeman; rather, what shooting the policeman is doing to you. Every choice we make inexorably changes who we are on a fundamental level. We create our character by the choices we make, and no choice is without consequence. Every time I look away when someone is in trouble, I become a little more of a coward; every time I ignore the bank error in my favor, I become a little more of a cheat; every time I kick the dog, a little more cruel. Our choices make us. Hoping otherwise is like wishing that gravity would relent.

How does this apply to video games? Because video games make us choose as well. We must choose to beat the prostitute or shoot the policeman. Of course, doing so in virtual reality is less-worse than doing so in real life, but it’s merely a question of degree. American soldiers train with video-game-style simulators because experience in virtual reality transfers so easily to real life.

Beating the prostitute draws you a little closer to being the sort of man who beats women. Shooting the cop makes you value innocent life a little bit less. Obviously, this does not mean that everyone who plays GTA will becoming a cop-killing woman-beater. However, their soul has been nudged a bit farther in that direction. It is simply impossible to choose evil – even virtually – without effect. Do we really want to make the argument, “Well, yes, my soul is becoming more and more the soul of a man who would beat a woman, but I wouldn’t ever actually beat women, so it’s okay”?

It should be noted that the foregoing is not intended to be an argument against all violent video games. After all, violence is not inherently evil. Who would not want a man to be ready to defend those in need, or fight against an invading enemy, or perhaps braid a scourge of cords and clear the Temple courts? Now, I’m not suggesting that video games are the best training for such acts of appropriate violence, but a game in which players battle a legitimate enemy while following specified rules of engagement (like many war games, for example), would at least not carry the same inherent moral danger as a game in which the violence is unequivocally immoral. On the other hand, there are other concerns to be raised against even a game with unobjectionable content, which brings us to the second issue that must be considered in a discussion of the value of video games.

In a nutshell, the interactive, immersive quality of video gaming (one that will only increase) creates the possibility of its serving as a sort of “life placebo.” Why bother with the challenges, struggles, and hard-bitten victories of real life when you can pull up a game and experience the same feelings of triumph without the trouble and with the added benefit of a “reset” button if things get out of hand? In Boys Adrift, Dr. Leonard Sax writes,

It’s not hard to see how boys motivated by the will to power might have been successful in earlier generations. They might have grown up to be successful entrepreneurs, daring innovators, explorers, politicians, or soldiers. They could readily create a productive niche for themselves. [...]

If these men were reborn today, it is less likely that they would undertake a meaningful career. I suspect that a boy born today with the DNA of General Patton or Howard Hughes would more likely become a video game addict. He might have a job, but there’s a real risk that his drive and his energy would be directed into the video games rather than into his career. [...]

Football coach Greg Sullivan, Mr. Welsh’s colleague, says that he sees fewer and fewer boys playing outside when he drives around northern Virginia. “They are inside playing video games,” he says. “More kids are finding real sports too demanding.”

I’ve talked with other football coaches who describe, with amazement, teenage boys who think that because they can win at Madden NFL, they therefore know something about playing the real-life game of football. “These guys are five-minute wonders,” one coach told me. “They get out on the field, run around for a few minutes, and then they’re done. They have no endurance. They’re in pathetic shape. And they don’t want to do the work that they would have to do, to train the way they would have to train, to get in shape.”

Virtual success is much easier than real life, and no less satisfying if one doesn’t think about it too much. The flood of endorphins from a virtual touchdown or a virtual military victory is just as real, even if the accomplishment itself is not. Because video games so effectively mimic the rewards that once could only be achieved by actually living, they can divert the drive that pushes a young man toward lasting and meaningful accomplishment. If a boy has been too busy developing his skills in virtual reality to learn how to grit his teeth, dig his heels in, and do something real, when will he ever learn?

Of course, a few hours of Halo aren’t going to destroy a boy’s life, and most boys who play video games are able to do so in moderation. Picking up a joystick doesn’t immediately condemn you to a life in which your greatest accomplishment is saved on a hard drive. However, video games should be approached with the cautious awareness that they offer a powerful draw to invest too much of ourselves into struggles which are ultimately without meaning. As Plutarch observes in his Lives, “He who busies himself in mean occupations produces, in the very pains he takes about things of little or no use, an evidence against himself of his negligence and indisposition to what is really good.”

Genetic influence and human responsibility

April 2nd, 2009 No comments

Via FuturePundit, an interesting look at the influence of genetic factors on human behavior. New Scientist reports a new study of twins that suggests genetic factors affect the age of first intercourse.

“It’s not like there’s a gene for having a sex at a certain date,” says Nancy Segal, a psychologist at California State University in Fullerton who led the new study. Instead, heritable behavioural traits such as impulsivity could help determine when people first have sex, she says.

As genetic determinism goes, the new findings are modest. Segal’s team found that genes explain a third of the differences in participants’ age at first intercourse – which was, on average, a little over 19 years old. By comparison, roughly 80% of variations in height across a population can be explained by genes alone.

The study nicely illustrates a larger point about the relationship between our genetic makeup and our behavior. Contrary to what some Christians have argued (particularly in regards to homosexuality), our genes indisputably shape our personalities and lives in powerful ways. However, this does not mean, as others argue, that we are simply the sum of our genetic predispositions.

Rather, our genetic makeup provides us with traits, tendencies, and predispositions that influence but do not determine our behavior. As Dr. Segal explains in the quote above, personality traits such as impulsivity are genetically-linked, and such traits certainly affect the likelihood that one will lose one’s virginity at an earlier age. If we picture an axis ranging from Strong Self Control on one end to Significant Impulsivity on the other, our genetic makeup contributes to where we fall on that axis; and where we fall on the axis is certainly relevant to the question of how easily sexual temptations will be resisted.

However, genetic predisposition does not equal necessity, a point that the study also makes. “On the other hand, conservative social mores might delay a teen’s first sexual experience… Indeed, Segal’s team noticed a less pronounced genetic effect among twins born before 1948, compared with those who came of age in the 1960s or later.” As FuturePundit’s Randall Parker explains, “This supports an argument I’ve made here previously: the breakdown of old cultural constraints on behavior frees up people to follow genetically driven desires and impulses. We become more genetically driven as external constraints weaken.” Or, looking at the flip side, the stronger our internalized moral code, the more likely it is to overcome genetic predispositions towards illicit behavior.

Our genetic makeup matters. It creates the set of traits, tendencies, and predispositions – the “raw material” – that we have to work with, and different people have different raw material. What we make of what we are, though, is ultimately up to us.