M.F.A. Thesis
Benjamin Necochea
Declining biblical literacy among millennial Christians
has resulted in errant doctrinal beliefs,
declining evangelism,
and weak apologetics.
The modern Christian has more access to scripture today than in any previous generation. Whether by a printed copy, mobile app, or online, the Bible and its teachings are easily accessible to anyone who seek them. Yet, biblical literacy is declining at an alarming rate, especially among the millennial generation. The Bible seems to be losing the level of importance it once held leading to a dilution of the basic tenets of Christianity. This results in errant doctrinal beliefs, lessening evangelism, and an inability among millennial believers to defend their faith.
"Without an understanding
of what the Bible says,
followers of the faith
may lose sight
of the sacred traditions
that form the foundation of Christianity."
What makes this
even more interesting
is that "Americans revere
the Bible – but, by and large,
they don't read it"
(Gallup, Castelli)
The research I conducted showed that there has been an increased disconnect between millennial Christians (those born between 1981 and 1996) and the Bible. This is alarming since the basic tenets of Christianity are based within scripture. Without an understanding of this source, there becomes a threat that poor doctrine could dilute a faith that has existed for generations. Interestingly enough, millennials who distance themselves from scripture still hold an interest in spiritual things, so this disconnect from the Bible had less to do with the content and more to do with how it is presented.
The research revealed that millennials prefer seeking knowledge over it being delivered to them. They tend to have a general mistrust of authoritative organizations as the singular source of trust. They also prefer discourse over being preached to and seek community, but prefer online interactions to physical ones. These cultural differences help explain why teaching the Bible in the same manner as it has been delivered for generations is failing to reach millennial Christians.
Case Study #1
Evangelism Through Online Gaming
This case study was initiated by Michael A. McMullen as a dissertation in 2022. The goal of the dissertation was to determine whether the perception of online gaming as an evangelistic tool could be changed into something more positive.
McMullen's study not only showed that the perception could be changed, but also provided examples of how community and discipleship could be built in the digital, gaming space, like a Minecraft world. This study was beneficial in my research as it helped prove that, much like evangelism, biblical literacy has the potential of being increased through online, video game-play.
Case Study #2
Christ and Coffee Facebook Page
Haid Kherlopian presented a study in 2019 that explored the use of video on social media, particularly Facebook, as a method of increasing viewer's desire to apply Biblical principles in their daily lives. He created and posted videos on his Christ and Coffee Facebook page that discussed Biblical principles, such as serving two masters from Matthew 6:24, or presented interesting information from scripture, like The Top Five Fatalities in the Bible.
His work showed that digital content and online communities are applicable tools in developing interaction and application between people and the Bible.
Case Study #3
Role-Playing and Religion
In his case study, Adam L. Porter experimented with role-playing games as methodology for teaching religion and theology while encouraging empathy towards diverse and opposing viewpoints. He converted his New Testament class into a role-playing activity in which students participated as different members of first-century, Judaean society. This was driven by research based on millennial culture and their fascination with games, both digital and analog.
In the study, he showed that role-playing games could be used to increase interest in a subject and develop independent thinking amongst its players, as well. The affinity of millennials towards games, especially role-playing games, helped create buy-in for his students towards a subject that they may not have had any interest in prior to.
Visual Analysis #1
The Alabaster Bible Series
Bryan Ye-Chung and Brian Chung are co-founders of Alabaster Co which started in 2016. The purpose of this company was to re-design the 66 books of the Bible by focusing on aesthetics, as well as content. They saw a need in changing the scriptures from being a text-heavy book, with small type and a black leather binding and breaking it up into smaller sections with an emphasis in clean typography, plenty of white space, and a blend of imagery and text that fit the aesthetic choices of the millennial generation.
This series of books of the Bible was chosen to understand the aesthetics and visual style that would attract millennials. As a result, the concept of clean layout and brief, but impactful verbiage became the foundation for the visual solution.
Visual Analysis #2
David vs Goliath Bible Game
This selection is based on a mobile game device called David vs Goliath - Bible Story. The game is designed to be both entertaining and educational. The premise of the game is to prepare the Bible's David for his epic battle against the Philistine giant, Goliath. The game is filled with side quests and min games while filtering in Biblical background and verses throughout.
While this game is aimed at a younger audience, the concept seems to address the issue of developing Biblical knowledge through and entertaining, digital format. This game concept helped drive my own visual solution for my thesis.
Visual Analysis #3
YouVersion Bible App
The third artifact I presented was the interface of the YouVersion Bible App. The app fits the millennial aesthetic and focuses on a flat design with a minimalistic style. The composition uses white space and light, sans serif typefaces that create a clean look, overall. It does a great job of not feeling too overcrowded or busy considering the amount of content that it displays.
The app also has a strong community interconnectivity to it which appeals to most millennials. They desire relationship and often prefer a digital format over a physical. The community aspect and the clean visuals make ti a good representation of what millennials are seeking.
In an effort to draw millennials closer to the Bible, I chose to create a visual solution that met them where they spend the most time - online. I considered their affinity towards video games and community creating a mobile game based on these four criteria: millennials prefer a digital platform, game and competitive play are important, the Bible should be presented in a format that is not text heavy, and a strong, interactive community is important for discussion and support to millennials.
You find yourself in 1st century Israel with a team of 3-5 individuals that you will go on an adventure of Biblical proportions with. Each of you will choose the role you will play in this game of exploration. You can be a beggar, fisherman, Pharisee, Sadducee, scribe, tax collector, or tent maker (Figure #47). It is possible for the team to consist of multiples of the same character type. Each of these characters will begin with a specific set of base attributes and gold coins that will determine how they are able to interact with the environment and other in-game characters. These attributes fall under three categories: Heart, Head, and Hand (Figure #49). The primary goal of the game is to defeat the oppositions of faith, whether it be skepticism, legalism, physical enemies of the faith, or even demons and the supernatural. The game begins in the village of Nazareth and will take you and your team throughout Israel, sometimes together and sometimes alone.
The Way is an exploration of 1st century Israel in which the maps vary from game to game because they are multi-directional and built from cards that are pulled at random (Figure #48). Each card reveals more and more of the map until you are able to advance to the next level of the game. A team can not advance until the entire team has met the requirements for each level. Characters and locations will offer information that may or may not be useful in future decision making. The purpose of the map is not to describe a physical location, but to create encounters with in-game characters, historical events, and opportunities to develop stronger attributes. The events that are revealed follow the ministry of Jesus Christ and include historical and biblical background that might help in decisions made by the team as a whole or individuals when the team has gone in different directions. Examples of the events a user will encounter can be historical events of that time period, any of Jesus’ miracles, His sermons, or His interactions with other characters from scripture (Figure #50). Experiencing these events can develop stronger attributes and may require the use of these while interacting with the events or people.
The attributes that each player earns throughout the game fall under the following three categories - Head, Heart, and Hands (Figure #49). The Head category refers to knowledge and wisdom gained though the various experiences and interactions. Heart reveals a strength in any of the fruits of the Spirit. These would be love, joy, peace, patience, faithfulness, gentleness and self-control. Hands refers to the physical side of the campaign and can range from strength to skills and abilities that could prove to be fruitful along the journey. The application of these attributes can be towards simple tasks like catching fish to fending off an enemy of the faith through words, compassion, or even action depending on the situation. Each interaction may reveal a different approach for success. Once an attribute is received it can never be taken away. These attributes will follow the character throughout the entire game.
Other ways to receive attributes is through side quests and mini games (Figure #51). These will be biblical and historical puzzles based on experiences that the team or individual have had. The team can assist the individuals in these mini games. Memory verses will also be included as methods of receiving attributes in the Head category.
Leveling up will require the entire team reaching a prescribed number of attributes before moving forward. This should encourage each player to assist each other to do better and help maintain a teambased approach to the game. An individual does not beat the game, the team does.
Although the game is broken up by different levels, there are two main phases to complete in order to beat the game. The first phase of The Way focuses on the time period during Jesus’ ministry. The players will all begin by experiencing Jesus’ baptism by John the Baptist and from there interact with different events that will lead up to His crucifixion. Since the game is built on randomization, the events may not happen in a linear timeline and the players may experience the same event multiple times, but each time with a different result or take away. The only events that will only happen once are Jesus’ baptism and His crucifixion. This final event should lead the players into the second phase of The Way.
The second phase of The Way deals with the early church. The opening scene or interaction begins with Mary discovering the empty tomb. This phase is more about interacting with the various people of the New Testament. Again, the timeline is not linear and events can be experienced more than once. The end result is to receive the appropriate amount of attributes in order to complete the game.
This is a team-based game, so interaction with teammates is very important. It is possible for teams to go in different directions, so communication is imperative for success. The game has a threaded conversation chat feature that allows for constant interaction between players (Figure #52). The chat can be used for strategy, encouragement or casual communication. Along with the in-game chat feature for each team, there is a discussion board that allows for wider interactions with other players and teams. This allows for open discussion about the game, but will also encourage gifting in-game items, verse sharing, or more in-depth community building like Bible studies, fellowship, or discipleship opportunities.
Deliverable #2
The Way - Brand Style Guide
In order to define the overall aesthetics of the video game and any deliverables that might follow after the fact, I created a brand style guide based on research I did on visual preferences and trends that are of interest to millennials. This guide will be used as a reference document that helps guide how different brand elements should be used.
In order to define the look of The Way mobile game, I created a brand guide that would help guide aesthetic choices in the creation of the game layout. This is a basic brand style guide. It focuses on the final logos, their variations, the color choices and typographical treatments that will give any and all future deliverables a template when creating visuals that represent The Way mobile game.
Click on this link to view the brand style guide in full screen - "The Way" Brand Style Guide
Deliverable #3
The Way - Game Layout
I chose to design The Way’s gaming layout in portrait mode instead of in landscape like most RPG games. This gives the game a unique perspective that allows for single hand control. I created the artwork in Adobe Illustrator making sure that I followed the style guide in order to stay on brand with the project.
The layout is broken up vertically in half. The upper half is mainly informational while the lower half contains the controls and actionable buttons. The bottom of the screen contains four buttons that are used for interacting with the game. Three of the buttons refer to the three attributes Head, Heart, and Hands. The fourth button is for in-game chatting with your teammates.
The hexagonal screen above the buttons depicts the players current location. The imagery in the hexagon will change dependent on the location. Generally, this scene will show you and the teammates who may be with you in-game characters that you can interact with, artifacts that you may interact with and possible events that you can experience within that scene. People and objects that you can interact with have an outer glow. You must tap them in order to interact with them.
The arrows are clickable and show where you have been and where you have not been depending on the color. “The Brown Way” color has been explored, while “The Green Way” is still undiscovered. The player can always return to where they have traveled. Since the events within the hexagon are random, it is likely that one can return to the same place multiple times and experience something new each time. The majority of the game play exists with this hexagon and the four buttons below.
The square area above the hexagon is an informational screen that will change as you play the game. Historical and Biblical interactions exist with this square. The default scene in this square is the map showing where you have been. A glowing hexagon will show you were you currently are and colored hexagons will show where your teammates are if they are not with you.
Whenever you interact with a person, object or event the interaction will take place in this square. Occasionally, options will appear in the lower part of the screen during your interactions if you are expected to make a decision that is not a Head, Heart, or Hands attribute.
Above the interaction screen, there are icons that represent the three attributes, plus gold coins. As you experience the world of first century Israel and interact more and more with the Bible, you are gifted attributes of varying amounts. The totals will appear here as you continue in the game. The number of attributes will never diminish, even as you “use” your attributes while playing the game. The gold coins serve as money in which you can buy and sell objects or services. This number will increase and decrease, but the attributes only increase.
The layout is designed this way to maintain simplicity in the game play so that users can focus on the experiential side of the game. The game serves as a method of historical exploration and biblical interaction with the hopes of engaging users with the scriptures.
A PDF of the game UI can also be seen here.
You can read the entire thesis by clicking on following link!