The responses for the most part could be broken into seven general categories: popular demand for Christian games, the perception of developers on marketing opportunities, the fun or entertainment value of Christian games, the quality and attractiveness of Christian game content, that Christianity is a real-world phenomena that doesn't belong in fantastical video games, social backlash against Christianity that would result from Christian game content, and societal structures that inhibit Christian influences in games already.
A small number of free responses did not fit into any of the generalized categories. Also, nearly one in three respondents within both Christian and non-Christian groups did not submit a free response of any kind.
If we look at the 'Demand' and 'Marketing' categories as a combined block concerning the public perceptions of business opportunities for Christian video games we can formulate some conjectures. First, nearly one in four respondents in both groups thought that the target audience was too low or that the video game industry perceived it as being too low to be a financially sound risk. Here are some direct quotes to that effect:
Demand. I think people are so caught up in not playing games because of content that they don't even consider requesting alterniatives
Nothing is uniquely excluding christian influences, but currently the gaming industry is dominated by a very small number of companies who make generally very similar games. It's a bit of the mcdonaldization of the industry. In the 80's and early nineties there were many more choices of games and types of games, but as the cost of making games increased and the complexity of making the games increased, it became more necessary to make the games appeal to the most profitable segments of society which removed much of the uniqueness of video games since companies are all marketing to the same target audiences.
I agree with both responses to an extent. The first indicates the need for people that dislike pop culture trends in games to actually demand alternatives rather than demanding censorship. Also, the second response indicates a very real truth within the industry. With the growth of production costs for quality game production on mainstream titles we have seen the variety of games inevitably decrease. However, the industry still markets somewhat successfully to other minority or niche groups such as female gamers, African-American gamers, and elderly gamers so I am still not sure if this explains why Christian game content isn't a viable business plan. Not to mention that Christians are a rather large niche group considering nearly three quarters of respondents were Christian and close to 60% said they would be interested in buying Christian games for their children. Christian games would need to be marketed as both fun for children and appear as educational so that adults would want to purchase the games. This two-pronged approach could be successful.
Nearly one in five respondents indicated that the reason Christian influences aren't more prevalent in video games was because the content they illicit isn't acceptable for various reasons. Either the game quality of Christian games is historically low, that the entertainment factor of Christian games would be diminished by the teaching or religious aspects of gameplay, or that Christianity is a serious real-world issue that doesn't belong inside fantastical and easy-going video games. Below are some direct quotations from respondents and my opinions regarding them:
They do not know the power of video games to teach children. If there was a Christian group that decided to make such a game I think it would explode from there out. It is really about the first one to do it well.
Most Christian games I have seen are so cheezy. We need some GOOD games with a GOOD message. They need to be able to compete with these other games though. They need great graphics, great story lines, great EVERYTHING. With the right creators anything is possible. I guess we are just waiting for the right one to come along.
My personal opinion regarding the matter probably falls closest to these two responses. Christian games have had quality games in the past but haven't had the blockbusters that other digital mediums such as film and music have seen to open up the genre as a whole.
The lack of creative development in the realm of "serious" gaming. The type of education pushed my many eduatainment titles just lacks a certain feedback/fun factor that many gamers look for in a leisurely actively like video gaming.
It is hard to market christian teachings and principles in such simple minded entertainment. Video games are meant at their heart to be entertainment. Other than LeapFrog video games for youngsters, most video games don't attempt to teach things, there just entertainment and that is why kids love them so much. They get sick of learning in school and so they zombie out in front of video games.
I also have to express agreement with the general idea of these two responses. The gaming industry as a whole is still developing serious, pervasive, and educational gaming and are still unsure of effectiveness of games to teach. Christian games if made to influence the player and not simply exist in a Christian context or setting must be able to teach. Without knowledge on the effectiveness of games as learning software this would inhibit interest in making pervasive Christian video games.
I think what prevents Christian influences from appearing in games is that Games enter into the realm of fantasy. Christianity is a real world phenomenon and its inclusion to games would only serve to remove one of the fantastical elements that games thrive upon. My 2 cents.
Games are usually fictional constructs. By including faith-based truths in a fictional game, you run the risk of implying that Christianity is a mythology instead of a faith/religion. Additionally, games are meant to be entertaining diversions. Faith and religion, especially the Christian version,is usually considered to be a serious and important business. And so it is, considering it deals with infinite nature of the human soul and the warnings for moral failure and persecution and punishment. Games and entertainment are not an effective media for 'spreading the gospel', since anyone that would willingly play such a game is most likely already one of the converted. And 'sneaking in' a Christian message into a game that is not marketed as a Christian game will most likely serve to alienate potential converts.
Of the two above responses I must disagree with the first. Although most games do thrive on offering the player an escape from their reality they only need to be an escape from the personal reality of the player and not of human existence as a whole. World War II games for example put players into real-world events that affected millions of people but the player more than likely did not experience them and so it is an escape. The same could be true for sports games or racing games that let you play as or with famous celebrity athletes.
The second response is very intriguing in that it suggests including religious concepts into a game devalues those concepts by making them appear as fictional. Again, I think this relates to the quote just before it in that inclusion in a game does not make something fantastical or fictional. Games simply allow fantastical or fictional elements to exist where they can't in the real world. There is a significant difference there. However, I agree whole-heartedly that if games are used to convert or evangelize they can not be covert about it. Themes should be subtle as to not scare off possibly players with zealotry but should not be hidden as to 'trap' players and that will be a fine line to tred for any designer that attempts it.
The third set of responses centered around societal issues. These societal issues included two main ideas. First was the idea that the creation of Christian game content would create public backlash by non-Christians and the second suggested the idea that societal structures already in place prevent games from being developed with Christian influences to avoid such backlash or to inhibit Christianity. First let us look at some examples of societal structures that prevent Christian influences from being more prevalent in video games:
Those with agendas to push in the gaming industry do not generally have Christian agendas, due--in my opinion--to the historically slow adaptation of old religions to new forms of communication media (e.g. television or even comic books).
Lack of vision among established religious organizations. The current way games are marketed and distributed may also not cater to such games.
Christian influence isn't in many games because when they initially came out they were treated as tools of evil or just ignored. It is not feasible to expect the public to embrace a more Christian influence in video games when for the last twenty odd years the Christian leaders have been demonizing those games for being tools of Satan. It just seems hypocritical to most people.
the government and its new anti religous tool called diversity
The first three responses indicate that Christians themselves are to blame for the lack of Christian game content. Either because Christians with an evangelical agenda aren't involved enough within the game industry, because religious organizations don't sponsor game development, or because Christians have a history of demonizing games. I think all three of these hold some truth. Religious organizations and individuals recognize the fact that games are a major facet of every day life for many people, including children, but rather than creating their own content that is of competetive quality they demand that other games be censored to fit what they feel is appropriate. I think Christians have done a much better job of creating and supplying alternative forms of entertainment in other mediums than they have in the gaming industry, especially within popular music and blockbuster movies.
The fourth response suggests that government regulation on diversity issues within our society somehow inhibits Christian influence in video games. I have to say that I disagree. Self-regulation of content is still very high in the U.S. gaming industry and also present in other nations across the globe. The government has little hands-on regulation with game content and the small amounts of regulation are actually used to lower gratuitous violence and sex in games which most Christians seem to support.
Next, lets move on to the idea of public backlash if Christian game content became more prevalent:
I believe the negative feedback from non-christians is what keeps companies from producing Christian video games. There was a sizeable backlash when Passion of the Christ came out, and I think the opposition would be even worse for video games since they are played by a number of children.
Clearly, America is no longer a predominantly Christian, or even Christian-friendly, culture. Creating and marketing a game to a comparatively small segment of the population would not benefit the company financially or in publicity, so the companies do not do it.
I disagree with the second response. The United States still describes itself as roughly 75% Christian as supported by my own research and other information (see Demographics). However, it may be true that the country isn't Christian-friendly as that would rely more on public perception, media outlets, and various other conditions outside of actual religious affiliations.
I have to say, that I agree with the first statement as well. Although Christians do their fair share of not promoting Christian games, it is also the negative feedback from non-Christians as well. Even some of the respondents in my survey seemed very hostile and negative about the fact that I was even trying to see if there was interest in Christian gaming or if it was a feasible business model. Some comments to that extent can be seen below:
Because we're not all Christians. Not everyone has the same beliefs and we don't like being forced to do so.
The majority of people play video games as a form of entertainment not to have some one else's religious beliefs crammed down their throat, told they are wrong and that they need to convert or spend an eternity in darkness.
These two responses speak of being forced to play Christian games and how that's offensive. However, how does anyone force you to play a certain video game or have its content crammed down your throat? Games are an interactive media that one must choose to actively participate in. No one is forcing anyone to play a game developed with Christian influences in mind so how is it offensive to have an alternative? I think these responses are the opposite side of the coin to Christians that demonize violent games or games with sexual content. Both sides need to realize that they can choose to not play such games or have their children play such games and perhaps the best way to do so is to promote alternative styles of games.