Handbook of Hyper Real Religion PDF
Handbook of Hyper Real Religion PDF
Handbook of Hyper Real Religion PDF
Brill Handbooks on
Contemporary Religion
Series Editors
Carol M. Cusack, University of Sydney
James R. Lewis, University of Tromsø
Editorial Board
Olav Hammer, University of Southern Denmark
Charlotte Hardman, University of Durham
Titus Hjelm, University College London
Adam Possamai, University of Western Sydney
Inken Prohl, University of Heidelberg
Volume 5
Leiden • boston
2012
Library of Congress Cataloging-in-Publication Data
BL65.C8H363 2012
200.9’04—dc23
2011052362
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ISSN 1874-6691
ISSN 978 90 04 21881 9 (hardback)
ISBN 978 90 04 22692 0 (e-book)
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Preface ................................................................................................................. ix
. Eileen Barker
INTRODUCTION
RELIGION, POPULAR CULTURE AND BAUDRILLARD
PART one
20TH CENTURY CASE STUDIES OF HYPER-REAL RELIGIONS
PART two
21ST CENTURY CASE STUDIES OF HYPER-REAL RELIGIONS
PART three
THE INTERNET, COMPUTER GAMES AND
CASUAL DEALINGS WITH THE HYPER-REAL
RELIGIOUS PHENOMENON
PART four
REACTING TO THE HYPER-REAL RELIGIOUS PHENOMENON
Some Angel Some Devil: Harry Potter vs. The Roman Catholic
. Church in Poland ........................................................................................ 359
. Krzysztof Olechnicki
CONCLUSION
ANOMIE, ALIENATION AND THE FUTURE OF
HYPER-REAL RELIGIONS
Eileen Barker
questions, about older religions that we may not previously have noticed
or queried. It offers a genuinely innovative addition to the discipline.
References
Adam Possamai
Introduction
1
Internet site, http://www.greenegg.org/issues/123/oberonedit123.html. Accessed 05/
01/00.
4 adam possamai
2
As Robinson (1997) comments, these members had envisioned death as the ultimate
Trekkie trip to the final frontier.
an introduction to hyper-real religions 5
craving for Subway subs, but so be it. As long as you are dieting and reach-
ing your target weight it doesn’t matter. What does matter is that you invest
Jared with your belief that he will keep you dieting. Use chants, images, and
whatever else as needed. (Ellwood 2004, p. 187)
According to this testimony, a pop icon should be used only as long as a
person needs it. After this, the practitioner should move to another. If this
is not done there is a danger that the person might start believing in the
icon too deeply, instead of using it for a specific purpose.
Whereas twentieth century forms of hyper-real religions were using
popular culture in a secondary fashion (for example, the Church of Satan
being inspired by the stories of Lovecraft and neo-pagan groups by SF
stories), the twenty first century hyper-real religions (e.g. Jediism and
Matrixim) use works of popular culture as their central themes. These
twentieth century hyper-real religions have their spirituality defined
somewhat independently from popular culture. There are no Lovecraft
or Discworld spiritualities; however, there is now a Star Wars spirituality.
Indeed, in Jediism, for example, the Star Wars works of popular culture
are used as a direct source of inspiration (Possamai 2010).
Parts I and II of this handbook explore these specific types of hyper-real
religions. Part I deals with pre-Internet cases such as Discordianism, the
Church of the SubGenius and the Temple of Psychick Youth (Kirby), and
Heaven’s Gate (Zeller) and the Raelian movement’s (Machado) inspira-
tion from science fiction. Part II moves to the Web 2.0 realm with groups
and networks such as Matrixism (Morehead), the Otherkin (Kirby) and
Vampires (Laycock), Star Wars (McCormick), and Tolkien’s Middle Earth
(Davidsen).
Siouxsie and Bauhaus [popular Goth bands] along with my new found faith
in the Lord Jesus. I found that contrary to popular ‘Christian’ opinion, I
could still wear lace and velvet (and, God forbid—eyeliner?)3
Some heavy/black metal bands view themselves as Christians. The popu-
lar group, Demon Hunter, has appeared on the soundtrack of the movie
Resident Evil 2. It lies between being a ‘Christian band’ and a group of
Christians in a secular band, even though it is on a Christian recording
contract.4 Mortification is another band, based in Australia.5 This Christian
style of music is sometimes referred to as ‘White Metal’ or ‘Unblack
Metal.’
There are Christian role-playing support and advocacy groups such as
the Christian Gamers Guild.6 These groups promote Christian role play-
ing groups without rejecting science fiction and/or fantasy narratives. One
statement on this site sums up quite well this tendency among Christians
to use the newest forms of popular culture for their faith:
Christians have too long allowed non-Christians to dominate the imaginal
world of role-playing, which was originally inspired by Christian men like
J. R. R. Tolkien and C. S. Lewis, not to mention Dante, John Bunyan, and
John Milton. I think it’s time to be a creative force in role-playing and
other forms of gaming for the true author of all creativity and imagination,
Almighty God Himself.
Other casual consumers of popular culture leading to a religious work
might not belong to a religious group, but might nevertheless believe
in something beyond their everyday life. With the growth of spirituality
in western societies, more and more people find their inspiration from
popular culture. If the following analogy is permitted, hyper-real actors of
the first type would be like Catholics attending church regularly, whereas
actors of the second type would be like Catholics who believe without
belonging. They might, for example, find inspiration in The Da Vinci Code
and feel more spiritual thanks to this work of popular culture, but they
do not necessarily actively engage in (hyper) religious practices. Taking
into account this ideal-type, we can assume that the hyper-real religious
phenomenon is more extended than initially thought.
dark arts” (Carolyn age 10) or “It would be great to be a wizard because
you could control situations and things like teacher” ( Jeffrey age 11). It
then concludes by stating: “Stop and Think: what will these children
do when invited to visit an occult website, or even a local [neo-pagan]
coven?”
Fundamentalist/literalist Christian groups are more than just a market-
ing niche for global popular culture. For example, Walt Disney’s promo-
tion of its adaptation of C. S. Lewis’s The Lion, the Witch and the Wardrobe
as a ‘Passion of the Christ for kids’ is an attempt to secure worldwide
Christian support for the film (Hastings and Laurence 2005). There are also
pressure groups against certain forms of popular culture (for example,
Imax cinemas’ refusal to show movies such as James Cameron’s Volcanoes
of the Deep Sea that suggest that Earth’s origins do not conform with bibli-
cal description [McKie 2005]) and against the use of non-Christian pop-
ular culture for religious practice. For example, while Dan Brown’s film
adaptation was shown at Australian cinemas, the Anglican Church in
Sydney showed a trailer in two hundred and fifty cinemas telling cinema-
goers about their website, which challenges the theories in The Da Vinci
Code (described as ‘Harry Potter for adults’). The film was banned from
a cinema on the Central Coast, N. S. W., because of the way it depicts
the Catholic Church. As detailed above, these pressure groups demonise
hyper-real religious actions on the Internet and at church, and one might
wonder if they are working towards setting off the type of full-blown
moral panic which turns minority groups into scapegoats for negatively
perceived social changes (see Possamai and Lee 2011).
Part IV of this book explores these various reactions such as that from
various Muslim communities trying to weaken the hyper-real religious
component of Muslim hip hop music (Nasir), or of Christian groups try-
ing to prevent their believers from accessing hyper-real types of content
in computer games (Bernauer). Finally the cases of Polish Catholics’ rejec-
tion of Harry Potter due to the fear of the manifestation of hyper-real
religious elements based on that character (Olechnicki) and the push
towards a hyper-real irreligious phenomenon by the new atheism (Nixon)
are explored.
In the concluding chapter to this handbook, Roeland, Aupers and
Houtman analyse this whole phenomenon in the light of the classical
theories from Durkheim, Marx and Weber on alienation and anomie to
argue that this whole phenomenon might propose salvation for a mean-
ingless world devoid of magic and mystery and counter-act the spread of
anomie.
10 adam possamai
some people are at various levels supportive of this type of activity and
others are of the opinion that it needs to be actively opposed. In between,
the large majority of people surveyed are amenable that these narratives
should serve only as a source of inspiration. To shed more light on the
respondents’ perspectives, some cross-tabulations have been constructed.
As in previous research (Hughes et al. 2004; Marler and Hadaway 2002)
respondents were asked to align themselves with one type of religious
and/or spiritual identity, as presented in Table 5.
The larger group of the sample claim to be religious and spiritual
(46.5%), and more people claimed to be neither religious nor spiritual
(17.5%) than religious only (13.4%). This is in agreement with previous
research conducted in Australia (Hughes et al. 2004) and in the United
States (Marler and Hadaway 2002). Across age groups, the ‘religious and
spiritual’ category is also stronger than the ‘religious only’ and the ‘spiri-
tual only’ categories. These ‘spiritual only’ actors are not churchgoers and
are more likely to be agnostics who experiment with alternative spirituali-
ties and/or Eastern practices. From such research, it appears that there are
14 adam possamai
two types of spiritual actors; one that claims that he or she is still religious
(the majority according to the two tables above), and one that is not reli-
gious. The 17.5% claiming ‘no religion’ in the sample is close to the result
of the latest Australian national census (18.48% in 2006).
When this variable is cross-tabulated with the question on Star Wars
and The Matrix above, (see Table 6) some interesting findings emerge. It
appears the people who are against this phenomenon and would want to
actively oppose it will more likely be both religious and spiritual (68%)
than neither religious nor spiritual (11%). Out of all those who claim that
this phenomenon is reasonable, those who are religious only (6%) are the
least likely to agree with this statement.
The results for people from the sample who are neither religious nor
spiritual are more polarised. They either state that the phenomenon is
reasonable (32%) or not reasonable (31%), but only 8% would wish to
act against it. Those who are ‘spiritual only’ tend to be more positive with
this phenomenon than all other types. 58% of them consider reasonable
the use of fiction as only a source of inspiration, and 35% condone the
further step of the creation of new spiritualities. Except for the ‘neither
religious nor spiritual’ category, all categories (‘religious’, 44%; ‘spiritual’,
58%; ‘religious and spiritua’l, 42%) consider it valid that these works of
fiction be used as a source of inspiration.
From this cross-tabulation, it appears that being ‘spiritual only’ is
an indicator of a more positive attitude towards this phenomenon,
whereas being both ‘religious and spiritual’, rather than ‘neither spiri-
tual nor religious’, or ‘religious only’, is a signpost for people ready to act
against it.
Table 7 shows that of the people who oppose the use of The Da Vinci
Code for inspiration and want to act on this, those who claim to be both
religious and spiritual (94%) are still in the majority, but at a much higher
an introduction to hyper-real religions 15
level than above. No one who is ‘spiritual only’ or is ‘neither religious nor
spiritual’ is ready to oppose this phenomenon. Of the people who seem
to see more than a fiction in this story, it is those who are ‘spiritual only’
(45%) who are in the majority.
Of the people who are ‘religious only’ (64%), or ‘neither religious nor
spiritual’ (66%), the great majority see in this story only a work of fiction.
Of those who are ‘spiritual only’, 33% see more than a story and 18% see
a source of inspiration.
These results should be considered in the light of findings from Possamai
and Lee (2011) in which we find from the same sample and survey, that of
the people who believe that ‘Only one religion and/or spirituality is the
expression of the truth and only this one is valid’, 82% claim to be both
spiritual and religious.
If we take as a working assumption that ‘spiritual only’ people tend to
work in networks outside of a specific religion, that the ‘religious only’
category pertains to people who are not strongly active in their religion
16 adam possamai
concludes that although the claim that the Internet and hyper-reality go
hand in hand appears highly plausible, online replications of images of
Hindu deities are no more hyper-real than their original counterparts in
a pre-consuming society. This raises questions as to the universality of
the concept of hyper-real religion and suggests that perhaps this concept
only fits within a post-Christian environment where popular culture is
fully commodified.
These comments and critiques help to refine my 2005 definition
of hyper-real religion into one more appropriate for 2011. It becomes:
“A hyper-real religion is a simulacrum of a religion created out of, or in
symbiosis with, commodified popular culture which provides inspiration
at a metaphorical level and/or is a source of beliefs for everyday life.”
References
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Culture and Religion. 9:2, 125–139.
Baudrillard, J. 1988. Jean Baudrillard: Selected Writings. Cambridge: Polity Press.
Beckford, J. 2003. Social Theory & Religion. Cambridge: Cambridge University Press.
Bouma, G. 2006. Australian Soul. Cambridge: Cambridge University Press.
Chidester, D. 2005. Authentic Fakes. Religion and American Popular Culture. Berkeley:
University of California Press.
Cusack, C. M. 2010. Invented Religions. Imagination, Fiction and Faith. Ashgate: Aldershot.
Debray, R. 2005. Les communions humaines. Pour en finir avec la “religion”. Paris: Fayard.
Ellwood, T. 2004. “Invoking Buffy.” In F. Horne, ed., Pop Goes the Witch: the Disinformation
Guide to 21st Century Witchcraft. New York: The Disinformation Company, 184–187.
Hanegraaff, W. 2007. “Fiction in the Desert of the Real: Lovecraft’s Cthulhu Mythos.”
Aries. 7, 85–109.
Harvey, G. 2000. “Fantasy in the Study of Religions: Paganism as observed and enhanced
by Terry Pratchett.” Diskus. 6. Available at: http://www.uni-marburg.de/religions
wissenschaft/journal/diskus.
——. 2006. “Discworld and Otherworld: The Imaginative Use of Fantasy Literature
among Pagans.” In L. Hume and K. McPhillips, eds., Popular Spiritualities: The Politics of
Contemporary Enchantment. UK: Ashgate, 41–52.
Hastings, C. and C. Laurence. 2005. “Reaching out to the converted: Disney pursues
Christian Market.” Sydney Morning Herald. March 10.
Hjarvard, S. 2008. “The Mediatization of Religion. A Theory of the Media as Agents of
Religious Change.” Northern Lights. 6, 9–26.
Horsfield, P. and P. Teusner. 2007. “A Mediated Religion: Historical Perspectives on
Christianity and the Internet.” Studies in World Christianity. 13:3, 278–295.
Hughes, P., Black, A., Bellamy, J., and P. Kaldor. 2004. “Identity and Religion in Contemporary
Australia.” Australian Religion Studies Review. 17:1, 53–58.
LaVey, A. 1972. The Satanic Rituals. New York: Avon.
Luhrmann, T. 1994. Persuasions of the Witch’s Craft. Ritual Magic in Contemporary England.
London: Picador.
Marler, P. and C. Hadaway. 2002. “ ‘Being Religious’ or ‘Being Spiritual’ in America: A Zero-
Sum Proposition?” Journal for the Scientific Study of Religion. 4:2, 289–300.
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McKie, R. 2005. “Creationist Cinema. No Science, Please, We’re Fanatics’.” Guardian Weekly.
April 1, 7.
Possamai, A. 2005. Religion and Popular Culture: A Hyper-Real Testament. Bruxelles, Bern,
Berlin, Frankfurt am Main, New York, Oxford, Wien: P. I. E.-Peter Lang.
——. 2007. “2007 Charles Strong Lecture: Yoda Goes to the Vatican: Religion and Youth
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79–97.
Hyper-real Religion Performing in Baudrillard’s
Integral Reality 1
Martin Geoffroy
Introduction
1
As a predominantly French-speaking bilingual author, I think that most translations
of Jean Baudrillard’s work do not adequately transmit his thought. I have therefore chosen
for this chapter to freely translate Baudrillard’s ideas from the original French versions of
his books.
24 martin geoffroy
hyper-reality, because our present value system excludes all forms of pre-
destination of evil (Baudrillard 2004). Without the metaphysical presence
of God and the Devil battling in the heavens for our souls, Baudrillard
(2004) maintained that there is no more mythological presence of Evil in
the world: that hyper-reality is pushed to its limits and falls into integral
reality. So it is unclear how hyper-real religion can be a re-adaptation of
Baudrillard’s concept when he does not acknowledge the existence of reli-
gion itself in his work.
But what does Possamai consider to be a hyper-real religion? “By hyper-
real religion I thus refer to a simulacrum of a religion partly created out
of popular culture which provides inspiration for believers/consumers at
a metaphorical level” (Possamai 2005: 79). For Baudrillard, popular cul-
ture is nothing more than a form of alienation and cannot be a source of
inspiration at any metaphorical level. So, it would be much more accurate
to characterise Possamai’s conceptualisation as a re-interpretation than as
a re-adaptation of Baudrillard’s concept of hyper-reality. Indeed, it seems
logical to qualify hyper-real religion as a simulacrum of religion that func-
tions at a metaphorical level, but what happens when these metaphors
are thought no longer to exist? Baudrillard argues that the virtual world
does not have any consciousness of its own illusions, and since most of
Possamai’s examples of popular culture exist only in cyberspace (e.g.,
Jediism) it is difficult to believe the claim that the original concept of
hyper-reality can be adapted to fit the purpose of studying religion and
spirituality in the contemporary (cyber) world. It has to be re-interpreted
in a broader theoretical frame that would be closer to Melucci’s (1996)
culture codes analysis, for example, than Baudrillard’s very bleak view on
the subject. We could consider then that hyper-real religions are guided
by metaphorical culture codes concerning questions of ultimate mean-
ing. It is clear to me that Possamai perceives hyper-real religions more
as developing cultural resources than as mere illusions that have been
disappearing for a long while. I think that English sociologist James A.
Beckford’s (2003) classic theories on religion as a cultural resource would
be more helpful in describing hyper-real religions than Baudrillard’s some-
what ambiguous position on the question. Hyper-real religions seem to
be closer to what Forgues (2009) calls a ‘symbolic activity’ that manifests
when a person embarks on an ‘individualistic path.’ For those who view
religion as a symbolic activity, images of religion have become more real
than religion itself. Symbolic activities preoccupied with imagining or re-
imagining systems of ultimate meaning would be, in this sense, hyper-
real religions. Thomas Luckmann’s (1967) invisible religion theory could
26 martin geoffroy
of truth. He cited the Christian icon as the first form of divinity simula-
crum; the religious icon does not represent divinity, but a model of divin-
ity. In that sense, the image of Jesus with a beard and long hair that we are
familiar with in our Western civilisation is not real, but merely a simula-
crum of divinity, a hyper-real divinity. In a more contemporary example,
which perhaps bears some relation to hyper-real religion, Baudrillard
(1981: 25–26) said that Disneyland is the “miniaturised religious enjoy-
ment” of real Americana. We could extend this description to the many
mega-churches and religious theme parks that exist today in the United
States, like Holy Land in Orlando, Florida, where ‘Jesus Christ’ is crucified
and resurrected six days a week. This ‘living biblical museum’ reproduces
different moments from the Bible on a grand scale, with actors dressing
up as characters from the Holy Book. Baudrillard describes this kind of
process, where the simulacrum of history seems to be more real than his-
tory itself, as ‘retro’ history, a form of hyper-real history. Religious history
can in this sense be considered essentially hyper-real, in that real history
disappears in the shadow of its own simulacrum. From Baudrillard’s point
of view, hyper-real religions would be essentially individualistic because
the imperative to submit to a model no longer exists: the individual has
become the model. In fact, the individual is an integral part of the model.
Baudrillard has illustrated this theory with two very relevant examples:
hyper-museums and hyper-markets. The Contemporary Museum of Paris,
also known as ‘Beaubourg’, is for Baudrillard the ultimate hyper-real con-
struction because it seeks to destroy contemporary art by submitting it
to consumption and manipulation by the masses. The masse circulates
through the museum without any understanding for contemporary art.
When the museum is too crowded, one can only circulate in its architec-
tural network of plastic pipes, finding no meaning in the visit other than
the pleasure of being part of a massive event. Baudrillard would certainly
call it a ‘non-event,’ and the museum a “monument of cultural dissua-
sion” (1981: 100). The second example is hyper-markets such as Wal-Mart.
Baudrillard thought that hyper-markets have become a space-time contin-
uum of all the operationalisation of social life, a singular structure of habi-
tat and traffic. The subdivisions of the modern suburb are built around the
shopping mall and the hyper-markets like Carrefour or Wal-Mart. They are
“negative satellites” of the city center that usually bring about the end of
the downtown area. They are “poles of simulation” that attract the masse
into their all consuming orbits (Baudrillard 1981). Mega-churches are very
similar to the description Baudrillard gives of hyper-museums and hyper-
markets because they simulate religion for the masses. Mega-churches’
28 martin geoffroy
architectures are directly inspired by shopping malls and are also usually
situated in suburban areas. They are usually providers of hyper-real reli-
gions, with the few exceptions of some fundamentalist mega-churches.
This discussion leads to my first conclusion: the hyper-real religion con-
cept is a derivative of Baudrillard’s hyper-reality concept, since the French
author never bothered to elaborate a full analysis of religion in his works.
Many theories more appropriate to the analysis of hyper-real religion have
been suggested here but it is clear that, even if Possamai’s description of
hyper-real religions does not fully correspond to Baudrillard’s definition
of hyper-reality, it seems to work as a re-interpretation of hyper-reality. In
the next section, I am going to explain Baudrillard’s integral reality theory
and its application to religion.
thinking we can find in practically all New Age discourses. The forced
integration of any opposition forces to the dominant way of thinking
imposed by capitalism in our modern society is so advanced, according
to Marcuse, that even liberty can be used as a domination instrument.
The German intellectual believed this liberty of choice is ‘conditioned’ by
the market which is constantly inventing ‘false needs’. These needs can be
found in the many forms of leisure that boost the ego, thus giving the illu-
sion of liberty of choice. What Possamai describes as hyper-real religions
could very well correspond to what Marcuse defined as ‘positive thinking’
that uses technology to intrude more efficiently into the private sphere
of the individual, thus creating the illusion that spiritual mass consump-
tion is vital to life. In our Western societies, freedom of expression and
liberty of choice in the religious market are valued as sacred. The mere
act of describing religion as a product confirms that all forces opposed to
production are now absorbed by the market. The ‘negative attitude’, as
Marcuse called it, is thus perceived as an illness that must be cured. In
the fifties, in an essay on Freud’s psychoanalysis, Marcuse was criticising
the neo-Freudian school for prescribing social adaptation through therapy
(Marcuse 1955). In today’s individualist and personal growth oriented cul-
ture, it seems obvious that a person is basically judged on his or her emo-
tional performance. New Age therapies such as neo-reiki or channelling
are often used in today’s corporate businesses for controlling emotions.
Expressing emotions is always permitted in the workplace, but only in the
context of a personal growth objective, which goal is a subtle integration
to consumer society. The emotional performance is the result of a ‘new
positive thought’ that assumes it can cure the world of its wound by feed-
ing it with a pseudo-cosmic conscience, what Marcuse called ‘happy con-
science’. For Marcuse, today’s religious pluralism would be just an illusion
hiding the fact that this pluralist administration is still seeking to control
and impose conformity upon the masses. In advanced industrial societies,
the individual is forced to conform to a happy conscience, which prevents
her/him from questioning the social system and thus liquidates all opposi-
tional cultural elements. For Marcuse, mass communications are reducing
art to market product. Indeed, religion on the Internet is reduced to a
commodity like any other; it would have no more nor less transcendental
value from Marcuse’s point of view.
Baudrillard goes much further because, unlike Marcuse, he thought
masses are not alienated, but are in fact responding to oppression with
their absence of response. Marcuse’s critical thinking can only work on
the presupposition that masses are naïve and stupid, but Baudrillard
hyper-real religion and baudrillard’s integral reality 31
simply gave them more credit than Marcuse; Baudrillard believed that the
non-responsive masses are deliberately provoking the implosion of the
social system by plunging it into an endless circularity of the same hyper-
real models. In integral reality, there are no more images because they are
exploited as products. To illustrate his integral reality concept, Baudrillard
continued his ongoing negative critique of contemporary art by saying that
art has just become a community of artists talking about themselves: only
interface and performance counts in integral reality. And the same could
apply to religion. Integral religion could be a religion where networks of
individuals are talking about each other, mostly but not exclusively about
questions related to ultimate meaning. The interface between different
networks, Facebook for example, permits the exercise of this performance
of religion. Integral religion is definitely a performance religion where the
value of symbolic numbers is more important than a real moral impact.
The measurement of the performance of the interface with reality is more
important than the existence of reality itself.
In this section, I have explained that Baudrillard’s integral reality con-
cept is characterised by the technical realisation of reality in the virtual
world. The world totalisation and domination of the computer binary
model has taken over reality and provoked a major failure of all repre-
sentation systems, including all systems concerning questions of ultimate
meaning. For Baudrillard, integral reality has no inherent meaning; it is
only an orbital circulation of models of reality. Integral religion would
then be a religion without any meaning other than that given to it by the
masses who manipulate and use its symbols. Jediism could be described
as an integral religion because it is totally created and manipulated by
the masses for their entertainment purposes. Jediism is also an integral
religion because it works in a completely fantasized world that has no
link with reality. Integral religion is an invention that surpasses all other
religions in its ability to convey self-realisation. It is completely individu-
alistic, but paradoxically needs an audience, albeit a virtual one, in order
to function.
explained that this negative force could only come from a passion for the
rule, any kind of rule. Paradoxically, that is why religious fundamentalism
endures in contemporary society, as a negative reaction to the empire of
self-help forced upon us by integral reality. Indeed, many individuals still
refuse to accept the unending quest for ultimate liberty and self-realisa-
tion set upon them by integral reality; fundamentalism is therefore their
only refuge. For Baudrillard (2004), when there is no more possibility of
dialectic resolution of conflict, a growing struggle is produced between
extremes. These extremes, the ultimate realisation of the self and fun-
damentalism, are in fact two sides of same coin. They are religion at its
extremes (Geoffroy 2004, 2009). Possamai (2005) argues that fundamen-
talist groups are hypo-consuming their way through integral reality by
firmly restricting consumption inside the boundaries of religious dogma.
This hypo-consumption tenders an acceptable selection of popular cul-
ture to members of fundamentalist churches. Good examples might be
found in many Protestant fundamentalist and Catholic integrist groups2
that restrict or forbid their members any use of modern communication
devices like television or computers. For many of these groups, these
devices are the instruments of the Devil. Quebec’s St-Michael Pilgrims,3
a Catholic fringe movement that defends the integrality of the Catholic
doctrine, is an example of a group resisting all manner of modern com-
munication devices like television, computers, cell phones and radios.
Since they cannot control all media anymore, they selectively restrict all
access to media except their own output. In their case, the only media
they allow are their newspaper Michael, their auto-published books and
their website. They are hypo-religious because of their non-participation
in the dominant model of hyper-real religion. They must strictly obey the
rules and regulations of their religious movement and renounce many lib-
erties of modern life. They are not bound by their individual pleasure but
by their duty to their group.
But Baudrillard’s theory about all forms of fundamentalism being oppo-
sitional forces to the completion of integral reality is far from flawless. For
example, in the case of Catholic integrist groups Baudrillard’s theory can
2
For a distinction between fundamentalism and integrism, see Geoffroy (2010).
3
The Pilgrims of St-Michael is a Canadian Catholic movement founded in Montreal in
the 1930s by Gilberte Côté-Mercier. It is an integralist-traditionalist fringe group based in
Rougemont, Québec and still functions inside the Roman Catholic Church rule. It fiercely
advocates Major Douglas’s social credit political doctrine. For more details see Geoffroy
(1998; 2010).
hyper-real religion and baudrillard’s integral reality 33
4
The Army of Mary is a Canadian group founded in Quebec City in the sixties by Marie-
Paule Giguère. It is a Catholic mystical-esoteric group based in Lac-Etchemin, Quebec,
whose members submitted to the Roman Catholic Church rule until 2007, when they were
formally excommunicated from the Church because of their fundamental belief that their
leader Marie-Paule Giguère is “the terrestrial reincarnation of the Virgin Mary.” For more
details see Geoffroy (2001; 2010).
34 martin geoffroy
References
——. 2001. “Les groupes intégristes catholiques. Un danger pour les institutions sociales?”
In J. Duhaime and G.-R. St-Arnaud, ed., La Peur des Sectes. Montréal: Fides, 127–141.
——. eds., 2009. La religion à l’extrême. Montréal: MédiasPaul.
Marcuse, H. 1968. L’homme unidimensionnel. Paris: Minuit.
——. 1955. Éros et civilisation. Paris: Minuit.
Melucci, A. 1996. Challenging Codes: Collective Action in the Information Age. Cambridge:
Cambridge University Press.
Possamai, A. 2005. Religion and Popular Culture: A Hyper-Real Testament. New York: Peter
Lang.
St-Germain, P. 2009. “Les dimension du secret: violence et sacralité dans les jeux de
combat.” In M. Geoffroy and J.-G. Vaillancourt, ed., La religion à l’extrême. Montréal:
MédiasPaul, 101–124.
PART one
Danielle Kirby
Introduction
beliefs (Partridge 2004a: 54–56). So rather than focusing on the latter point,
this chapter will explore the former through the particular instances of
Discordianism, The Church of the SubGenius, and the Temple of Psychick
Youth. This chapter primarily seeks to expand our notion of popular cul-
ture-based spirituality by illustrating some of the ways in which spiritual
participants create, rather than consume, popular culture artefacts.
Middle-earth is the world in which J. R. R. Tolkien’s The Lord of the Rings is set.
1
occultural bricolage and popular culture 43
2
See Cusack (2010). This text provides a detailed exploration of Discordianism and the
Church of the SubGenius, amongst others.
44 danielle kirby
Discordianism
Discordianism is, at the core, a religion of liberation. Mal-2, Omar and Mord
devised a creed where all restrictions were to be violated, all standards over-
turned, and all expectations disappointed. (Cusack 2010: 49)
In addition to Paganism and Buddhism, Discordian thought is heavily
indebted to artistic movements such as Surrealism and Dada, and stands
as a clear instance of ontological anarchy as lived experience. Articles
of the (possibly non) faith include the sovereignty of the goddess Eris,
the malevolence of the Illuminati, the law of fives, and the supremacy
and general desirability of chaos. Discordians gleefully assert that every-
one is a pope, and generally encourage both pranks and utter personal
liberation.
If you want in on the Discordian Society
Then declare yourself what you wish
Do what you like
And tell us about it
Or
If you prefer
Don’t ( Jackson 1994: 32)
In practice, Discordianism often imbricates with other religious, spiritual,
and magical areas of engagement. The continuities are most clearly evi-
dent within the Neo-Pagan movement and the practice of magic, particu-
larly chaos magic. It should be understood that one may be, for instance,
a Pagan and a Discordian, or a magician of an Erisian bent. It is also worth
noting that both the Church of the SubGenius and the Temple of Psychick
Youth are similarly flexible. Like many elements of the occultural world,
these ideas tend to support, rather than exclude, one another.
There are two particular Discordian texts worth mentioning here: the
Principia Discordia and the Illuminatus! Trilogy (Wilson 1975). The Principia
Discordia is the original manifesto of the Discordians. The content ranges
from the absurd to the sublime, and is simply a collection of Discordian
thoughts, ramblings and so on. Originally written by Malcalypse the
Younger and Lord Omar Khayyam Ravenhurst (the Discordian personas
of Greg Hill and Kerry Thornley), the text exhibits a kind of profound
countercultural zen, with textual assertions such as “a Discordian is
Prohibited from Believing What he Reads” (Jackson 1994: 4) and quota-
tions such as “King Kong died for your sins” (Ravenhurst 2006: 48) allow-
ing for some insight into the metaphysic. The Principia Discordia was
46 danielle kirby
3
The Illuminati, apparently, did actually formally exist from 1776 to 1787, when, after
receiving unwanted government attention, it was shut down (Barkun 2003: 48–49). The
stated goal of the group was the destruction or removal of institutionalised political and
religious authority, and they invested deeply in complex schemes to both avoid notice and
develop a select core able to enact the group’s goals. At its largest, the Bavarian Illuminati
numbered approximately 2500 members. With other sporadic resurgences linked closely
with anti-Semitism, the belief in the Illuminati conspiracy resurfaced most recently in the
late 1950s, with the development of the John Birch Society (Barkun 2003: 50). It is worth
mentioning the provenance of the conspiracy as it has developed into one of the most
well-known and enduring conspiracies of the West, and has become a significant subcul-
tural and occultural theme.
occultural bricolage and popular culture 47
include the coming of the alien Xists in 1996, the awesome power of Bob
Dobbs, the ultimate salesman, and the general unpleasantness of the elder
gods. In terms of agenda, the Church of the SubGenius seems intent upon
shocking people out of normative patterns of thinking in regards to all
areas of human engagement, be they personal, political or spiritual. It
is inherently postmodern insofar as while materials are presented with
ironic and subversive humour, this is indeed part of the philosophy that
is being propounded—as with the Discordians, they are their own best
example. The Church of the SubGenius also has its own unique magical
system, termed ‘Slack’, for which techniques and methods for its accrual
and disbursal are offered. It should also be noted that in addition to its
books, the Church of the SubGenius has also made films such as Arise! The
SubGenius Video (Holland 1992) which provide further expression of their
ideology whilst maintaining stylistic continuity. They also regularly stage
public events, such as an annual party on 5 July celebrating the anniver-
sary of the Xists not coming to earth to transport all SubGenius off in a
spaceship, as well as regular ‘devivals’.4
In terms of ideology the Church of the SubGenius and Discordianism
are extremely well aligned. Even SubGenius texts are visually similar to
Discordian texts, and they share the penchant for both bricolage and the
absurd. The SubGenius publications, however, appear to reference a far
broader selection of popular culture, as can be seen through their first
publication, the Book of the SubGenius. Where the Discordian texts men-
tioned above tend towards original textual creation, albeit with the inclu-
sion of extant popular culture content, the publications of the Church of
the SubGenius are far more explicit in their remixing of popular culture.
The Book of the SubGenius is a text both fascinating and entertaining (Stang
1983). The text not only draws upon popular fiction sources, but also tradi-
tional religions and occulture, as well as more mainstream themes. It bor-
rows from a huge swath of culture, parodies everything in sight (including
the Church of the SubGenius itself ), and recontextualises it into a strident
call to arms for the forces of absurdity. The list of broader cultural sources
in the Book of the SubGenius is immense. The elder gods of Lovecraft’s work
to a wider audience than might otherwise have been the case. This audi-
ence then, in part, assumed ever more active roles, effectively moving
from observer to participant. See, for instance, The Family of Psychick
Individuals (FOPI), a group that has developed from the original fan base
of Psychic TV (Partridge 2004b) and shares its ideology. This inclusive atti-
tude was encouraged in the original incarnation of the group, and remains
a focus, as is highlighted on the current TOPY website in the ‘TOPY is . . .’
section. One of the primary issues of interest with TOPY is that the enact-
ment of their music and performance art was not divorced from the enact-
ment of their rituals—the popular culture and the religious, spiritual, and
magical aspects were not distinguished. The two continually informed one
another, and placed ideas such as active participation and internalisation
in a quite new context.
PTV’s cut-up of reality is aimed at short circuiting the training the brain has
had—to twist up the map of that shared geography and make the viewer
find his own way, rather than accepting what emanates from the TV screen
without thought. (Dwyer 2000: 34)
The Temple of Psychick Youth and their associated endeavours are inter-
esting in this context precisely in that they did not draw upon popular
culture so much as make it, and yet are still inextricably bound up in that
sphere of engagement. Moreover, their method of creation was to a degree
both a magical and political act. The music and performances of related
groups such as Throbbing Gristle, Coil and Psychic TV were, and still are,
in many cases deliberate attempts to alter normative ways of thinking
(Rushkoff 1994). These groups focused upon magical strategies such as
popular performance as ritual, effectively involving their audiences as par-
ticipants in magical as well as musical activities (Partridge 2004b).
Genesis P-Orridge, one of the founders of the Temple of Psychick Youth,
articulates this point clearly in reference to particular compositional
techniques.
Sampling, looping and re-assembling both found materials and site specific
sounds selected for precision of relevance to thee message implications
of a piece of music or a transmedia exploration, is an alchemical, even a
magical phenomenon. No matter how short, or apparently unrecognisable
a ‘sample’ might be in linear time perception, I believe it must, inevitably,
contain within it (and accessible through it), the sum total of absolutely
occultural bricolage and popular culture 55
Conclusion
The argument made here is not that these, and other like groups, are
not simply consumers, but rather that they are participants within popu-
lar culture, creators and consumers, audiences and performers. Inherent
in such a position is the suggestion that an attempt to develop interpre-
tative frameworks for popular culture spiritualities needs to also account
for such behaviours. While the Discordians, the Church of the SubGenius,
and the Temple of Psychick Youth are all fairly explicit in their owner-
ship of popular culture, it should be noted that there are any number of
alternative religions and spiritual movements that, while perhaps not so
overt, nonetheless emphasise creation rather than consumption in their
religious and spiritual practice. Given that so much of contemporary belief
is becoming intertwined with the popular, it seems entirely possible that
there will be many new creative techniques emerging through the imbri-
cation of the spiritual and the popular.
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Occultism and Parapsychology. 5th edition. Detroit: Gale Research Inc.
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Jossey-Bass.
Cusack, C. M. 2010. Invented Religion: Imagination, Fiction, and Faith. Aldershot: Ashgate.
Doherty, B. 2004. “Historia Discordia.” Reason. 36:4, 65.
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Right.” Social Analysis. 48:2, 138–154.
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Youth (From A To B And Back Again).” In S. Dwyer, ed., Rapid Eye Movement. London:
Creation Books, 11–52.
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Heaven’s Gate, Science Fiction Religions,
and Popular American Culture
Benjamin E. Zeller
Few who remember the 1997 Heaven’s Gate suicides forget the details: the
purple shrouds covering the dead, the lethal mix of phenobarbital-laced
applesauce and vodka, the rolls of quarters and Nike shoes. Indeed, the
thirty-nine individuals who ended their terrestrial existences in Rancho
Santa Fe, California between 22 March and 24 March, 1997 took great care
in orchestrating their ritual suicides. Not surprisingly, the earliest media
reports seized on these details. Coverage fixated on the material culture
of the Heaven’s Gate dead, as well as the medical histories of its mem-
bers, several of whom had been surgically neutered. Each print, television,
and radio account seemed to offer an even more bizarre account of the
group, feeding an audience that had been primed for decades to expect
religious cults—particularly those in California—to demonstrate odd
behavior.
As more information on Heaven’s Gate slowly trickled out, media out-
lets shifted from describing the physical surroundings of the Rancho Santa
Fe dead to their worldview. A combination of Christian millennialism,
New Age self-transformation, and ufology, scholars still debate the theo-
logical makeup and history of Heaven’s Gate. Yet from the earliest days
of the coverage of the 1997 suicides, the mass media has fixated on one
element in the movement’s worldview: its connection to science fiction.
Heaven’s Gate was, if one believes TIME, Newsweek, and the Los Angeles
Times, a “science fiction cult,” or at least one that formulated its religious
ideology using a foundation of science fiction (hereafter SF).
Newsweek’s near issue-length coverage of Heaven’s Gate offers a rep-
resentative sample of how the mass media framed Heaven’s Gate with
recourse to SF. In massive bold-faced font, Newsweek introduced its nearly
thirty-page treatment of Heaven’s Gate by labeling the group a “strange
brew of twisted Christian theology, castration, science fiction, belief in
UFOs and mastery of the Internet” (Thomas 1997: 27). The second article
in the special section, which focused on religious quests and the search
60 benjamin e. zeller
and the abilities of the actors. They experience normal human psychology
and biology, and have the range of feelings and motivations appropriate
to present-day humanity. As Star Trek’s hero Captain Kirk (by that time
promoted to Admiral Kirk) said in the fourth of the franchise’s films, “I’m
from Iowa, I only work in Outer Space” (Nimoy 1986). The series dwelt
on real-world problems. Famously, it featured episodes that commented
on race relations, war, the counterculture, and intergenerational conflict.
Science fiction asks ‘What If?’ but its answers assume the conventions of
everyday reality.
Yet SF stories are often weighty, as Gunn’s definition notes. SF deals
with threats to civilisation, humanity, and even the universe. This is in
fact part of SF’s attraction. Audience members tune in to watch Captain
Kirk and Mr Spock save the universe every week, after all. One of the
most beloved of science fiction’s series, Isaac Asimov’s Foundation novels,
involve the efforts of a single man, and then an organisation, to stave off
the end of civilisation throughout the entire universe. George Lucas’s Star
Wars films similarly involve weighty matters: a band of rag-tag freedom
fighters attempting to overthrow a cruel despotic empire. More recently,
the hit series Battlestar Galactica, a reimagining of another 1970s televi-
sion series by the same name, assumed as its premise that a single star-
ship of post-nuclear holocaust survivors represented the only hope for the
existence of not only civilisation but the human species itself. In all cases,
such science fiction stories assume changed circumstances (e.g. interstel-
lar travel, unified humanity, near-genocide of the species, and so on), proj-
ect these onto characters who act in real-world ways, and comment on
issues of major importance to today’s readers and viewers.
Yet change is not the only way of understanding SF. Canadian-Croatian
scholar Darko Suvin has offered the second major approach to under-
standing the genre, predicating his definition on the twin concepts of
estrangement and cognition. He writes that science fiction is “a literary
genre whose necessary and sufficient conditions are the presence and
interaction of estrangement and cognition, and whose main formal device
is an imaginative framework alternative to the author’s empirical environ-
ment” (Suvin 1979: 7–8). Somewhat more arcane than Gunn’s definition,
Suvin looks to science fiction as a creative exercise in the construction of
alternative worlds. With its space ships, time machines, telepathic abili-
ties, faster-than-light travel, and even world peace, SF is estranged from
the real world and its present scientific and social development. Yet SF
offers cognitive explanations for these departures, often in the form of
technology or science. As Suvin (2005) argues, SF explains the mechanics
64 benjamin e. zeller
of the flying carpet, or at least assumes that there are mechanics, rather
than relying on some sense of magic, supernaturalism, or mythic powers.
Suvin calls these “cognitive” responses to estrangements, meaning that
they work within the confines of rational, naturalistic, and scientific lim-
its, rather than appealing to a sense of wonder, miracles, or supernatural
powers. Carl Freedman (2000) explains this distinction between cogni-
tive and non-cognitive disjunctions from reality as the heart of science
fiction. SF explains disjunctions from the real world through cognitive
means, whereas other genres (namely folktale, myth, and fantasy) use
non-cognitive means to imagine their disjunctions. In following Suvin
and Freedman, I use the concept of ‘cognitive’ similarly ro mean rational,
empiricist, and naturalistic.
Suvin and Freedman’s insistence on the distinction between cognitive
and non-cognitive reasoning, and with it their implication that any form
of supernaturalism violates SF’s cognitive assumptions, reminds us of
certain antipathies between science fiction and religion. SF authors have
a certain public reputation for disparaging religion and religious belief,
some of which is earned. Isaac Asimov’s aforementioned Foundation
(1951) features an advanced technocratic society creating and employing
a religion to control the masses, in a formulation that Karl Marx would
find deeply familiar. Gene Rodenberry’s original Star Trek series even fea-
tures the crew of the Enterprise encountering—and then defeating—an
extraterrestrial who had appeared on Earth using the alias of the Greek
god Apollo. The implication was clear: extraterrestrials founded Earth’s
religions by passing themselves off as gods, and by the end of the episode,
Kirk bluntly declared to Apollo, “we don’t need you anymore” (Ralston,
Coon and Daniels 1967). Best-selling SF author George Zebrowski’s short
story “Heathen God” (1971) went one step further, replicating the early
Christian Gnostic heresy by portraying the Biblical deity as an insane
childlike alien, responsible for creating a broken world and all of the
troubles that followed.
Yet for all this, science fiction also features certain sympathies with
religion, as a close examination of the two definitions reveals. Assuming
Gunn’s approach to SF, two commonalities stand out. First, both SF and
religion fixate on notions of change. Religion looks forwards and back-
wards, trying to alleviate the human discomfort with change at the same
time that is recognises the need for change. Mircea Eliade (1954), one of
the founders of the academic study of religion, described religious ritual
as seeking to restore the primordial time of the origins, replicating the
first acts of cosmogony. Other scholars, following the leads of nineteenth
science fiction religions, and popular american culture 65
and Cory Panshin (1989) have argued that science fiction functions as
mode of modern mythmaking, crafting stories of meaning that appeal to
a modern audience just as religious myths did for earlier societies. Taking
a somewhat more positive view of religion, Patricia Warrick and Martin
Harry Greenberg (1975: xii) introduced their anthology of SF short stories,
The New Awareness: Religion Though Science Fiction, by arguing that sci-
ence fiction brings religion and science together, and along with them,
creates meaning: “[humanity] needs both science and religion, disciplines
that can no longer ignore each other. Each serves a similar function: to
help man [sic] shape his universe enough to make it comprehensible.”
Religion and SF share common interests: explaining and considering such
topics as the nature of humanity, the future, the purpose of life, free will,
the origin of life, and the eventual end of the species.
Given the sympathies between SF and religion, the concept of a sci-
ence fiction religion is not surprising. As I use the term, a science fiction
religion is a religion that features two characteristics. First, it has incor-
porated facets of the science fiction genre into its beliefs, practices, and
worldview. These facets may include elements drawn from particular
works of science fiction, or more general themes. But in some way, science
fiction religions have borrowed from the literary genre of SF. Heaven’s
Gate used the language of Star Trek in its religious practice, for example.
Second, the science fiction religion functions like science fiction literature,
meaning that the religion postulates a significant change—one estranged
from the world as most people know it—and responds to that change.
Here I extend and combine the definitions of SF proffered by Gunn and
Darko. At its heart a science fiction religion shares with the genre of sci-
ence fiction the postulation of a radical new future dependent on hitherto
unknown technology, science, or discoveries about the natural universe,
such as the existence of extraterrestrial life, time travel, space ships, or
ESP. Each of these represents a radical change from the current world.
Darko would call these developments estrangements, since they radically
alter the manner in which human beings now understand themselves and
the world and require some sense of resolution. Yet science fiction reli-
gions, like SF more broadly, offer cognitive responses to these changes. In
offering cognitive—rather than supernatural or miraculous—responses,
a science fiction religion insists on the same restrictions that hold in the
SF genre. Borrowing the concepts and terms of science and technology,
a science fiction religion offers religious responses to imagined changes.
Therefore, as I use the term, a science fiction religion is a religion that
a) has adopted elements of the SF genre, in order to b) envision and
science fiction religions, and popular american culture 67
Despite its eventual nature as a SF religion, Heaven’s Gate did not emerge
from a science fiction background, but a far more conventional Christian
one. Its founders Marshall Herff Applewhite (1932–1997) and Bonnie Lu
Nettles (1928–1985) predicated their movement’s theology on their read-
ings of the New Testament’s book of Revelation, and from the earliest days
of the group, understood their religious work as part of a millennial sce-
nario detailed in that text. As I have argued elsewhere, they even taught
a variant of a form of Christian millennialism known as dispensational-
ism, popular in the Evangelical and Fundamentalist Protestant American
subcultures, emphasising this approach’s belief in a rapture of the faith-
ful, during which the saved ascend into the heavens to their greater glory
(Zeller 2006; Zeller 2010).
Though fundamentally Christian, Heaven’s Gate filtered its understand-
ing of Christian theology through the lenses of ufology and the New Age.
As Brenda Denzler has demonstrated, the adherents of ufology form a
diverse subculture of individuals who not only believe in UFOs, but make
the pursuit of them and beliefs about them central aspects of their lives.
Though Denzler cautions against attempting to strictly define or delin-
eate ufology, she indentifies the subculture as focused on “mak[ing] the
existence of the UFOs not just something that might be believed or not,
but a demonstrable, empirical fact of life” (2001: 32). This empiricism
carried over into Heaven’s Gate, but the movement also absorbed cen-
tral theories, texts, and ideas from the ufology subculture. In essence, it
absorbed the popular culture of ufology, and with it the beliefs in UFO
crashes, government cover-ups and conspiracies, subterranean bases,
alien-human hybrids, and most importantly, following in the wake of
Erich von Däniken’s best-selling Chariots of the Gods?, a view of the Bible
as a record of extraterrestrial contact with humanity. Yet the group mem-
bers filtered these beliefs through the lens of SF, specifically the sub-genre
of SF concerned with alien visitation of Earth and government cover-ups
of such visits. Avid television watchers, the adherents of Heaven’s Gate
cited both Star Trek: The Next Generation (ST:TNG) and The X-Files as
favorites. Both series feature such visitations and cover-ups. In the case
of ST:TNG, when the technologically advanced humans of the Starship
68 benjamin e. zeller
the studio released the second film in 1984, during precisely the era in
which Heaven’s Gate developed its consciousness transfer doctrine (Clarke
1982; Clarke and Kubrick 1968; Hyams 1984; Kubrick 1968). Heaven’s Gate’s
beloved Star Trek television series also postulated such technology, partic-
ularly in the plots in ST:TNG involving the character Data, the self-aware
android. “The Schizoid Man,” an episode from The Next Generation’s sec-
ond season, featured a human transferring his consciousness into Data as
a means of seeking immortality (Landau 1989). While most readers and
viewers looked to 2001, 2010, and ST:TNG as entertainment or perhaps fic-
tional musings on a highly technical metaphysical topic, the members of
Heaven’s Gate—as befitting adherents of a SF religion—might very well
have seen these SF stories as sources. Without a doubt, Heaven’s Gate
used the cognitive approach of science fiction to explain this process,
using technical and technical-sounding terms to explain and define con-
sciousness transfer. Like SF, they sought to explain the mechanics behind
what religious people might call the soul’s ascent to heaven or reincarna-
tion, paralleling the approach of SF.
and practices oriented towards the empirical physical reality. In this way,
the group members followed the lead of SF, with its dependence on cogni-
tive means in resolving the estrangement of change. As both Christopher
Partridge and I have argued, Heaven’s Gate was a remarkably non-super-
naturalist religion (Partridge 2003; Zeller 2010). The movement’s nature as
a SF religion explains why.
One of the central ways that the leaders and members of Heaven’s Gate
put their SF religion into practice was their relationship with space, where
space means the more banal three dimensions of existence rather than
the regions beyond Earth’s atmosphere. Yet it is through their engage-
ment with livable Earthly space that the members of Heaven’s Gate
sought to transport themselves into Outer Space. As theorist Thomas A.
Tweed (2006: 74) has written of the religious engagement with space,
“[r]eligions . . . involve finding one’s place and moving through space. One
of the imperfections the religious confront is that they are always in dan-
ger of being disoriented. Religions, in turn, orient in time and place.” The
religion of Heaven’s Gate allowed its members to orient themselves on
Earth, but like many ancient sailors, they did so with recourse to the heav-
ens. Unlike stellar navigators, Heaven’s Gate not only mapped space using
the stars, they created spaces meant to bring themselves to the stars, at
least symbolically.
For most of its history Heaven’s Gate was nomadic, with members
moving relatively frequently between temporary dwellings. In the group’s
early history its members stayed in campgrounds, public land, and spaces
borrowed from sympathetic spiritual seekers. Later, after the movement
gained funds from several well heeled converts and another member’s
inheritance, they tended to rent houses. Throughout this time, the mem-
bers of Heaven’s Gate sought to transform these borrowed spaces into
sacred space, but they did so using the specific vernacular of SF religion.
Their temporary abodes became ‘crafts’, short for spacecrafts. Former
Heaven’s Gate member Rio DiAngelo (2007: 29) explains why in his mem-
oir of his time in the movement: “it is our understanding that ‘Next Level
Beings’ [extraterrestrials] do most of their tasks from a spacecraft. So, we
were taught to do all of our tasks as if in a laboratory in board a space-
craft with crew minded accuracy.” Robert W. Balch (1995), who studied
the group during its early days, reported a similar phenomenon of calling
their homes crafts during the group’s formative period of 1975 and 1976.
Renaming their houses as crafts, the members of Heaven’s Gate created
sacred spaces meant to duplicate those in the literal heavens, outer space.
They did so using the language of SF. In addition to calling their homes
74 benjamin e. zeller
‘crafts’, DiAngelo (2007: 30) explains that the group’s members called bed-
rooms ‘rest chambers’, kitchens ‘nutri-labs’, laundry rooms ‘fiber-labs’, and
offices ‘compu-labs.’ Members recast their excursions out of the house to
earn money through odd jobs or to engage outsiders, ‘out of craft tasks.’
The practices described by DiAngelo and Balch illustrate what Tweed
(2006: 103) has written of religious individuals, that they are constantly
engaged in “constructing, adorning, and inhabiting domestic space.
Religion, in this sense, is housework. It is homemaking.” Heaven’s Gate’s
members created homes through rhetorically reconstructing them as
spaceships. This transformed rented or borrowed houses, campgrounds,
or warehouses from merely ordinary space into sacred space, space that
religious people—the adherents of Heaven’s Gate—could live within.
They did so using terms drawn from SF, remaking kitchens as nutri-labs
and bedrooms as rest chambers. Most importantly, the members’ excur-
sions outside this intensely insular and sectarian community, certainly
fraught with anxiety and danger, became more manageable ‘out of craft
tasks’, akin to spacewalks. Rather than invoke the supernatural, as nearly
all the religious people in Tweed’s study of sacred space do, the members
of Heaven’s Gate looked to explicitly cognitive means to remake their
space. Rather than rituals, they used rhetoric. Rather than altars, they
altered their language. Yet renaming this space nevertheless functioned
as important religious practice, orienting the members of Heaven’s Gate
within a space that was at once Earthly and not Earthly.
Another practice that members of Heaven’s Gate employed involved
transforming themselves into members of a SF spaceship crew, rather
than individual spiritual seekers who had joined a new religious move-
ment. The members of the group referred to each other as crewmembers,
wore uniforms, shared similar diets, adopted identical grooming habits
for both men and women, and generally sought to function as individual
units within a whole. Balch reports that adherents followed extremely reg-
imented lives, and redefined their activities in quasi-scientific (or quasi-
SF) language, such as ‘fuel preparation’ rather than cooking, or ‘brain
exercises’, rather than puzzles (1995: 157). The adherents of Heaven’s Gate
modeled these religious practices on the quasi-militaristic model of space-
craft operation presented by most SF serials, novels, short stories, television
series, and films. Most notably, the group’s beloved Star Trek employed
this model, as several members of Heaven’s Gate made explicit in their
exit videos and statements. Such members sought to live within such a
crew and to function as members of a highly developed and coherent
group dedicated to peaceful maintenance of the universal order. Though
science fiction religions, and popular american culture 75
the angels of Western religious traditions seem an apt parallel, the mem-
bers of Heaven’s Gate looked to SF rather than religion as their guide in
developing this ‘crew-consciousness’. The group’s ’88 Update combines the
movement’s acceptance of consciousness transfer, this focus on crew, and
its wider acceptance of the broader ufological claim of crashed UFOs and
conspiracy theories when it declares of the group’s members, “they were
briefed as a crew aboard a spacecraft about how they would incarnate
into human vehicles in order to do a task. They left their Kingdom ‘world’
and came into this ‘world’ beginning in the late 1940’s. They feel that some
left their Next Level bodies via so-called UFO ‘crashes’ ” (Heaven’s Gate
1988: 10). Like the movement’s rhetorical transformation of Earthly into
outer space, Heaven’s Gate’s adherents’ self-understandings as crewmem-
bers served a central role in the group’s religious practice.
Not surprisingly, the rhetorical use of SF functioned as one of the main
modes of God-talk in Heaven’s Gate, and was the center of their religious
practice. The movement sometimes copied language directly from specific
SF products. Most frequently, they turned to Star Trek. The movement’s
one-third page advertisement in the national American newspaper USA
Today, published May 27, 1993, best represents this approach. Transposing
the story of the incarnation of Christ into that of Star Trek, the adver-
tisement proclaimed: “Two thousand years ago, the true Kingdom of
God appointed an Older Member to send His ‘Son’, along with some of
their beginning students, to incarnate on this garden. While on Earth as
an ‘away team’ with their ‘Captain’, they were to work on their overcom-
ing of humanness and tell the civilisation they were visiting how the true
Kingdom of God can be entered.” Here Heaven’s Gate referenced the ‘away
team’, a concept from the fictional Star Trek universe of a small group of
crewmembers descending from their spaceship so as to engage in some
activity on a planet’s surface. They also referred to Christ as a ‘Captain’,
alluding to the main characters of the various Star Trek television series,
namely Captain Kirk from the original series and Captain Picard from Star
Trek: The Next Generation (Heaven’s Gate 1993).
The advertisement continued, explaining the nature of the Heaven’s
Gate movement both with reference to Christ and his apostles as well
as Star Trek. “That same ‘away team’ incarnated again in the 1970’s [sic]
in the mature (adult) bodies that had been picked and prepped for this
current mission. This time the ‘Admiral’ (the Older Member, or Father,
incarnate in a female vehicle) came with the Son—‘Captain’—and his
crew.” Alluding to the rank system in Star Trek’s quasi-military Starfleet,
the authors of the advertisement portrayed the movement’s founders as
76 benjamin e. zeller
revealed the actual history of Earth without the slightest sense of irony
(Rkkody 1997). Within Heaven’s Gate, the distinction between the fic-
tion of Stargate and other SF and the reality of the world around them
disappeared.
The notion of hyper-real religions permits scholars to take the fictive
elements of Heaven’s Gate seriously, and understand why its members
incorporated SF into their worldview and practices. As Possamai (2007: 2)
explains, “[t]hese hyper-real religions are a simulacrum of a religion partly
created out of popular culture which provides inspiration for believers/
consumers. These contemporary expressions of religion are likely to be
consumed and individualised, and thus have more relevance to the self
than to a community and/or congregation.” This radically individualised
nature of the religion of Heaven’s Gate appealed to its adherents and
potential converts. Members of the movement railed against traditional
religions as supernaturalistic, unscientific, ritualistic, and old-fashioned.
Through the incorporation of SF elements into their worldview, the mod-
ern twentieth-century Americans who joined Heaven’s Gate were able to
claim what they followed a more satisfying alternative, a scientific, mod-
ern religion that offered naturalistic—cognitive—responses to their reli-
gious questions.
The adherents of Heaven’s Gate used the language of science fiction
for a simple reason: to communicate what they considered their most
important messages. Heaven’s Gate was a SF religion, as I have defined it.
It drew from the genre of SF in its practices and theology. It envisioned
a radical change that led to estrangement, and offered a cognitive solu-
tion to that estrangement. As a hyper-real religion, to use Possamai’s lan-
guage, the adherents of Heaven’s Gate collapsed the distinction between
popular culture and religion, fiction and reality, and used SF in their
practices, theology, and attempts to explain their group to outsiders. The
group’s members believed in the existence of extraterrestrial life, and that
extraterrestrials had shaped human evolution, history, and religion. They
believed that aliens regularly interacted with human beings, and religions
recorded these interactions using symbolic or mythological language.
They also believed that what religions called salvation represented the
chance for humans to evolve into extraterrestrial beings, either through
physical metamorphosis (during the first decade of the group’s existence)
or through consciousness transfer methods (during the second decade).
These beliefs marked the tenets of Heaven’s Gate as estranged from most
other religions, and indeed from the assumptions and worldview of most
Americans. Yet the religious system of Heaven’s Gate offered a solution
science fiction religions, and popular american culture 81
References
Applewhite, M. H. and B. L. Nettles. 1976. “Bo and Peep Interview with Brad Steiger,
7 January 1976.” In H. Hewes, and B. Steiger, eds., UFO Missionaries Extraordinary. New
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Asimov, I. 1951. Foundation. Garden City, NJ: Doubleday.
——. 1986. “Introduction.” In M. Bishop, ed., Close Encounters With The Deity: Stories.
Atlanta: Peachtree Publishers.
Balch, R. W. 1995. “Waiting for the Ships: Disillusionment and the Revitalization of Faith in
Bo and Peep’s UFO Cult.” In J. R. Lewis, ed., The Gods Have Landed: New Religions from
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Beals, G. 1997. “Far From Home.” Newsweek. Vol. 129, no. 14, April 7.
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Christian Century. 1997. “Heaven’s Gate.” The Christian Century. April 16, 144:13, 382.
Clarke, A. C. 1982. 2010: Odyssey Two. New York: Ballantine Books.
Clarke, A. C. and S. Kubrick. 1968. 2001: A Space Odyssey. New York: New American
Library.
Denzler, B. 2001. The Lure of the Edge: Scientific Passions, Religious Beliefs, and the Pursuit
of UFOs. Berkeley: University of California Press.
Di Angelo, R. 2007. Beyond Human Mind: The Soul Evolution of Heaven’s Gate. Beverly Hills:
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Durkheim, É. 1915. The Elementary Forms Of The Religious Life. New York: Free Press.
Eliade, M. 1954. Myth Of The Eternal Return, Or, Cosmos And History. Princeton: Princeton
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82 benjamin e. zeller
Carly Machado
Introduction
Today the brain occupies centre stage in all kinds of debates, inquiries,
discussions and hopes concerning human beings, including the future
development of the species and its potential for improvement. In the
background, different social contexts and agents provide a variety of
stages on which the brain plays a series of leading roles. In the popular
science disseminated in the mass media, images of the brain are seen on
numerous magazine covers and television shows on an enormous vari-
ety of topics. Talking about human behaviour and personality—normal
or pathological—in the mass media today almost invariably means dis-
playing coloured images of the brain as evidence of the human subject’s
functioning and responses to every kind of situation. Flourishing around
the borders of this popular science is a self-help literature that promotes
brain ‘exercises’ as means to personal development, disease prevention
and the overall enhancement of a person’s quality of life.
The popular science filling magazines, television shows and self-help
books across the Western world draws from the scientific production of
neuroscience and what Ehrenberg (2009) identifies as its ‘strong program’.
By this the author means that neuroscience—whose influence extends far
beyond its more obvious objectives, such as making progress in the treat-
ment of neurological diseases—presents the general public with a proj-
ect for developing a “neurobiology of the personality” (Ehrenberg 2009:
189) in which the individual and spirit are fully explicable (albeit not yet
explained) by biology. This enables a powerful fusion between the social,
cerebral and mental. Ehrenberg argues that the ‘strong program’ functions
from three perspectives: theoretical, conceptually postulating the brain as
the basis of the spirit; practical, clinically proposing a fusion between neu-
rology and psychiatry; and social, where the brain is posited as a means of
describing and understanding social behaviour and, as a consequence, as
a category of identification—that is, a means of recognising a social agent
and his or her profile.
86 carly machado
(in Slonczewski and Levy 2003), the 1950s witnessed an SF movie boom
centred in the USA, although a significant number of SF movies were also
made in Europe, Asia and Latin America.
In France, several of the filmmaker-critics associated with Cahiers du cin-
ema and the nouvelle vague made SF movies, including Un amour de poche
(A Girl in his Pocket, Kast 1957), Les Yeux sans visage (Eyes Without a Face,
Franju 1959), La Jet’ee (Marker 1962), Alphaville (Godard 1965), Fahrenheit
451 (Truffaut 1966) and Je t’aime, je t’aime (Resnais 1967; Slonczewski
and Levy 2003). The New Wave for sci-fi occurred during the 1960s, says
Broderick: “The emergent movement, a reaction against genre exhaustion
but never quite formalised and often repudiated by its major exemplars,
came to be known as the New Wave, adapting French cinema’s nouvelle
vague. Auteurs such as Jean-Luc Godard and François Truffaut broke with
narrative tradition at the start of the sixties, dazzling or puzzling viewers
with tapestries of jump cuts, meanderings, all-but-plotless immersion in
image” (in Slonczewski and Levy 2003: 49–50).
Even when it is officially avoiding any reference to UFO religions or sci-
fi, the Raelian message is full of concepts and images related to the sci-fi
imaginary: space travels, spaceships, extraterrestrial beings, high-tech reali-
ties and androids among many others. When I first started my research in
2005, the Raelian Movement avoided the use of images in books, maga-
zines or websites, especially images of the Elohim. After some years, these
images started to appear more frequently, bringing with them the ines-
capable and unmistakable (though not explicit) reference to sci-fi films; it
may be that this connotation is the very reason for the dearth of images
that I noticed previously. Raël’s clothes, the Elohim’s spaceship, the appear-
ance of the Elohim themselves, and many other images from the Raelian
Movement’s official website and videos can be traced to sci-fi films.
The Raelian version of the Old Testament, a significant part of Raël’s first
book, is also full of sci-fi images. The Tower of Babel is presented as actu-
ally being a “rocket” (Raël 2001: 22). The trumpets of Jericho are depicted
as a technological aid from the Elohim to the Jewish people who, through
“highly amplified ultrasonic waves,” were able to reach their goal (Raël
2001: 33). Samson’s hair appears in Raël’s version as “antennae” through
which the Elohim1 could communicate with him and reinforce his leader-
ship and knowledge (Raël 2001: 35–36). These are some examples among
1
In his books, Raël calls the extraterrestrials by the name of Elohim. More explanations
about the Raelian message will be presented later in the chapter (see note 2).
88 carly machado
Fig. 3. Video still: the spaceship and the Elohim from “Message from the
Designers”
investigation of the Raelian movement and its beliefs cannot avoid the
presence in it of sci-fi imaginary.
Far from making any attempt to approximate the Raelian message of
fiction or reality, or to evaluate its truthfulness (or otherwise), this chap-
ter aims to take seriously the intimate relation of the Raelian prophecy
to sci-fi stories in order to amplify possibilities of understanding its out-
reach. Significantly, sci-fi is usually called upon as a way of devaluating
UFO religions as fictional (as opposed to real) imagination; this explains
Raël’s unwillingness to express any interest in sci-fi. Analysing the rela-
tion between sci-fi and religion is an effort to understand the relevant
interfaces between religion, science, fiction and imagination, which I
hope will become clear further on this chapter. As we shall see, scientific
ideas are even more radically extrapolated in fiction than in popular sci-
ence, which, though media-based and aimed at the general public, still
refers—albeit to a relative extent—to an ethic of scientific dissemination.
However the free production of science fiction—in general only distantly
connected to scientific knowledge per se and to its projections for the
future—operates not only through the apparently predictable effects of a
‘false’ real, ‘almost’ real or ‘not yet’ real—a fictional real—but also as evi-
dence of a ‘more than’ real—a hyper-real—imbued by a sacred potential
through which the future is announced.
While academic discussion has generally focused on the direct relation
between religion and science, I propose exploring the impact of popular
science and science fiction on the construction of contemporary techno-
religious messages. Arguing that science-related religious questions origi-
nate within institutionally framed religious contexts, and can only be
addressed on the basis of these supposedly rigid boundaries between sci-
ence and religion, means abandoning a much more complex approach to
the phenomenon of techno-scientific religions. I propose that it is essen-
tial to examine the rich boundary zones in which science itself acquires
religious and prophetic overtones: within the area of scientific production
itself (Machado 2003; Zandbergen 2010), and also in contexts formed by
the media, artistic production and entertainment—outside of both sci-
ence and religion—where categories overlap even more intensely, free of
the dogmas specific to each of the scientific and religious domains, gener-
ating fictions and truths that circulate in the social imaginary as realities
and, in the process, produce realities.
Here I look to discuss religious constructs of the brain in the spe-
cific context of science fiction, connecting its fictional production of a
brain, biological robots and androids 91
To obtain a clearer idea of the way in which the brain is depicted in the
Raelian Movement, a more detailed introduction to the cosmology of this
group is needed. Created in 1973, the Raelian Movement is led by Raël, a
prophet who conveys messages from the extraterrestrial creators of the
Earth and humanity: the Elohim.2 Referring to two encounters with the
Elohim, one on Earth and another when he was taken to their planet,
Raël’s message propounds the belief in and support for scientific advances
of every kind as a way of enabling the enhancement and evolution of
humankind and the individual. The Elohim, their way of life and their
planet are projected as an ideal to be attained by followers, hence the
term ‘Elohimisation’ given to the process of personal development pro-
posed by the movement.
The project for humanity and subjectivity propounded by the Raelian
Movement invokes a maximum potency with minimal effort, an ideal to
be obtained primarily through technological advances. The Raelian mes-
sage points to a future where work no longer exists, life is eternal and
people live solely for pleasure. All the ‘ties’ of human life will therefore
need to be undone: family, marriage, work, moral and sexual restrictions,
everything. The planet of the Elohim is the hi-tech prophetic scenario pre-
sented by Raël in his message. As a vision of the future available in the
present—made possible through Raël’s space journey to their planet—
the way of life and moral standards projected by the Raelian message for
the developed terrestrial individual are presented as the mainstream of
Elohim society.3
To achieve the level of evolution already attained by the planet of the
Elohim, the terrestrial human being therefore needs to prepare him or
herself for this degree of freedom and for complete openness to pleasure.
2
The Raelian Movement is presented as an atheist religion in which the creators of
human life are recognised as superior human beings living on another planet, whose mis-
sion was to people the Earth by developing their cloning projects here. Completely deny-
ing the existence of any type or form of God or gods, Raël claims in his message that the
notion of God derives from a misunderstanding of the name ‘Elohim,’ meaning ‘those who
came from the sky,’ referring to the extraterrestrial creator beings rather than a super-
natural or divine God, as in the usual and mistaken (in the Raelian view) translation of
the Bible. In one of his books (The Message of the Extraterrestrials) Raël retells the book of
Genesis, presenting a scientific version of the events described with the aim of demystify-
ing any theological or Christian interpretation of them.
3
About UFO religion and the Raelian movement, see Battaglia (2005).
brain, biological robots and androids 93
4
The Raelian Movement’s organisational profile is called the ‘Structure’ of the
Movement. The Structure is formed by those responsible for spreading the message of
the extra-terrestrial and all the Raelian projects. Composed of regional, national and plan-
etary leaders, it’s also divided into teams with specific tasks. The Raelian leaders are called
guides and are organised in levels (from 0 to 6) according to their responsibilities assumed
within the Structure, and also their status. Only Raël is a guide level 6, the so-called ‘Guide
of guides.’ Daniel Chabot is a planetary guide level 5, responsible for the Raelian University,
in charge of spreading the knowledge of the Raelian message all around the world. Brigitte
Boisselier is also a guide level 5. In view of her planetary recognition and efforts related to
the Raelian human cloning project and its corporative interface—Clonaid—Brigitte was
chosen by Raël to replace him as the leader of the Raelian Movement in the case of his
death (Machado 2009; Machado 2010).
94 carly machado
colourful images a revelatory effect for those members enchanted (in the
double sense of the word) by the clarity of the images and thus of the ideas
presented.
Chabot’s main objective in displaying the images is to show the dam-
age that can be caused to the brain by wrong behaviour. Among these
behaviours he highlights drug use and criminality. In the conception
developed and advocated by Chabot, morality shapes the brain. Every
attitude leaves a different mark, a variation capable of being identified
in the images: the brain of a cocaine user differs from brain of a cannabis
user (the latter less damaged than the former), just as a murderer’s brain
differs from a thief’s. In general the simulations presented by Chabot are
grossly deformed, even in the cases of less damaged brains, since achiev-
ing the desired impact of the image depends on the visual intensity of the
cerebral deterioration. Chabot explicitly stresses the importance of the
displayed images, saying that science ‘now’ enables us to see things that
could once only be described. Alongside this imagery of cerebral dam-
age, Chabot also formulates practical suggestions, with the claim that the
brain can nonetheless recuperate and create new connections. He thus
offers this piece of advice: “look after your brain.”
Chabot sacralises a brain/person paradigm and elevates it to the sta-
tus of a key category of the Raelian project of human enhancement and
development. In specific terms of an analysis of the brain/person relation
in the field of the neurosciences, Ortega (2009: 249) discusses the ‘cerebral
subject’ as an important historical category in the exploration of processes
of subjecification: “[c]erebral subjects form and are formed through tech-
nologies of the self sustained, in part, by the specialised knowledge and
its divulgation by the media and by popular culture.”
According to Ortega (2009), in the area of biosociability the cerebral sub-
ject gives way to the appearance of cerebral self-practices of neuroascesis,
that is, discourses and practices of how to act on the brain to maximise its
performance, leading to the formulation of what Ortega calls neurosocia-
bilities and neuroidentities. These constitute forms of objective selves, or
“objective self-fashioning,” to use Joseph Dumit’s expression (2004, cited
in Ortega 2009: 249) to refer to the process of forming an objective self—a
category of person developed through specialised knowledge.
Ortega (2009: 249–250) claims that the “notion of the objective self
refers to a comprehension of subjectivity that sets out from technical,
scientific and medical discourses on objectivity, that is, an objectified
subjectivity, a form of self in which the phenomenological and subjective
perspective of the first person is reduced to the third person perspective
brain, biological robots and androids 95
5
The ideas formulated here are field notes made during Boisselier’s talks at the 2005
Raelian European Seminar and also while watching her videos and interviews in different
Raelian meetings and on Raelian official websites.
6
Cloning of Eva, a human baby, was jointly announced by Raël and Boisselier, the
latter presented as the scientist responsible for the project and for CLONAID, the human
cloning company supposedly created by the Raelian Movement to conduct research and
projects in the area.
96 carly machado
7
The Raelian shows are dominated by musical presentations, dance, sensual perform-
ances and strip-teases. The parties are theme-based with the most frequent theme being
the swapping of sexual roles—where men and women dress as the opposite sex—and the
African festival in which African dance and rhythm set the tone for bodily experience.
The sensual night is organised into different environments, each one providing a different
sensory experience, such as walking blindfolded, tasting things without seeing them, giv-
ing and receiving massages, etc. For more information, see Machado (2009).
brain, biological robots and androids 97
for creating the naturally human through artificial intelligence and, at the
extreme limit of this project, the creation of a perfect artificial intelligence
implying the creation of the more-than-human, the more-than-natural,
inverting the relation between the divine creator of a human creature
to arrive at the opposite: the human creator of a divine creature. These
plots are pervaded by questions concerning the forms of domination and
subordination found between the human, almost-human and more-than-
human. The theme of agency acquires unexpected contours, sometimes
inherent to the human brain, at other times dispensing with it and emerg-
ing from artificiality. Slonczewski and Levy (2003) point to an intimate
relationship between science fiction and life sciences, especially biology,
highlighting a trend away from so-called ‘hard science fiction’, which is
interested mainly in the physics of space travel or intergalactic warfare,
towards a ‘softer hard science fiction’ focused on biology, especially ques-
tions relating to the genome.
The great adversary is no longer an alien superpower, but the enemies
within—cancer, AIDS, and bio-weapons—as well as the accidental results
of genetic manipulation, and our own lifestyle destroying our biosphere. The
engineering challenge of the future is less a matter of machines replacing
living organisms than of machines imitating life’s complexity. (Slonczewski
and Levy 2003: 174)
Among the main themes of this biological science fiction are questions
relating to the fields of sexuality and reproduction, genetic engineering,
mutation and evolution, the environment and biosphere, intelligence
and the brain (Slonczewski and Levy 2003). In the specific context of this
chapter, we can highlight these themes as core aspects of the Raelian mes-
sage: the imagery populating this interface between science fiction and
biology assumes a prominent role in the Raelian belief in a biotechnologi-
cally evolved future. In Raelian terms, sexuality is free, completely discon-
nected from reproductive ends, meaning that assisted reproduction and
cloning have emerged as the human reproductive ideal. DNA represents
the ‘soul’ as revealed by science, and human evolution lies at the heart of
the process of terrestrial development. Mutation is the only theme not
found in the Raelian message and this absence is significant: the icons of
Raelian biology are presented as successful versions of biotechnological
projects without failures or margins of risk. Mutation in general brings to
light the dangers of ‘in between’ versions of life, and the tension intrinsic
to a potential technological slip simply does not fit into the Raelian proj-
ect of complete scientific success.
100 carly machado
8
According to Slonczewski and Levy (2003), many early twentieth century authors
dreamed of the enhancement or transcendence of human brain-power. Some examples of
this argument are J. D. Beresford’s The Hampdenshire Wonder (1911), Olaf Stapledon’s Odd
John (1935), A. E. Van Vogt’s Slan (1940, 1946) and Poul Anderson’s BrainWave (1954).
brain, biological robots and androids 101
9
In 1992, with Robert Silverberg, Isaac Asimov published a short story entitled The
Positronic Man, based on The Bicentennial Man from 1976.
102 carly machado
10
The Puppet Masters ( Jack Finney 1951), The Brain Stealers (Murray Leinster 1954), The
Girl Who Was Plugged In ( James Tiptree Jr. 1973), as presented by D’Ammassa (2005).
11
Beggars in Spain (Nancy Kress1991), Beggars and Choosers (Nancy Kress 1994) and
Beggars Ride (Nancy Kress 1996), The Fourth ‘R’ (George O. Smith 1959, also published
as The Brain Machine), Brain Child (George Turner 1991), as presented by D’Ammassa
(2005).
brain, biological robots and androids 105
Final Considerations
Over the course of this chapter I have stressed the importance of analysing
the imaginaries produced in the space between science and religion in
order to comprehend techno-religious configurations, their beliefs and
principles. Where the apparently watertight categories of science and reli-
gion interconnect and merge, we can identify elements that are produced
not within the two domains but in the fields of meaningful production
between them, including the area examined here, science fiction.
Seeking, then, to understand the reasons for the strong presence of
the brain in the Raelian message we investigated images of the organ in
science fiction, identifying in the sci-fi output elements that can help us
to comprehend the techno-religious setting in which Raelian beliefs are
produced, maintained and reinvented. Extrapolating from this survey of
science fiction and its changes over time, we can suggest that the Raelian
message also migrated from a ‘hard’ version to a ‘softer’ version of the
hard one. Raël’s first books focused on the alien and galactic dimension
of the Elohim and their planet. Spaceships, space travel, technological
equipment, other planets, fantastic objects: all of these elements provided
106 carly machado
the setting in which the prophecy of the Elohim was transmitted to Raël.
In his description of the first encounter, the prophet claims to have been
led inside the Elohim spaceship, while in the second encounter he was
taken to their planet. Gradually, though, the prophecy announced by Raël
loses its emphasis on the alien technological infrastructure and even on
any direct relation with the extraterrestrial creators, and transforms into a
more biological version of the message. On one hand the prophecy turns
to focus on the biotechnological potential of scientific development, cen-
tring on themes of cloning, stem cell technology and genetic engineer-
ing. In Yes to Human Cloning (2001), Raël’s third book, spaceships and
space journeys give way to DNA and the genome. On the other hand, the
contact between Raël and the Elohim becomes embodied. He no longer
meets the creators physically, either on Earth or by visiting their planet,
but the Elohim start to speak directly through his mouth. The physical
presence of extraterrestrial beings loses its sway over the Movement as
Raël’s humanity becomes the locus from which the alien presence must
be projected.
But the changes continue. While in the 1990s until the turn of the 2000s,
DNA biology and cloning operated as fundamental Raelian techno-sacred
icons, during the first decade of the twenty first century DNA has given
way to the brain, as we saw earlier in the discussion of Daniel Chabot’s
neuropsychology. Reflecting on the sciences that inform the production of
fictional or religious imagery, it is worth noting that a concurrent shift of
emphasis took place within the life sciences away from genetics towards
neuroscience. The Raelian belief in the potential of the brain is based on
the evidence produced by neuroscience and subsequently diffused and
developed in the cultural imaginary, in the scientific environment itself
and in popular science and science fiction, creating a plural context of
possible futures that is shared by Raelians but certainly not limited to the
Raelian Movement.
Hence in discussing the relation between science fiction and life sci-
ences, I have tried to present some of the key aspects of the images and
depictions of the brain and intelligence in this area of fictional produc-
tion, looking to highlight dimensions of direct relevance to notions of the
brain and person found in the Raelian Movement, including autonomy
and automatism, domination and subordination, the relation between
the natural, artificial and supernatural in the realm of artificial intelli-
gence, and so on. Returning to the main theme of this article, it can be
argued that the possible futures glimpsed today for human potential and
human development tend to involve the brain as conceived as the centre
brain, biological robots and androids 107
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ção de doenças e medicamentos do cérebro.” MANA. 14:1, 7–30.
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Chabot, D. 1991. La Sagesse du Plaisir. Montréal: Quebecor.
——. 1993. Plaisir et Conscience. Montréal: Quebecor.
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Clarke, A. C. 1984. Profiles of the Future: An Inquiry Into the Limits of the Possible. New York:
Holt, Rinehart and Wilson.
D’Ammassa, D. 2005. Encyclopedia of Science Fiction: the essential guide to the lives and
works of science fiction writers. New York: Facts on File, Inc.
108 carly machado
John W. Morehead
Introduction
of the Matrix storyline and broader narrative. It also spawned three video
games including Enter the Matrix (2003) and The Matrix: Path of Neo (2005)
for console systems, and The Matrix Online (2005), a massively multiplayer
online game for Internet play.
The Matrix also had a significant impact in other areas of popular cul-
ture beyond film and videogames. In philosophy it raised questions related
to epistemology; how we know what we know and take for granted as
real in daily life (e.g. Irwin 2002; Irwin 2005; Lawrence 2004; Grau 2005).
In so doing it incorporated philosopher Jean Baudrillard’s ideas related
to symbols, signs, and simulations of reality or hyper-reality (Baudrillard
1994; Messler 2006; Henley 2010).1 The Matrix also touched on religion.
Given the complex and multilayered aspects of The Matrix, it is not sur-
prising to find divergent readings of the religious aspects of its narrative.
These include writers who see elements of the Christian story reflected
in the film in the form of Neo as a Christ-figure prophesied to provide
deliverance and who would later seemingly rise again from the dead
(Seay and Garrett 2003), others who recognise these elements but who
also see Buddhist ideas (Ford 2000), still others who see both Buddhism
and Gnosticism in the film, (Flannery-Dailey and Wagner 2001), and some
who engage in Muslim (Hamid 2005), Taoist (Lawrence 2004), and Hindu
Vedantin (Lännström 2005) interpretations.
The incorporation of aspects from differing religious traditions in the
Matrix trilogy, and cinema’s provision of “sacred content that can be used
by audience members for play and serious reflection”, even as religious phe-
nomena “which can compete with the Bible and other religious texts in the
imaginative and practical lives” of individuals (Laderman 2009: 21), have
come together to birth a new expression of spirituality. The film trilogy has
become the metaphorical inspiration for the formation of a new religious
movement based in part upon its mythic narrative, a hyper-real spirituality
(Possamai 2007) called Matrixism. Before exploring a few facets of this inter-
esting spirituality it is necessary to briefly sketch its history and doctrines.
Summary of Matrixism
1
Apparently Baudrillard has stated that the Wachowskis have misunderstood his the-
sis, and this has become the focus of academic discussion.
matrixism, new mythologies, and symbolic pilgrimages 113
2
Sources for understanding Matrixism are threefold. They include “Michael X,” one
of the original and primary ‘authors’ of the religion, and the original website at http://
geocities.com/matrixism, which is now defunct, although a portion of this original web-
site is archived at http://www.newmatrixism.com/archives.php. Michael X created the
“Matrixism: The Path of the One” website and served as its webmaster. However, as of
February 2010 he is no longer affiliated with Matrixism. Michael X’s website was followed
by another expression of this spirituality, “Matrixism: Science and Philosophy of the
Matrix,” at http://www.matrixism.org. This site is maintained by an individual who goes
by the name “henreman.” Finally, there is “The New Matrixism: Following the Path of the
One to Enlightenment,” at http://www.newmatrixism.com. Matrixism also has a Facebook
page, but the website URL provided there was not active at the time of the writing of this
chapter.
3
Internet site, http://www.bahai.org. Accessed 10/12/2010.
114 john w. morehead
form and the more recent expressions, the first new expression from 2008
claims “no relationship with the so called ‘original’ Matrixism” (henre-
man 2010). The website for The New Matrixism states that it is “merely a
refinement of what was presented on the website [for the original expres-
sion of Matrixism] in 2004.” Some of the refinements involve an attempt
to address what was seen as ‘unclear and confusing’, including a move
away from the original form of Matrixism’s repudiation of pornography
and professional sports (newmatrixism.com n.d.). Although those associ-
ated with the original expression of Matrixism consider it a decentralised
religion, friction has existed between the various forms, not only with one
expression alleging no connection to other expressions altogether, but
also in those connected to the original form alleging plagiarism by those
who created the Matrixism.org website (Michael X 2008).
With a basic portrait of this spirituality established, attention is now
turned to a consideration of aspects that help provide a greater under-
standing of not only Matrixism, but also other hyper-real religions as
significant aspects of the contemporary spiritual quest in the Western
world. This brings together two research areas, new religious movements
or minority religions, as well as science fiction as a form of the quest for
the sacred. The discussion that follows draws upon the proposal of Irving
Hexham and Karla Poewe regarding the significance of myth in under-
standing new religions, coupled with the work of other scholars who
suggest that science fiction is an especially significant source of mythic
inspiration for our time. Then I will consider how science fiction mythic
narratives provide new religions like Matrixism with the imaginative tools
necessary to engage in practices similar to more traditional religions. By
drawing upon Jennifer Porter’s exploration of fan participation at Star
Trek conventions as a form of pilgrimage in fulfillment of an embodied
ideal, combined with the thesis of Roger Aden on participation in imagi-
native narratives of alternative worlds that allow adherents to transcend
and critique the habitus of daily life as well as grand narratives of culture,
I suggest that the symbolic pilgrimage of Matrixism parallels pilgrimage as
found in more traditional religions, yet also differs in that they take place
primarily in the realm of the sacred imagination.
Irving Hexham and Karla Poewe (1997) have suggested that myths are
important to an understanding of new religious movements. Indeed, in
116 john w. morehead
4
Myth is helpful not only for understanding those new religions with close ties to pop-
ular culture, but also those such as the Church of Jesus Christ of Latter-day Saints wherein
120 john w. morehead
the overarching myth of evolution is combined with mythic fragments from Protestantism
resulting in a new mythic structure within which the Latter-day Saint situates their own
personal narrative.
5
McAvan develops this more fully in her unpublished 2007 PhD dissertation, “The
Postmodern Sacred: Popular Culture Spirituality in the Genres of Science Fiction, Fantasy
and Fantastic Horror,” Murdoch University, Perth.
matrixism, new mythologies, and symbolic pilgrimages 121
mythic and liminal states and concerns” (Porter 2004: 160). Porter finds
both “mythic and liminal states” in her exploration of the academic lit-
erature on pilgrimage combined with fieldwork at Star Trek conventions
with fans.
Although Star Trek conventions are usually considered a form of secu-
lar entertainment, Porter argues that participation in these events can
be understood as something deeper, specifically as a form of pilgrimage
or sacred journey. She supports this assertion by drawing attention to
anthropologist E. Alan Morinis, who states that even a secular journey
can be understood as pilgrimage if the “journey [is] undertaken by a per-
son in quest of a place or a state that he or she believes to embody a
valued ideal” (Porter 2004: 161). Morinis also states that these destinations
“share being an intensified version of some ideal that the pilgrim values
but cannot achieve at home” (Porter 2004). Further, these journeys can
be understood as ‘sacred’, and “it is the pursuit of the ideal (whether dei-
fied or not) that defines the sacred journey” (Porter 2004: 161). The ideal
that many Star Trek fans pursue is the “doctrine of IDIC—an acronym for
Infinite Diversity in Infinite Combination” (Porter 2004: 165).
The IDIC doctrine or ethic was first presented in the third season of the
original series. It arose out of Gene Roddenberry’s humanistic philosophy,
and it refers to the idea of tolerance in the midst of diversity, exemplified
in the racial and even planetary species makeup of the original crew of the
Starship Enterprise that included characters made up of men and women,
whites, an African American, an Asian, a Russian, and an alien Lieutenant
Commander from the planet Vulcan. The tolerance in the midst of diver-
sity symbolised within the Enterprise crew was then projected outward
as an ideal of the United Federation of Planets, of which the Enterprise’s
crew was a part, as they explored the universe and encountered various
alien races and civilisations. This IDIC ethic is embraced by fans attending
conventions and is so significant that Porter characterises it as the “root
paradigm” of Star Trek fandom (Porter 2004: 165).
With the IDIC ethic in mind this then becomes the ideal which fans
seek as a form of pilgrimage in keeping with Morinis’ definition discussed
above as “the pursuit of a place or state in which intensified ideals not
attainable at home are embodied” (Porter 2004: 167). Yet even with the
significance of the travel of a fan from home to the convention site as
a part of the definition of pilgrimage Porter questions the “centrality of
‘place’, or ‘space’ ” in the definition and suggests that scholars focus more
on “nongeographically centered pilgrimage” or “decentered space” (Porter
2004: 167) as an important alternative concept in defining pilgrimage. In
matrixism, new mythologies, and symbolic pilgrimages 123
this regard Porter concludes “it is not space or place but rather fandom
that represents the true center of the convention pilgrimage process.”
(Porter 2004: 168). In her conclusion, Porter (2004: 173) discusses the need
to reconsider the concept of travel and centered space in relation to pil-
grimage studies:
[i]f one relocates the object of scholarly attention from the space and the
journey as integral frames to pilgrimage processes, however, and focuses
instead on the participants as the “sacred center,” the scope of pilgrimage
studies suddenly becomes much more broadly defined.
Conclusion
6
Those following the pathway of Matrixism may connect with like-minded individu-
als online through sites like The New Matrixism Forum, http://www.newmatrixism.com/
forum/general-chat, or the Matrixism Facebook page, http://www.facebook.com/group
.php?gid=2237867490.
126 john w. morehead
References
Hanley, R.. Simulacra and Simulation: Baudrillard and The Matrix, Philosophy and The
Matrix website. At http://whatisthematrix.warnerbros.com/rl_cmp/new_phil_fr_hanley2
.html. Accessed 3/01/2010. (Website no longer available.)
henreman. 2010. Email correspondence from 18 January.
Hexham, I. and K. Poewe. 1997. New Religions as Global Cultures: Making the Human Sacred.
Boulder, CO: Westview Press.
Irwin, W. (ed.) 2002. The Matrix and Philosophy: Welcome to the Desert of the Real. Chicago
and La Salle, IL: Open Court.
——. 2005. More Matrix and Philosophy: Revolutions and Reloaded Decoded Popular Culture
and Philosophy. Chicago and La Salle, IL: Open Court.
Jindra, M. 1994. “Star Trek Fandom as a Religious Phenomenon.” Sociology of Religion. 55:1,
27–51.
Laderman, G. 2009. “Sacred and Profane: From Bono to the Jedi Police—Who Needs
God?” Religion Dispatches. April 21. At http://www.religiondispatches.org/archive/
religionandtheology/1370/. Accessed 3/01/2010.
——. 2009. Sacred Matters: Celebrity Worship, Sexual Ecstasies, the Living Dead, and Other
Signs of Religious Life in the United States. New York and London: The New Press.
Lännström, A. 2005. “The Matrix and Vedanta: Journeying from the Unreal to the Real.”
In W. Irwin, ed., More Matrix and Philosophy. Chicago and La Salle, IL: Open Court,
125–134.
Lawrence, M. 2004. Like a Splinter in Your Mind: The Philosophy Behind the Matrix Trilogy.
Oxford: Blackwell Publishing.
Matrixism.org. n.d. Frequently Asked Questions. At http://www.matrixism.org/help/faq.aspx.
McAvan, E. 2010. “The Postmodern Sacred.” Journal of Religion and Popular Culture. 22:1.
At http://www.usask.ca/relst/jrpc/art22%281%29-PostmodernSacred.html. Accessed
17/11/2010.
McGrath, J. 2010. “The Desert of the Real: Christianity, Buddhism & Baudrillard in The
Matrix films and popular culture.” Unpublished conference paper. At http://www
.inter-disciplinary.net/ci/cyber%20hub/visions/v1/mcgrath%20paper.pdf. Accessed 16/01/2010.
Messler, V. P. 2006. “Baudrillard in The Matrix: The Hyperreal, Hollywood, and a Case for
Misused References.” The Film Journal. 13. At http://www.thefilmjournal.com/issue13/
thematrix.html. Accessed 9/01/2010.
Michael X. 2008. Email correspondence with, from August 22. Correspondence on file.
——. 2009. Author’s interview with, 8 April. Interview on file.
Newmatrixism.com. n.d. Frequently Asked Questions. At http://www.newmatrixism.com/
archive/faq.html. Accessed 6/01/2010.
——. n.d. Home page. At http://www.newmatrixism.com/archive/home.html.
Partridge, C. 2004. The Re-Enchantment of the West, vol. 1. London and New York: T & T
Clark International.
Perlich, J. and D. Whitt (ed.) 2010. Millennial Mythmaking: Essays on the Power of Science
Fiction and Fantasy Literature, Films and Games. Jefferson, NC and London: McFarland
and Company, Inc.
Porter, J. E. 2004. “Pilgrimage and the IDIC Ethic: Exploring Star Trek Convention
Attendance as Pilgrimage.” In E. Badone and S. R. Roseman, ed., Intersecting Journeys:
The Anthropology of Pilgrimage and Tourism. Urbana. Chicago: University of Illinois
Press, 160–179.
Possamai, A. 2005. Religion and Popular Culture: A Hyper-Real Testament. Brussels: Peter
Lang.
Rosen, E. K. 2008. Apocalyptic Transformation: Apocalypse and the Postmodern Imagination.
Lanham, MD: Lexington Books.
Seay, C. and G. Garrett. 2003. The Gospel Reloaded: Exploring Spirituality and Faith in The
Matrix. Colorado Springs: Pinon Press.
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Smith, P. 1999. A Concise Encyclopedia of the Baha’i Faith (Concise Encyclopedias of World
Faiths). Oxford: Oneworld Publications.
Voytilla, S. 1999. Myth and the Movies: Discovering the Mythic Structure of 50 Unforgettable
Films. Studio City, CA: Michael Wiese Productions.
Wagner, J. and J. Lundeen. 1998. Deep Space and Sacred Time: Star Trek in the American
Mythos. Westport, CT: Praeger.
Whitt, D. and J. Perlich (ed.) 2008. Sith, Slayers, Stargates + Cyborgs: Modern Mythology in
the New Millennium. New York: Peter Lang.
Alternative Worlds: Metaphysical questing and virtual
community amongst the Otherkin
Danielle Kirby
Introduction1
The advent and subsequent popularisation of the Internet and the World
Wide Web has given rise to significant transformations within the religious
world, effecting communicative and sometimes structural changes that
have been variously embraced by both mainstream and alternative forms
of religiosity (Dawson: 387). The long term impact of this transition is cur-
rently unknown, but already new methods of religious participation have
arisen that range from emailed prayer requests (Larsen 2004: 17), to the
acceptance of virtual ritual participation (Larsen 2004: 19) as valid religious
practice. The religious presence within the virtual world of the Internet is
considerable (Larsen 2004: 17), as all major and many alternative religions
have located themselves within the virtual landscape (Cowan 2004: 120).
On the fringe of this religious expansion into the worlds of cyberspace,
however, are groups that situate themselves well outside the frameworks
of religiosity as are commonly accepted as valid (Helland 2004: 23). These
groups are not only innovative in the content of their beliefs, but are also
unique in that they have apparently developed as communities almost
entirely on the Internet. Hyper-real religions (Possamai 2005; Possamai
2006; Possamai 2007) constitute a notable element of this religious relo-
cation, most particularly remarkable in their overt proximity to popular
culture source material and postmodern relation to notions of fiction and
truth. This chapter looks at one such group, the Otherkin, with an aim to
providing an introduction to the community, focusing upon the shared
central philosophies of the constituent members, and the locales within
which the community as a whole functions.
The Otherkin fall into the category of hyper-real religion in a fairly
unproblematic fashion, taking as the definition that they are “religions
1
This chapter was originally published in Through a Glass Darkly: Reflections on the
Sacred, ed. Frances Di Lauro (Sydney: Sydney University Press, 2006). This current version
has been updated to reflect developments within the Otherkin community.
130 danielle kirby
and spirituality that mix elements from religious traditions with popular
culture” (Possamai 2007: 1). In the case of the Otherkin, the relevant reli-
gious tradition is perhaps best understood as contemporary paganism and
more broadly western occultism, but, as will be demonstrated, the explicit
utilisation of popular culture source material for unequivocally spiritual
and metaphysical means is clearly evident within the community.
The Otherkin2
2
The material pertaining to the Otherkin community has largely been drawn from
otherkin.net and associated sites. All quotes are directly referenced, and general state-
ments are the result of an ongoing synthesis of Otherkin material, and are subject to
reworking as is necessary.
alternative worlds: metaphysical questing 131
Otherkin.net
3
Zaleski notes that the internet may well prove to be more intrinsically supportive of
groups that do not hold to a hierarchical structure.
132 danielle kirby
and events information. The entire site reflects a grass roots philosophy in
so far as it does not present a monolithic message, but rather attempts to
make accessible a variety of views about the nature of the Otherkin. For
instance, the essay section reflects this tendency well. A new member or
interested seeker is initially directed to introductory papers outlining the
general substance of what constitutes the Otherkin. Beyond this recom-
mended reading, there is a large selection of articles, sixty-seven on the
website as of November 2011,4 written by Otherkin about Otherkin. The
content of these articles range from personal reflections upon the experi-
ence of being an Otherkin (Dandelion_Ae 2001), to expressions of discon-
tent with certain trends evident within the community.5 There are papers
pertaining to specific aspects of their belief structure, such as soulbonding
(O’dea 1999) and magic (Hedgie 2002), as well as papers that admonish
participants for various forms of illogic (Seavixen 2004). This variety is
reflective of the diversity of interest and focus within the group, and is
indicative of their generally inclusive attitude.
There are a number of cosmological assumptions that underpin the
community that diverge from more traditional constructions of a religious
or spiritual milieu. Primary amongst these is the largely tacit postulation
of multiple and/or parallel universes; alternative worlds separate to our
own but not entirely unrelated. As a general rule, a spiritual or religious
hierarchy is conceptualised as just that—a vertical axis with god/des/s
at the top, humans somewhere in the middle, and the relevant negative
aspect of the divine is located at the bottom. The Otherkin construction
of the cosmos, on the other hand, is one far more densely populated
with alternative spaces, and also one seemingly devoid of absolute value
judgements that would infer any scale of relational importance that could
be mapped into a linear system. Although not clearly stated, the strong
impression is given that, to an Otherkin paradigm, multiple alternative
worlds are at least potentially infinite in number. If a pagan philosophy
asserts the animation or ensoulment of the non-human parts of this world
(Hume 1997: 44; Harvey 1996), the Otherkin en masse extrapolate this ani-
mism not just into the regions of this world, but into many others also.
4
Internet site, http://otherkin.net/articles/bytitle.html. Accessed 2/11/2011.
5
For instance, deploring the tendency to construct their position in binary opposition
to the prevailing mainstream western culture Dandelion_Ae. Us vs Them [Online]. Website
Us vs Them. At: http://www.otherkin.net/articles/usThem.html. Accessed 27/1/2005.
alternative worlds: metaphysical questing 133
Otakukin
The origins and/or locations of these multiple worlds are not clearly stated
within the community, nor does it appear to be an issue of any specific
interest to participants. The creatures populating both this and other
worlds, however, seem to lie closer to the heart of Otherkin self-inquiry.
Take, for instance, the case of the otaku kin or ota’kin (Ten 2005). The term
otaku comes from the Japanese, literally meaning house, but colloquially
used somewhat similarly to ‘geek’ or ‘nerd’, albeit with more sociopathic
overtones (Schodt 1996: 43–46). This particular branch of the Otherkin
network specifically refers to those participants who experience their non-
human aspect through anime and manga.6 A slightly more broad term used
in regards to this type of belief is mediakin, which pertains to characters
sourced from media without the necessary Japanese association.
The Otakukin appear to be somewhat fringe even within the Otherkin
community, presumably at least partially due to the overtly fictional
and extremely recent sources for such characters and creatures. The pri-
mary issue appears to be one of authenticity: creatures from traditional
mythology and the cannon of the fantasy genre are accepted as validly
archetypal, if not outright actual, whereas more recent additions to that
particular pantheon are considered somewhat more suspect. The otaku
kin, as they premise their metaphysics in explicitly popular forums, have
various understandings to explain the processes by which a fictional cre-
ation can be more than a figment of the author’s imagination. To quote
from the Temple of the Ota’kin,
[t]he initial concept of a supposedly ‘fictional’ paradigm and/or cosmology
having partial or complete basis in an alternative reality is not uncommon
among Otherkin. Sections of the community accept as reasonable extrapola-
tions of fact Tolkien-esque elves and fae, Pernian dragons, and other pheno-
types resembling or derived from allegedly ‘fictional’ sources. (Ten 2005)
The article then goes on to offer two potential explanations of the meth-
ods by which reality can be ascribed to fictional sources.7 The first refers
to an author essentially acting as a channel or conduit, not necessarily
intentionally, and relating as fiction what is actually an alternative reality.
6
Anime is an umbrella term used to refer to Japanese animation and cartoons, while
manga refers to comics. These genres are often heavily laden with myths, legends, fantasy,
and apocalyptic and post-apocalyptic themes (Napier 2000).
7
For a more detailed discussion of the role of authorship and text in Otherkin terms,
see Kirby (2009).
134 danielle kirby
Soulbonding
8
It should be noted that the data on soulbonding is sourced from a variety of personal
home pages and the like, and most particularly the soulbond database (http://illvision
.net.sbdata/ n.d.), which is a now defunct site that was designed to collect and make avail-
able information on soulbonding for participants based upon personal experiences, and as
of August 2005 contained 30 participant responses to an apparently participant-composed
questionnaire.
alternative worlds: metaphysical questing 135
them life as spirit-entities. I see Soulbonders as people whose love and fasci-
nation for a character is so great that it gives spiritual life to their own vision
of a character (reality, especially in fiction, is subjective. No two people have
exactly the same take on a given character), creating a Soulbond, who is at
once an aspect of that character’s spirit, an aspect of the Soulbonder’s per-
sonality, and a unique person with a will of their own. (Gilkey n.d.)
Soulbonding at the spiritual/metaphysical end of the Otherkin paradigm
becomes a full blown interpersonal relationship, and occurs in all the vari-
ety that human to human relationships may, be that as a lover, a friend,
or a mentor and so on. In these cases, the non-human entity is an entirely
self-contained individual, albeit almost never physical, and interacts with
the participants as such. Participants may experience their soulbonds as
nominally outside themselves, and although some refer to having had
their bodies taken over occasionally, this does not appear to be a regular
occurrence. The spaces within which the soulbonds exist vary between
participants, with some locating them within a ‘soulscape’, others within
the physical realm, and others referencing the astral, and others again
simply referring broadly to alternative realities or dimensions. A souls-
cape appears to be one’s inner space, a personal landscape contained
within the self that may or may not extend beyond the bounds of the
psyche (Also 2011).
In a slightly different context, soulbonding is also used to refer to the
nature of relationship that can occur between an author and their fic-
tional creations (Fenrir). In this situation, the soulbonded character is
not necessarily understood as animated beyond the bounds established
by mainstream western perspectives of reality, and is still by and large
treated as a product of one’s own psyche. Alternatively, soulbonding is
viewed by some as the end result of an entity finding pathways into this
reality, the access point being the body of the participant (Jade 2002).
Another accepted form of soulbonding, which rests much easier within
the bounds of popular western culture, is simply one that occurs between
two human people, generally lovers. There are, of course, many more vari-
ations upon this theme, but these brief examples suffice to indicate the
spread of interpretations placed upon the same term.
Virtuality
The spaces within which these fictional characters and non-physical enti-
ties occur and exist, be it a personal soulscape, the astral, or an entirely
distinct alternative reality, are (to some extent at least) related to and
136 danielle kirby
to be the case here, that new religious movements in their initial stages
often appear to be “expressions of marginal subcultures” (York 2000: 141).
Indeed, the entirety of the Otherkin network can be seen as a large num-
ber of extremely specific and small subgroups that interlink and exchange
at the whim of individual participants. Take, for instance, two elvish web
rings: A Ring of Elves and Elven Realities.9 Web rings provide an extremely
interesting example of virtual geography insofar as they represent com-
munities of interest in a participant-oriented and created environment.
These two web rings both contain largely similar pages, all obviously ori-
ented towards elflore, but they represent two discrete information path-
ways. They interrelate only through the Elven Realities website, as this site
is linked to both web rings, and then more broadly to each other through
the Otherkin network. The fact that these sites, to an outsider, appear to
be largely similar is not reflected in participants chosen affiliations, and
demonstrates the ease and facility with which subgroups are simultane-
ously discrete and inter-relational. On the other hand, any one particular
linkage should not necessarily be assumed to hold deep significance due
to the ease and simplicity with which these connections are made. Such
arrangements also reiterate the need for extremely careful research tech-
niques when dealing with these forms of interaction, as association can be
easily and incorrectly assumed simply on the basis of subject matter.
Conclusion
Although admittedly brief, this chapter has gone some way towards pro-
viding a précis of the Otherkin community. While its area of concern may
be situated well outside the bounds of what is generally considered to
constitute a religion, there can be little question that the internal focus
upon superempirical experience (Griel 1994: 3) locates it firmly within
the sphere of personal metaphysical or spiritual inquiry. Simultaneously,
the Otherkin highly proximate relationship to popular fictional narrative
clearly locates such beliefs within the framework of hyper-real religiosity.
This relationship becomes most apparent within the context of Otakukin
and Mediakin, and related concepts such as soulbonding, but is nonethe-
less present within the broader community as well. With regards to the
9
A web ring is a series of sites that the designers choose to link together, which can then
be navigated between in various forms. See http://m.webring.com/hub?ring=elvenrealities
http://n.webring.com/hub?ring=aringofelves n.d.
138 danielle kirby
References
10
The term ‘self-reflexive’ is used here to denote belief systems that are constituted pri-
marily as a result of personal experience and reflection, as opposed other currents within
within the western esoteric tradition that lean more heavily upon structured knowledge.
alternative worlds: metaphysical questing 139
Dawson, L. 1999. “New Religions and the Internet: Recruiting in a New Public Space”.
Journal of Contemporary Religion. 14:1, 17–39.
Fenrir, R. n.d. what soulbonding isn’t. At http://childofmana.tripod.com/soulbonding_what-
it-isnt.htm. Accessed 3/11/2011.
Gilkey, L. n.d. Essay. At http://soulbonding.tripod.com/soulbonding_otheressays.htm. Accessed
3/11/2011.
Griel, A. L., and T. Robbins. 1994. “Introduction: Exploring the Boundaries of the Sacred”.
In A. L. Griel and T. Robbins, ed., Between Sacred and Secular: Research and Theory on
Quasi-Religion. Connecticut: JAI Press.
Hanegraaff, W. 1998. New Age Religion and Western Culture: Esotericism in the Mirror of
Secular Thought, New York, State University of New York Press.
Harvey, G. 1996. “The Authority of Intimacy in Paganism and Goddess Spirituality”. Diskus,
4, 34–48.
——. 2000. “Fantasy in the Study of Religions: Paganism as Observed and Enhanced by
Terry Pratchett”. Diskus, 6.
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Accessed 10/1/2006.
Helland, C. 2004. “Popular Religion and the World Wide Web: A Match Made in (Cyber)
Heaven”. In L. Dawson, ed., Religion Online: Finding Faith on the Internet. London:
Routledge.
Holmes, D. 1997. “Virtual Identity: Communities of Broadcast, Communities of Interactivity”.
In D. Holmes, ed., Virtual Politics: Identity and Community in Cyberspace. London: Sage.
26–45.
Hume, L. 1997. Witchcraft and Paganism in Australia, Melbourne, Melbourne University
Press.
Ireland, R. 1999. “Religious diversity in a new Australian Democracy”. Australian Religion
Studies, 12, 94–110.
Jade. 2002. Soulbonding? Bentspoons.com. At http://bentspoons.com/Shaytar/soapbox/
nots. Accessed 21/8/2005.
Kirby, D. 2009. “From Pulp Fiction to Revealed Text: a study of the role of the text in the
Otherkin Community”. In E. Arweck and C. Deacy, ed., Exploring Religion and the Sacred
in a Media Age. England: Ashgate.
Larsen, E. 2004. “Cyberfaith: how americans pursue Religion Online”. In L. Dawson, and
D. Cowan, ed., Religion Online: Finding Faith on the Internet. New York: Routledge. 17–20.
Napier, S. J. 2000. Anime: from Akira to Princess Mononoke, New York, Palgrave.
Newall, V. 1987. “Fairies”. In L. Jones, ed., The Encyclopedia of Religion. 2nd ed. Detroit:
Macmillian Reference USA.
O’dea, D. 1999. Soulbonds Otherkin.net. At http://www.otherkin.net/articles/soulbonds
.html. Accessed 27/1/2005.
Otherkin.Net. 2003. geographic listing Otherkin.net. At http://www.otherkin.net/community/
directory/geog.html. Accessed 3/12/2008.
Partridge, C. 2004. “Alternative Spiritualites, New Religions, and the Reenchantment of the
West”. In J. R. Lewis, ed., The Oxford Handbook of New Religious Movements. New York:
Oxford Universty Press. 31–45.
Possamai, A. 2005. Religion and Popular Culture, New York and Oxford, Peter Lang.
——. 2006. “Superheros and the Development of Latent Abilities: A Hyper-real
Re-enchantment?”. In L. Hume and K. McPhillips, ed., Popular Spiritualities: The Politics
of Contemporary Enchantment. England & USA: Ashgate. 53–62.
——. 2007. Yoda Goes to the Vatican. The 2007 Charles Strong Lecture.
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140 danielle kirby
Joseph Laycock
Introduction
When I first began doing ethnography with the Atlanta Vampire Alliance
(AVA) in 2007, the self-identified vampires I met expressed irritation that
scholars had presented their community as a religious movement. For
most self-identified vampires, vampirism is not a ‘religion’ in the substan-
tive sense of having an institution, sacred texts, a catechism, or religious
leaders. Although some vampire groups do conform to this model of reli-
gion, they represent an increasingly small percentage of the so-called ‘real
vampire community’. However, groups such as The Temple of the Vampire
have received a disproportionate amount of attention from religion schol-
ars, precisely because they are amenable to a substantive model of religion.
For this reason, my article, “Real Vampires as an Identity Group,”* sug-
gests that new models are needed to understand this community and its
beliefs. Analysis focuses on an introspective survey of the vampire commu-
nity carried out by the AVA through their LLC, Suscitatio Enterprises. The
“Real Vampire and Energy Worker Research Survey” suggests a complex
and multifaceted discourse about what being a ‘real vampire’ might mean.
The survey also covers a broad range of discourses with questions about
medical background, religious affiliation, socioeconomic status, and the
consumption of popular culture. This attempt to define vampirism through
a consensus gentium suggests that scholarly analysis of the real vampire
community should focus less on institutions and more on ‘cognitive
praxis’—that is, the ideas and identities that this community makes possi-
ble. In trying to understand the religious dimension of this community, the
notion of ‘hyper-real religion’ is more useful than a substantive model.
There is an undeniable relationship between the real vampire com-
munity and fictional depictions of vampires, particularly in role-playing
games such as Vampire: The Masquerade. Real vampires do not claim to
be the beings portrayed in novels and films, however, they often argue
* An earlier version of this article appeared in Nova Religio, 14:1. It has been reproduced
here with permission.
142 joseph laycock
Real Vampirism
1
There is currently debate within the community as to whether the term ‘vampire com-
munity’ should be capitalised. The term ‘VC’ is frequently used in Internet discourse.
2
Although there was once a disagreement over whether psychic vampires are real vam-
pires, this debate has largely died down. There is now a theory that sanguinary vampires
require blood because it contains subtle energy. According to this theory, all real vampires
are, in a sense, psychic vampires. This idea is reflected in a t-shirt sold by the AVA, featur-
ing a vampire pouring blood into a martini glass. A speech balloon asks, “How do you take
your prana?” (Prana, a Sanskrit word for “breath,” is commonly used by real vampires to
describe subtle energy.) See internet site, http://www.cafepress.com/houseava. Accessed
14/04/2008. Virtually all members of the Atlanta Vampire Alliance engage in psychic feed-
ing. Of these, about 60 percent also engage in sanguinary feeding and are therefore con-
sidered hybrids.
146 joseph laycock
3
Suscitatio Enterprises, PowerPoint presentation given by Merticus and Zero in Los
Angeles, 30/10/2007. While an ‘introspective survey’ may be not be considered a high stan-
dard of proof, it should also be noted that claims about the vampire community are usu-
ally based on web sites and books produced by journalists for a popular audience rather
than any active data collection.
real vampires as an identity group 147
4
One of my most important contacts within the AVA described his religious beliefs as
non-denominational Protestant.
5
Maloryn, personal communication with author, Decatur, Georgia, 19/02/2007.
148 joseph laycock
The Endless Night Festival is the brain-child of vampire and former club promoter
9
Father Sebastiaan. It began in 1997 and has become one of the largest vampire gatherings
in the world, with attendees from several continents. It is primarily a social function featur-
ing a ‘vampyre ball’ and a ‘dark bazaar’. Internet site, http://www.endlessnight.com n.d.
150 joseph laycock
Survey Methodology
11
Suscitatio Enterprises, Research & Project Budget Outline. Internet site, http://www
.suscitatio.com/financial/budgetexpenditures.html. Accessed 15/06/2008.
152 joseph laycock
12
Both Perlmutter (2000: 13) and Keyworth (2002: 363) saw the Ferrell case as relevant to
their analysis of the vampire community. A summary of the case can be found at internet
site, http://www.courttv.com/archive/verdicts/vampire.html. Accessed 4/01/2008.
13
Merticus, personal communication with author, Atlanta, Georgia, 22/11/2007.
14
Maloryn, personal communication with author, Decatur, Georgia, 19/02/2007.
real vampires as an identity group 153
empathy, sense emotions, perceive auras of other humans, and are generally
psychically aware of the world around them.15
While this definition is widely accepted, it is not without its critics, espe-
cially from occult groups such as the Temple of the Vampire and the
Order of the Vampyre (a branch of the Temple of Set). These groups share
a common discourse about feeding on the energy of others and ‘vampiric
magic.’ However, they have begun to dissent from the dominant discourse
that understands vampirism as an inherent condition with unique health
needs.16 Instead, occult groups have begun to reframe their projects as a
sort of ritual apotheosis that is available to everyone.17 While both models
of vampirism are considered to be part of the vampire community, a dis-
cursive struggle exists over the concept of ‘real vampirism’.
In addition to strategies for soliciting the surveys, and presenting an
operational definition to respondents, the survey built in a mechanism
to determine how conversant with vampire discourse respondents are
and how their ideas about vampirism are shaped. A section labeled
“Knowledge” is essentially a multiple-choice quiz to see if the respondent
can distinguish different paradigms of vampirism. For example, ques-
tion 207 presents the terms: kindred / masquerade / embrace / cain /
book of nod. The respondent must then select what group this lexi-
con is associated with: life-style vampires, role-playing games, occultism,
and so forth. All of the terms in question 207 are taken from a vampire
role-playing game and are not used in the vampire community. Thus, if
a respondent incorrectly matched the terms and lexicon on question 207,
this would suggest that they have confused role-playing games with real
vampirism or that they are not conversant with relevant discourses in
the vampire community. Additionally, the knowledge section also asks
respondents to indicate on a checklist which books they have read regard-
ing vampire fiction, folklore, and real vampirism.
I asked an AVA member if they simply exclude responses from vampires
who answered incorrectly on the knowledge section or made fantastical
claims about their experiences with vampirism. He responded, “No. We
can’t”.18 Instead, the data is tracked and correlated to look for differences
15
Suscitatio Enterprises, Definitions and Precedent. Internet site, http://www.suscitatio
.com/research/definitions.html. Accessed 8/01/2008.
16
Michelle Belanger, personal communication with author, Atlanta, Georgia, 3/09/2007.
17
The Temple of Vampire’s website provocatively asks visitors, “Do you want to live
forever?” Internet site, http://www.vampiretemple.com. Accessed 14/04/2008.
18
Merticus, personal communication with author, Atlanta, Georgia, 22/11/2007.
154 joseph laycock
19
One vampire sent me a text-message to wish me a Merry Christmas.
20
Survey Question 155 asks, “Which faith, discipline, paradigm (spiritual/fraternal),
or religion do you identify with? (Check all that apply).” Fifty-one options follow featur-
ing a combination of world religions as well as Pagan and esoteric groups. The top seven
groups with the highest number of responses were: 1) Magick, 2) Wicca, 3) Neo-Paganism,
4) Occultism, 5) Christianity, 6) Shamanism, 7) Agnostic/Atheist/Humanist/Irreligious.
Both Vampirism and Vampyrism were not among the fifty-one options but were com-
mon write-in responses. (Suscitatio Enterprises, internet site, http://www.suscitatio.com.
Accessed 14/06/2008.)
21
Strigoi Vii’s website may be viewed at internet site, http://www.strigoivii.org. Accessed
14/04/2008. The Vampire Bible is only available for purchase directly from the Temple of the
Vampire. Internet site, http://www.vampiretemple.com/bible.html. Accessed 14/04/2008.
22
For Weber (1964: 55), the mystagogue combines elements of the magician and
prophet. However, where the prophet’s soteriology is based on a religious ethic or a moral
example, the mystagogue offers salvation through arcane initiation.
real vampires as an identity group 155
How has ‘real vampire’ become a category of person and what is the
role of discourse in this process? Outsiders assume vampirism to be a
have always been “joined somewhat warily” due to a suspicion of authoritarian voices.
156 joseph laycock
25
Current scholarship on this community assumes that real vampirism evolved from
vampire movies and novels. Both Keyworth (2002: 355–370) and Perlmutter (2003: 279–283)
consider the novels of Anne Rice and other vampire fiction as a primary source of
the vampire community. While Anne Rice’s novels have had an undeniable influence
on the culture and aesthetics of the vampire community, vampire fiction alone does not
account for the ontological claims of vampires or the metaphysical models created to
explain vampirism.
real vampires as an identity group 157
26
Several theories were promoted before 1892 explaining vampires in terms of occult
science. The earliest of these appears to be that of Eliphas Levi, who describes a sort of
vitality draining vampire in Dogma et Rituel, written in 1856 (Levi 2001: 126–127). “Thoughts
on the Imagination” is significant both because it accuses a specific person of vampirism
rather than describing an abstract concept and because it has been widely promoted by
Michelle Belanger through The Psychic Vampire Codex.
27
In 2002, O: The Oprah Magazine featured an article describing how to protect oneself
form “energy vampires,” prescribing visualising a barrier of white light as a defense (Orloff
2002).
158 joseph laycock
29
Robert Paul Rice, a Utah prison inmate and self-identified ‘Druidic Vampire,’
requested access to blood as part of his religious diet. My contacts in the AVA had no
sympathy for Rice, who also demanded conjugal visits on religious grounds. They did not
consider Rice’s claims to be representative of real vampirism and viewed his case as nega-
tive publicity on par with the Ferrell case. Internet site, http://www.thecovenorganization
.com/prisoner-demands-vampire-diet. Accessed 12/01/2008.
30
The Black Veil v2.0 can be viewed at internet site, http://www.sanguinarius.org/articles/
black_veil_2.shtml. Accessed 14/04/2008. The Donor’s Bill of Rights can be viewed at inter-
net site, http://www.sanguinarius.org/articles/dbor.shtml. Accessed 14/04/2008.
31
Zero, personal communication with author, Medina, Ohio, 23/06/2007.
160 joseph laycock
of social action that creates a ‘cognitive space’ where new ideas and issues
emerge. The actors who make this cognitive praxis visible are known as
“movement intellectuals (Eyerman and Jamison 1991: 98).” The survey cre-
ates a cognitive space by defining the vampire as a category of person: it is
progress. By organising the survey and disseminating its findings, the AVA
have become movement intellectuals.
It should be noted that defining a category is not the same as assigning
someone to that category. AVA members have repeatedly been approached
by people who offer a list of symptoms and want to know whether or
not they are a vampire. Their position has consistently been, “We do not
diagnose. It is not our role to confirm or deny whether one is a vampire—
that is something only the individual can come to know through serious
introspection and experience”32 However, Hacking suggests that as new
categories of people are created, individuals will spontaneously fill these
categories through dynamic nominalism. Thus, we can predict that as
people encounter the survey data, some will discover that they are, and
have been, vampires. Furthermore, as ‘vampire’ becomes more entrenched
as a category of person, the rest of us will become ‘non-vampires’, where
before we were not.
Conclusion
them as part of a group. Krueger (2005: 4–5) argues that Pagan initiation
now refers to a “state of spiritual identity” rather than affiliation with a
group or coven.
It may come as no surprise that there is significant interaction between
the vampire community and Pagan communities. Many real vampires
practice forms of Paganism and during my research I received an invi-
tation to a vampires versus witches softball game. What Pagans and
vampires share is participation in an identity that is dependent on subju-
gated knowledge. Paganism is a religion, and vampirism is sometimes a
religion—however, both groups find themselves outside of the religious
and scientific episteme.
In addition to vampires, a growing number of ontological identity
groups are forming communities facilitated through Internet dialogue.
Along with the Otherkin, ‘Therians’ also believe they have a mental, emo-
tional, spiritual, or shamanistic connection to or shared kinship with a
particular animal. Several other categories of people are just beginning
to gain momentum through the Internet: ‘walk-ins’, ‘indigo and crystal
children’, ‘otakukin’, and ‘multiple systems’ are all ontological categories
of beings with which individuals have begun to identify (Lupa 2007).33
Together, these groups are creating the type of cognitive praxis that
Eyerman and Jamison attribute to a full-blown social movement. Collectively,
these groups are sometimes referred to as “awakened” (Belanger 2004: 270).
This term represents the production of a collective identity (Eyerman and
Jamison 1991: 117). The terms ‘mundanes’ or even ‘muggles’ are sometimes
used to refer to those outside of these groups.34 This is the identification
of the oppositional other, which is also crucial to the cognitive praxis of a
social movement (Eyerman and Jamison 1991: 119). Finally, the survey dem-
onstrates the existence of an effective communication network between
various groups and organisations, which is a necessity for a social move-
ment to endure (Eyerman and Jamison 1991: 107).
The motto of the vampire House Kheperu is “seek your own truth.”35
I predict that Internet facilitated surveys and other forms of knowledge
33
For more on these concepts see Lupa 2007. Lupa herself is a therian and describes
the nature of her connection to wolves.
34
The term ‘muggle’ was coined by author J. K. Rowling in her Harry Potter fiction
series and refers to individuals with no magical abilities. In 2003, ‘muggle’ was added
to the Oxford English Dictionary. Internet site, http://news.bbc.co.uk/cbbcnews/hi/uk/
newsid_2882000/2882895.stm. Accessed 14/04/2008.
35
See internet site, http://www.kheperu.org. Accessed 14/04/2008.
162 joseph laycock
References
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Partridge, C. 2005. The Re-Enchantment of the West. Vol. 2. London: T&T Clark
International.
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Anthropoetics 5:2. At http://www.anthropoetics.ucla.edu/ap0502/blood.htm. Accessed
13/03/2012.
——. 2003. “Vampire Culture.” In G. Laderman, ed., Religion and American Cultures: An
Encyclopedia of Traditions, Diversity, and Popular Expressions. Santa Barbara, CA: ABC-
CLIO: 279–283.
——. 2004. “The Forensics of Sacrifice: A Symbolic Analysis of Ritualistic Crime.”
Anthropoetics 9:2. At http://www.anthropoetics.ucla.edu/ap0902/sacrifice.htm. Accessed
13/03/2012.
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York: HarperPrism.
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Own Words: An Anthology of Vampire Voices. Woodbury, MI: Llewellyn Publications,
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Chicago: University of Chicago Press: 239–255.
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research/definitions.html. Accessed 8/01/2008.
——. n.d. At: http://www.suscitatio.com. Accessed 14/06/2008.
——. n.d. Research & Project Budget Outline. At: http://www.suscitatio.com/financial/
budgetexpenditures.html. Accessed 15/06/2008.
Temple of the Vampire. n.d. At: http://www.vampiretemple.com. Accessed 14/04/2008.
——. n.d. At: http://www.vampiretemple.com/bible.html. Accessed 14/04/2008.
Weber, M. 1964. The Sociology of Religion. Boston: Beacon Press.
Windtree, T. n.d. “What are Otherkin?” At: http://www.otherkin.net/articles/what.html.
Accessed 14/04/2008.
The Sanctification of Star Wars: From Fans to Followers
Debbie McCormick
In the Beginning
and explicit religious themes that are presented in works of popular cul-
ture. At a time when more people go to the cinema than attend church
(Kohn 2005), the messages transmitted by popular culture have the poten-
tial to both inform and influence. While audiences may not be intention-
ally seeking information about religion, Schofield Clark (in Kohn 2005)
explains that in relation to young people:
[i]t’s not that they’re looking for religion, or even that they’re interested in
religion. They think religion may not be very important in their lives, but
they still pick up understandings about religion from popular culture, in
places like fantasy film.
In this chapter I describe how, over a period of more than three decades,
fans of the Star Wars series of films harnessed emerging communications
technologies to form a religious community and how technology, con-
versely, almost led to the demise of the nascent religion.
In the beginning there was the film. Six Star Wars films have been released
and re-released over a period of four decades beginning in 1977 with Star
Wars Episode IV: A New Hope and ending in 2005 with Episode III: Revenge
of the Sith. In each of the decades they were released, the films ranked at,
or near the top of the list of Top 10 Films by Decade and Year (Dirks). Spin-
offs from the film series include books, comics, collectables and a wide
array of merchandise from costumes to Lego™. The LucasArts gaming
division was founded in 1982 and since then the Star Wars games, which
are based on characters from the films, have been translated into eight
languages, distributed worldwide, and appear regularly in the top rank-
ings for computer game sales (LucasFilm Entertainment Company 2010).
The constant flow of films, merchandise and games over the past thirty-
four years has entrenched the lore, characters and philosophy of Star Wars
into the vernacular of the West; “May the Force Be with You” (Star Wars
Episode IV: A New Hope 1977), a quotation from the first Star Wars film
that was released in 1977, was judged eighth in the most recognisable film
quotations of the past one hundred years by the American Film Institute
(American Film Institute, 2011). So recognisable was the quotation that in
1999, a buyer offered 6.7 million US dollars on the online auction site eBay
for the Internet domain name (Fierman 1999).
George Lucas, director of the series, describes what he believes to be
the attraction of Star Wars:
the sanctification of star wars: from fans to followers 167
I’m telling an old myth in a new way. Each society takes that myth and
retells it in a different way, which relates to the particular environment they
live in. The motif is the same. It’s just that it gets localised. As it turns out,
I’m localising it for the planet. I guess I’m localising it for the end of the mil-
lennium more than I am for any particular place. (Moyers and Lucas 1999)
The myth Lucas refers to is the ‘Monomyth’, also known as the ‘Hero’s
Journey’ (Larsen and Larsen 1991) which was posited by Joseph Campbell
(1975) who became Lucas’ close friend. Although the Monomyth has been
intellectually criticised in many different quarters (Brin 1999; Manganaro
1992; Pearson and Pope 1981) Lucas believed it had a timeless global appeal
(Larsen and Larsen 1991). Lucas’ plan for localisation was also furthered
by using the deliberately ambiguous spatial and temporal context of
“a long time ago, in a galaxy far, far away” (Anon. 1999); the considerable
use of religious and moral imagery in the narrative likewise found univer-
sal resonance.
Lucas explains that despite the use of religious and moral imagery and
religious themes in Star Wars it was not his intention to instigate a new
religious movement:
[w]hen I wrote the first Star Wars, I had to come up with a whole cosmol-
ogy: What do people believe in? I had to do something that was relevant,
something that imitated a belief system that has been around for thousands
of years, and that most people on the planet, one way or another, have some
kind of connection to. I didn’t want to invent a religion. I wanted to try to
explain in a different way the religions that have already existed. I wanted
to express it all. (Moyers and Lucas 1999)
While Lucas denies he planned to invent a new religion, he concedes that
he wanted to
try to awaken a certain kind of spirituality in young people—more a belief
in God than a belief in any particular religious system. I wanted to make it
so that young people would begin to ask questions about the mystery . . . I
think it’s important to have a belief system and to have faith. (Moyers and
Lucas 1999)
While it may not have been Lucas’ intention to create a new religion, fans
recognised, interpreted and augmented the base philosophies that were
expressed in the films and christened the derivative ‘Jediism’; a follower
explains:
Jediism is both an old and new religion; we did the same thing that religions
have done for thousands of years . . . we assimilated spiritual teachings from
other and ancient faiths. Taoism, Zen Buddhism, Mysticism, as well as the
168 debbie mccormick
When the first episode of the Star Wars series of films (originally known
simply as Star Wars but later renamed Episode IV: A New Hope), burst
onto cinema screens around the world in 1977, the first off-the-shelf per-
sonal computers also made their debut in retail stores, and the first major
demonstration of an internet (then called ARPANET, Advanced Research
Projects Agency Network) was conducted with transmissions between
the United States and the United Kingdom (Computer History Museum
2006). These three events would have a profound impact on global culture
and share a common, albeit unlikely, connection with the inception of a
new religious movement.
The religious themes in Star Wars immediately generated discussion
and debate in the general, academic and religious media (Collins 1977;
Curtis 1980; Ingersoll 1980). During the late 1970s and early 1980s personal
and group discussions about the film were bounded by the publically
available communication channels of telephone, personal mail, and ‘let-
terzines’ (fan published newsletter style publications). The challenges of
connecting and communicating with other fans during this period are
described by Langley (2005):
. . . finding fandom used to be pretty much a had-to-stumble-across-it affair.
A local fan club or zine publisher might post a flyer announcing an upcom-
ing meeting/zine on a bulletin board in a local library, school, grocery store,
etc. A pro con [convention] might come to town (SF cons, or ST cons when
they began), or a local club might put on a small fan con. Reading a zine
on the local mode of public transportation might prompt excited questions
from a total stranger next to you, who would turn out to be a fan-in-waiting.
[. . .] Once in fandom, ‘penpal’ correspondence was common, as fans found
other fans through directories, letter columns, and letterzines. Fans found
the sanctification of star wars: from fans to followers 169
more zines through flyers inserted in other zines, ads in letterzines (later,
adzines became common), by picking up flyers at a con, or through private
correspondence. Some zine editors established mailing lists and sent zine
flyers out by direct mail.
While discussions about the characters and the plot were abundant and
profound, in an historical recollection of the major letterzines of the
period Nowakowska (2001) reports that during this time
questions about the nature of the Force and the philosophical wanderings
that flow from such inquiry [had] not yet made it into general conversation.
The American legal tradition of treating religion and philosophy as purely
individual interests keeps many fans from making comments about their
interpretations of the Force and the SW [Star Wars] ‘world view.’ Interest in
such discussion was not helped by an early story wherein Luke is likened to
Christ and brings Han back to life, mostly because the writers were loudly
dogmatic in their insistence on a Christian interpretation of the Saga. Also,
there had been enough public dismissals of the Force as irrational (i.e., anti-
scientific) to inhibit many fans. Some stories and fannish SW universes have
dealt with the subject at this time, but ROTJ [Return of the Jedi] must be
released before philosophy becomes an unavoidable topic.
In the time leading up the release of Return of the Jedi in 1983, technology
was being developed which would facilitate and accelerate online discus-
sions between existing fans and, at the same time, enable new fans from
around the globe to join the conversation.
In 1979 Tom Truscott and Jim Ellis, two Duke university graduate students,
developed a programme which enabled users of the emerging online com-
munication network to trade information, news and research results between
several universities in the United States (Kehoe 1992). Chains of messages on
single topics formed discussions, also known as threads, and the topic groups
were referred to as ‘newsgroups.’ These newsgroups were hosted on a net-
work of computers that became known as Usenet (Kehoe 1992).
The popularity and use of Usenet as a system of communication and dis-
cussion grew quickly; “what began as two or three sites on a single network
in 1979, expanded to 15 in 1980, to 150 in 1981, to 400 in 1982” (Usenet Learning
Centre n.d.) and by 1986 the number of messages being posted annually had
grown from 4,000 in 1981 to more than 100,000 (Google Groups Team 2011).
The exponential increase in messages during the 1980s stimulated a free
flow of information about a broad range of Star Wars related topics, and
170 debbie mccormick
among the many discussions about characterisation, plot and the genius
of George Lucas are burgeoning conversations between fans seeking a
deeper understanding of the religious themes in the three films that had
been released during that decade. The reference points for these discus-
sions included existing religions (Hsing 1983, Spafford 1982) and religious
themes from other popular culture contemporaries of Star Wars IV such
as Kung Fu, a television series based on the wanderings of a Shaolin monk
(Faust 1984).
The discussions during this period reflect nascent, external, theoretical
musings and there is little or no evidence of internalisation and/or any
form of organised personal or public practices of any of the philosophical
tenets; a situation that would change toward the end of the decade with
the introduction of online computer role-play games.
During the 1980s the continuing preoccupation by fans with all things
Star Wars, was driven by the release of Star Wars Episode V: The Empire
Strikes Back in 1980 and Star Wars Episode VI: Return of the Jedi in 1983.
Interest in the films resulted in the development of ‘spin-off ’ products,
which included merchandise, books and computer games. Video games
that could be played on television screens or computers had been avail-
able since the 1970s but the proliferation of personal computer ownership
during this decade fuelled the growth of the commercial, mass-produced
games market.
In 1978 a group of undergraduate students at the University of Essex, in
the United Kingdom, recognised the potential for emerging online tech-
nology to be utilised for playing ‘pen-and-paper’ based role-playing games
(RPGs) which were a favourite pastime of many university students at
the time. In 1978–1979, Roy Trubshaw and Richard Bartle developed what
is generally acknowledged to be the first multi-player online role-playing
game, which they dubbed a MUD (Multi-User Dungeon) (Cuciz 2001;
Koster 2000; Mena 2005). The game was a text-based, player-developed,
character-driven fantasy adventure based on Dungeons and Dragons, the
paper-based role-playing game developed in 1974. The genre created by
Dungeons and Dragons was described as “a brand-new type of game with-
out boards or set goals in which all the action took place in the players’
minds” (Gamespy 2004). The profound immersion experienced while par-
ticipating in online role-play games (RPGs) created a fertile environment
for discussions that would contribute to the establishment of a doctrine
and the genesis of Jediism.
The use of MUDs as a means of exploring religious identity through
fantasy in a virtual world was integral in the development of Jediism; a
devotee explains:
the sanctification of star wars: from fans to followers 171
[t]here came a point in which people desired to play Jedi and Sith roles, not
just other fictional characters. These people began to flock together and cre-
ate their own role-playing groups, playing online games and conversing in
chat rooms. The first Jedi, as you know them here and at other Jedi websites,
originated from these places. It was when a few of them began to see more
to a Jedi then [sic] just a RPG character, where some fans began to relate
most of their life with the fictious [sic] Jedi, no matter how fake or childlike
they seemed. There was more about the Jedi then [sic] fighting with lightsa-
bers or levitating tables and chairs, they perceived [sic].
With such realisation, some began to believe in a new concept, applying
the wisdom which the fictional Jedi carried within the Star Wars Universe and
applying it to their own, realistic lives. These so-called ‘Jedi’ were rejected by
many, becoming as outsiders. As they left their small RPG groups in search of
a new paradigm, they began soughting [sic] to find others like their own. It
didn’t take long until some did as a few began to create their own websites.
Shortly afterwards, a community was born. (TheJedi.org, jedi.ws 2006b)
In the early 1990s the Internet exploded into the public realm. Universities
and governments in more than 100 countries became connected, and in
1995 commercial and public users were granted access. The launch of
browser technology later that year facilitated document and page search-
ing, further increasing the potential for global communication and paving
the way for the exponential growth of the Internet. Public access to the
Internet had a rapid and profound effect on the ways people commu-
nicated, and increased the scope for global discussion and collaboration
between businesses, education and community groups, and individuals
with common interests.
Although there had been no new additions to the Star Wars series of
films since 1983 the devotion of the fans continued to grow, and when the
Internet became publically available as a method of communication, con-
versations between Star Wars fans leapt off the pages of fanzines and onto
Usenet discussion forums. In the first half of the decade there were 2,300
Usenet threads relating to the religious themes in the Star Wars films; in
the second half of the decade from January 1995, when the Internet was
opened up to the public, to December 1999, there were more than 26,000
message threads for the same themes1 (Google Groups 2006).
1
These data were the result of using the search criteria ‘star+wars+and+religion’ in a
search of Usenet messages which have been archived at Google Groups since 2000 <http://
groups.google.com/advanced_search?q=&>. Accessed 2/03/2012.
172 debbie mccormick
By the end of the decade a transition from fans to followers was firmly
established. The ideas discussed in forums and RPGs began to crystallise,
and through the continuing exploitation of emerging technologies, commu-
nities based around, what had been dubbed Jediism, began to emerge.
When the Internet became publically accessible in 1995 the major focus
was the development of commercial applications and websites, however
unexpected events would once again facilitate conditions that would be
conducive to the continued organisation and growth of Jediism and the
Jedi community.
When the NASDAQ—the technology arm of the United States stock
market—crashed in 2000 many commercial Internet enterprises became
victims, and the business world was cautious about investing in new
technology companies. During this time, technology companies began to
rethink the philosophy behind online communication and turned their
attention toward “socialisation, interaction and communication . . . focus-
sing on people, not sales” (Boyd in Oliver 2006). The focal point of web
development began to shift to what was becoming commonly known as
social software (Allen 2004) or social networking applications. These new
applications, which included blogs, wikis and user-developed websites,
required little or no technical expertise and enabled users from around
the globe to publish their thoughts and viewpoints, interact, connect and
form communities. Most Jediism sites that launched during this period
embraced the emerging online tools and used them multifariously.
Many Jediism sites that launched during this period began with lofty
intentions that failed to materialise, however some achieved their objec-
tives and played, and in some cases continue to play, a significant role
in the consolidation of beliefs and the development of community. The
Jediism sites that began (and in many cases, ended) in the first decade of
the new millennium can be loosely categorised according to their explicit
and implicit purposes: learning and teaching the applied practice of
Jediism; developing and maintaining community; expounding the theol-
ogy; and portal sites which were a combination of these elements.
• Tdents
he Academy Method—This is when a qualified instructor teaches stu-
within a classroom setting. In other words, the Academy method
174 debbie mccormick
Community is the lifeblood of Jediism and most sites provide some oppor-
tunity for social networking—usually a mail forum with a discussion topic
dedicated to ‘Community’. A smaller group of sites have the develop-
ment and maintenance of community as their central focus; these groups
extend the opportunity for community development by providing Jediists
with the means to make themselves known to other members, organising
the sanctification of star wars: from fans to followers 175
on- and offline gatherings and social events, and compiling and distribut-
ing member information and statistics.
The Order of the Jedi site explains. “We are in an ero [sic] of science and
technology. We use various web tools to meet online, such as email, skype,
and a video conference system. Members recieve [sic] email invitations to
public web events” (2010). The Jedi Resource Center and Jedi Gatherings
Group which commenced in 2006 describes their purpose as
bringing Jedi together in real life. We utilise the online medium in order to
organise offline meetings and activities between Jedi around the world. Our
goal is to provide the resources and means of communication necessary to
aid in creating, organising, conducting, and promoting these real life func-
tions. (2011)
Their site houses a range of tools for developing and maintaining com-
munity including a mapping application that enables members to visually
indicate their location and to connect with other Jediists (Figure 1).
The site invites members to “[h]elp connect with others in your area
by adding your location to the Jedi Map. You may be surprised how many
Jedi might be nearby. Signing onto the Jedi Map will also assist us in
informing you of possible upcoming Jedi events in your area” (The Jedi
Resource Centre & Gatherings Group n.d.).
Other tools provided by the group to facilitate on- and offline com-
munity include:
Jedi Gathering Roster—This is your chance to find out more about the his-
tory of past Gatherings, where they occurred, who attended, what activities
were involved, post Gathering thoughts, etc.
Chapter Roster—This feature provides contact details and a little bit of
background information for various Jedi Chapters and other offline Jedi-
related groups. Check it out to see if you can find a local group in your area
to join.
JRC Photo Album—Take a look at pictures from past Gatherings and get
a better idea of what goes on at these events.
Community Calendar—Use the Calendar to post or receive reminders
about upcoming Jedi Gatherings, Chapter meetings, Community Service
events, and any other Jedi-related activities.
Member Blogs—Each member can also create their own Jedi Blog to
chronicle their offline training and progress along the Jedi path. Comments
can be posted directly to individual entries and members also have the
option of subscribing to other member blogs. (The Jedi Resource Centre &
Gatherings Group n.d.)
The Jedi Resource Centre group has more than three hundred members;
almost a third have posted a message to the mail forum since they joined.
Although the majority of members hail from Western nations (United
States of America, United Kingdom, Canada, Australia, New Zealand)
there are representatives from all corners of the globe.
Although Jediism is practiced globally the geographic diversity of its
followers limits the formation of offline congregations. Despite these limi-
tations some followers have become ordained celebrants and offer Jediist
ceremonies to celebrate or commemorate life’s milestones including:
Welcoming
A ceremony which honours a new life into the world. As per the parents
choosing, a prayer of the protection of the light of the force is placed.
Definition explanation: gladly received
Unification
A ceremony otherwise known as Marriage.
Definition explanation: A bringing together into a whole.
Journey Complete
A ceremony for those who have completed their journey on earth, and have
once again become one with the force.
Definition explanation: Ones passing from human form back into the force.
(Order of the Jedi n.d.)
the sanctification of star wars: from fans to followers 177
everything and flowing through all life” (Emfinger n.d.). In keeping with
his desire to instil “more a belief in God than a belief in any particular
religious system” (Moyers and Lucas 1999), Lucas created the concept of
The Force as an enigmatic abstraction that has become central to Jediist
philosophy.
Some Jediism sites have attempted to link the origins of The Force to
more established faiths in what is perhaps an effort to establish credibility
and distance themselves from those they refer to as ‘fictional’ Jedi. The
Order of the Jedi (Order of the Jedi n.d.) advances an historic view that
locates the origins of the term ‘The Force’ in Eastern philosophy:
Jediism is a philosophy and religion based on the personal cultivation of our
relationship with The Force. The term “Force” was used up to 3000 years
ago by the Daoist immortals, and was made first popular in a Chinese text
written in the 6th century BC. The text is entitled “Tao te King,” and can be
translated in various manners, such as “The way of the Force.”
The term “Force” was used in Hinduism as a quality and power of the
divinity Indra, lord of minor gods, various aspects of the unique unnamed
God. The Force was call [sic] in Sanskrit “Vajra,” and described in the same
was [sic] that we describe the Force in Jediism. The Force was also called
“Ka,” as a property of Vishnu, the One God united with the creator Bramha
and the transformer Shiva.
The ways of Jediism are mostly inspired by Buddhism and Taoism.
Although modern movies are useful for inspiration, we do not base our ways
on science fiction, but on the true inner culture of the Force.
The Jedi Creed group also distances itself from its Hollywood origins,
explaining what the site authors see as the differences between fans and
followers:
[w]hat made this belief creditable [sic] was having a solid separation
between fantasy and realism: Jedi do not require powers depicted in Star
Wars. They do not have lightsabers or wear robes. They do not need to be
very young to be trained. They do not affiliate themselves with a govern-
ment, or travel to a temple. They don’t even have to know of Star Wars,
Yoda, or George Lucas. (Volkum n.d.)
The quest for mainstream legitimacy has resulted in some groups seeking
legal recognition as a religion or other non-profit group. The first organisa-
tion to achieve this status was the Temple of the Jedi Order which became
the “first international church of Jediism, incorporated December 25, 2005
by the Secretary of State of Texas as a non profit church, religious, edu-
cational and charitable corporation” (Temple of the Jedi Order n.d.); this
was followed in 2009 by a Canadian group, The Order of the Jedi (Order of
the Jedi n.d.).
the sanctification of star wars: from fans to followers 179
It is ironic that at the beginning of this decade the technology that had
been intrinsic to the inception and growth of Jediism would be instru-
mental in events that caused a devastating setback in its advancement.
Most countries conduct a census of their population at various inter-
vals to obtain a “snapshot” of social indicators that can be useful for plan-
ning purposes (U.S. Census Bureau 2010). Many include questions about
religious affiliation, which provide an indicator of the changes to stated
religious affiliations of populations who complete the survey.
The power of individuals to affect these classifications was tested in 2001
when a series of events surrounding the National Census that was to be
180 debbie mccormick
As a religious movement that exists almost entirely on the web, the vital-
ity of the Jediism community depends on continued communication and
interaction among its geographically diverse followers. The links that have
been formed as a result of common beliefs are tenuous and would be
unlikely to continue without social networking applications.
The attenuated nature of Jediism and the fickle participation of its fol-
lowers is redolent of the general state of religious participation in a post-
modern society where religious institutions and traditions compete for
adherents, and worshippers shop for a religion in much the same way that
the sanctification of star wars: from fans to followers 181
consumers assess their options for goods and services in the marketplace
(Warner 1993). Sherkat and Wilson’s (1995: 997–998) description of a reli-
gious marketplace is an apt metaphor to describe a religious landscape
where “[d]ecisions are made on the basis of not only what is desired but
what is known about alternatives.” The emergence and use of social soft-
ware has provided the opportunity for individuals to ‘try on’ new, old and
mixtures of religious ideas.
While the development and growth of the use of social software has
proved a boon for new religious movements such as Jediism, it comes
with risks which were evidenced in the fallout from the Census incidents
in Australia, Britain and New Zealand. The incidents demonstrate the
‘double-edged’ nature of the democratic global transmission of informa-
tion and are examples of how tools of construction may also become
instruments of destruction.
At the time of Jediism’s inception and early development the control
and flow of information was held by those who had technical ability and
access to the Internet. The availablility and ease of use of communication
technologies has resulted in an environment where public producer-con-
sumers, or “prosumers” (Toffler 1981) contribute to debate and discussion
with religious and other authorities. The tools that allow for the devel-
opment and dissemination of user-created content have provided activ-
ists with vehicles to spread information and disinformation supporting
their particular agendas (Alam 1996; Yoon 2010). Some governments have
responded to these expressions of ideas by attempting to censor con-
tent and restrict access to applications including Google (Mufson and
Whoriskey 2010), Facebook and Twitter (Kirkpatrick 2010).
The legitimacy of the Jedi as a religion may be questionable and the Jedi
census controversy may have been a one-off event, however the continu-
ing dilution of the authority of mainstream religions and the proliferation
of new ways of articulating religious beliefs have created an environment
that is conducive to the development of other online religious movements
that will demand attention and interpretation by communities, religious
organisations and governments.
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The Spiritual Milieu Based on J. R. R. Tolkien’s
Literary Mythology
Introduction
1
Chaos Magickians incorporate elements of H. P. Lovecraft’s horror cycle, the ‘Cthulhu
Mythos’. They invoke the monster gods from those tales and become possessed by them.
The Otherkin is a movement whose members believe themselves to be ‘other-than-human’,
for instance, elves, dragons or vampires. Matrixism is based on the Matrix film trilogy by
Larry and Andy Wachowski. The Church of All Worlds is inspired by Robert A. Heinlein’s
science fiction novel Stranger in a Strange Land (1961), but its practice also includes Pagan
elements. The church has played a major role in the organisation of American Paganism.
Jediism is based on George Lucas’ Star Wars films. Its members believe in the Force and
identify with the Jedi Knights.
186 markus altena davidsen
2
I use ‘Tolkien spirituality’ as a convenient shorthand for ‘spirituality based on Tolkien’s
literary mythology’. Since the shorthand might suggest otherwise, I want to stress that
Tolkien spirituality focuses on Tolkien’s works rather than on his person.
3
The Silmarillion and The History of Middle-earth were edited and published by Tolkien’s
son Christopher Tolkien after his father’s death in 1973.
the spiritual milieu & tolkien’s literary mythology 187
4
To avoid the pejorative term ‘cult’ I prefer to use the term ‘esoteric milieu’ rather than
‘cultic milieu’.
188 markus altena davidsen
Tolkien’s writings that provide what we can call ‘religious affordances’ and
so make his texts usable as authoritative, religious texts.
Tolkien’s writings are not used as religious texts without reason. On the
contrary, they share a number of features with conventional religious texts
that promote their transformation from fiction to religion. These features,
which I call religious affordances, include (a) an elaborate cosmology and
theology (in The Silmarillion and The History of Middle-earth), (b) a frame
narrative connecting the narrative world to our own (in The Lord of the
Rings), and (c) Tolkien’s personal experience of being inspired during the
writing process (in his letters). In this section I will briefly outline each
of these in turn.
The cosmology and theology according to the lore of the Elves, includ-
ing an account of the creation of the world, is recounted in detail in The
Silmarillion. In the beginning, before the creation of the world, only the
supreme creator god existed, who is called Eru (the One) or Ilúvatar (All-
father). Eru first created an order of spiritual beings, the Ainur (Holy
Ones), and the Ainur assisted Eru in the creation of the world by singing
it into existence. Some of the Ainur subsequently went into the created
world as incarnated beings to further shape it and rule it in Eru’s name.
The fourteen most important of these incarnate Ainur are called the Valar
(Powers); the lesser Ainur are called Maiar. One evil Vala, Melkor, wanted
to rule the created world for himself and rebelled against the rest of the
Valar, becoming Morgoth (The Black Enemy), taking a number of Maiar
with him in his Fall. After a mighty war, Morgoth was bound by Ilúvatar in
the Void outside of Creation, but his servants continue to plague the world.
Sauron, the main evil power in The Lord of the Rings, is a fallen Maia and
a former servant of Melkor. Following a human revolt against the Valar
provoked by Sauron, the Valar have withdrawn from the inhabited world
at the time of The Lord of the Rings, but are occasionally referred to. This is
true especially for one of them, Elbereth (Star-queen), to whom the Elves
sing hymns. The wizards Gandalf and Saruman who play an active role in
The Lord of the Rings are both Maiar.
Several kinds of lesser carnate beings were also created, including
humans, Elves, Hobbits and Dwarves. For Tolkien spirituality, the majes-
tic, artistic, and almost immortal Elves are of the greatest significance and
function as spiritual role models. This is feasible, partly because Tolkien’s
the spiritual milieu & tolkien’s literary mythology 189
Elves (Quendi) are portrayed as very human, even to the extent that some
unions between Elves and humans take place.5 As a result, Elven blood
flows in the veins of some of the human kings in Tolkien’s world. Further,
through a union between the Elf Thingol and the Maia Melian, Maian
ancestry and thus a divine spark originating from before the creation of
the world, is blended into this bloodline.
The entire created universe is referred to as Eä (It Is), but the narrative
takes place exclusively on one particular planet, Arda (Earth). Originally,
Arda was comprised of two main landmasses: Middle-earth, the home of
Men and Elves, and Aman (the Blessed Realm) in the West, the abode of
Valar and Maiar. At the end of The Lord of the Rings, however, the Elves
have also left for Aman, which has been separated from the physical
world. With the ‘straight way’ gone, humans can only visit the Blessed
Realm in dreams, and humans believe that their souls go there when they
die, before leaving Eä to be with Ilúvatar.
The second religious affordance in Tolkien’s writings is the frame nar-
rative which links the fictional mythology to the world of the reader. In
the foreword, prologue and appendices of The Lord of the Rings, Tolkien
constructs a tradition of commentary and editing, claiming (in jest) that
he is not the author, but merely the publisher (and translator) of material
originally written by others. The Hobbit Bilbo is presented as the author
of The Hobbit, his nephew Frodo as the author of The Lord of the Rings,
and The Silmarillion is presented as a collection of Elvish lore. Tolkien has
said that his stories take place in our world, but that the time is imaginary
(2006b: 239). Therefore his works are not real history, but “feigned his-
tory,” a term Tolkien uses in the foreword to the second edition of The
Lord of the Rings (Tolkien 2007: xxiv).6 It is this fictional imitation of his-
tory that enables Tolkien religionists to treat Tolkien’s narrative as real
history. They are not alone in doing so. According to William Ratliff and
Charles Flinn (1968: 143), British lending libraries generally catalogued The
Lord of the Rings as non-fiction in the 1950s, which surprised and upset
Tolkien. Also, revisionist grail historians such as Laurence Gardner (2003:
1, 6 and 315) assume that Tolkien had obtained esoteric, historical knowl-
edge. which he hinted at in his books.
5
In her PhD thesis on the Otherkin movement, Danielle Kirby (2009a: 112–113) makes
the point that the spiritual identification with non-human beings has been facilitated by
an increasingly humanised depiction of non-humans in fantasy literature and films.
6
It falls outside the scope of this chapter to show in detail how Tolkien constructs this
feigned historicity. See Flieger (2005: 67–73) for a detailed discussion.
190 markus altena davidsen
The Lord of the Rings was first published in 1954–1955, but it was not
until the paperback edition in 1965 that Tolkien rose to massive fame
and became a “campus cult figure” according to one observer (Ellwood
1994: 134). The hippies of the late 1960s found their own ideals expressed
in the hedonistic Shire culture of pipeweed and mushrooms, identified
themselves as Hobbits, wore ‘Frodo Lives’ and ‘Gandalf for President’
badges, and took Tolkien-inspired names for themselves and their com-
munes (Hinckle 1967: 25; Ratliff and Flinn 1968; Walmsley 1984). They also
used The Lord of the Rings as a psychedelic manual (Clifton 1987; Ratliff
and Flinn 1968: 144). The Pagans of the 1970s and 1980s shared Tolkien’s
love for nature and expressed this by naming their sanctuaries after Elven
localities such as Rivendell and Lothlórien. But even though Tolkien was
an important source of inspiration most Pagans did not use Tolkien mate-
rial in ritual.7
The earliest known religious group that was clearly based on The Lord
of the Rings was active in the Mojave Desert in the United States in the
early 1970s. Robert Ellwood, Professor Emeritus of World Religions at the
University of Southern California, tells this anecdote:
[a]bout this time [in 1973], back in southern California, we [Ellwood and his
wife who were themselves active in the Los Angeles Mythopoeic Society]
heard about a group centered around a mystical woman living in the Mojave
7
Graham Harvey mentions that some Heathens have developed Tolkien-inspired lit-
urgy (2007: 68) and that practitioners of Chaos Magick have integrated Tolkien material
(2007: 97), but he does not refer to any particular groups nor say how common it is.
the spiritual milieu & tolkien’s literary mythology 191
Desert who was convinced that The Lord of the Rings saga was actual his-
tory, and Tolkien knew it, though for reasons the author deemed compel-
ling he veiled the chronicle in fictional form. She had regular conversations
with Elves, Dwarves, and Hobbits, and moreover was convinced that the
actual site of Gondor was what is now the Mojave Desert. She believed that
Aragorn’s castle was buried out there, and by psychic means had deter-
mined the location of the ruins. She was continually announcing archeo-
logical excavations to be conducted by her group, then postponing the date
for one reason or another (Ellwood 2002: 133).
Another 1970s group that would prove much more influential was the Elf
Queen’s Daughters who claim that an Ouija board spirit had instructed
them to take this name in 1975 (Love 2005: 36). The group was interested in
many different kinds of esoteric practices, but was also clearly influenced
by Tolkien. According to one member, they sang the Elven hymns from
The Lord of the Rings to Elbereth, and when the core group tired of being
Elves after a few years, they named themselves Tooks after a prominent
Hobbit family (Love 2005: 36). Even though the Elf Queen’s Daughters was
a short-lived group, it is important because it marks the beginning of the
Elven movement—which in turn sparked the Otherkin movement in the
1990s—and attests to the initial Tolkien influence on both movements.
Some of the original members of the Elf Queen’s Daughters came to call
themselves the Silvan Elves (after the wood Elves in Tolkien’s books) and
continue to occupy a prominent place in the Elven movement, now refer-
ring to themselves as the Silver Elves.8
Perhaps the largest and most successful organisation integrating
Tolkien material in its spirituality is the Tribunal of the Sidhe.9 The group
was founded in 1985, and initially Robert Graves’ The White Goddess and
Tolkien were the most important sources of inspiration. The Tribunal of
the Sidhe does not read Tolkien and Graves as accurate history, but do
take Graves’ account of the Tuatha Dé Danaan and other magical peo-
ple from European legend and Tolkien’s stories about Valar, Maiar and
Elves to be mythical references to the real phenomenon of ‘changelings’.
Changelings are spiritual beings whose real home is in another world,
but who sometimes become incarnated, by choice or chance, in this
8
Internet site, http://silverelves.angelfire.com. Accessed 12/07/2011. Zardoa Love is a
former member of the Elf Queen’s Daughters and now one of the Silver Elves. His mas-
ter’s thesis in depth psychology (Love 2005) provides information on the early history of
the Elven movement.
9
The description of this group is based on interview and email correspondence with
circle leader and founding member Lady Danu.
192 markus altena davidsen
world. The members of the Tribunal believe that they are ‘changelings’
themselves, and they visit their ‘home’ by means of astral projection. The
Valar are regarded as the most powerful type of ‘kin folk’ from the home
world, and for instance the fertility Valië (female Vala) Yavanna has been
invoked in ritual. They say that they found out, with ‘magickal research’,
that Tolkien was a changeling himself, a bard of the kin folk, who chose
to be incarnated to tell the true story of the kin folk in mythical form.
Even though Tolkien clearly plays an important role, most of the beliefs
and rituals of the Tribunal of the Sidhe are not Tolkien-based, and Tolkien
material is combined with Wicca, Norse and Celtic mythology, shaman-
ism and ceremonial magic. Everything centres on the notion of ‘change-
lings’ which is foreign to the Legendarium. The Tribunal of the Sidhe still
exists today with more than twenty circles worldwide, most in the United
States, including a circle formed by second-generation members.10
Another American group, the Order of the Red Grail, which blends
Christianity and ceremonial magic, made a quite elaborate Valar ritual in
1993 that circulated among Pagans in the United States and New Zealand
and was later published online.11 A member of the group has told me, how-
ever, that neither this nor other Tolkien-inspired rituals form a part of
their regular practice. They view the Valar ritual as a more playful, experi-
mental and less serious one than their usual rituals, and only consider the
Valar to be fictional or at best mytho-poetic representations of real meta-
physical powers or archetypes. Nevertheless, the group has continued to
perform the ‘High Elven Valar Working’ occasionally at Pagan festivals.
The groups that I have sketched above all belong to the first wave of
Tolkien spirituality. In the first wave, Tolkien’s writings were used as a
source of spiritual inspiration, but (with the exception of the Mojave
Desert group) Tolkien’s texts were not the main source of authority (and
certainly not the only one). Rather, Tolkien lore was integrated into and
subordinated to other material. This is obviously the case in groups that
view the Valar as only archetypal images (like the Order of the Red Grail).
But it is also the case in groups that believe in the Valar as discrete beings
(like the Tribunal of the Sidhe). In other words, religious ideas and prac-
tices based on Tolkien’s literary mythology were, in the twentieth century,
one ingredient among many others in the esoteric milieu that individuals
10
Only a few of these circles reach out to the public. One that does is Lady Danu’s Circle
of the Coyote. Internet site, http://thechangeling.ning.com. Accessed 13/07/2011.
11
Internet site, http://fifthwaymysteryschool.org/valar.html. Accessed 13/07/2011.
the spiritual milieu & tolkien’s literary mythology 193
and groups could add to their menu, but one could not yet speak of an
independent spiritual Tolkien milieu. Having been founded in the 1970s
through to the 1980s, the first wave groups naturally based themselves
on Tolkien’s books and began their existence offline. Even though all the
groups that are still active today have some kind of online presence, they
remain essentially offline groups.
The second wave of Tolkien spirituality has taken form in the twenty-first
century. The most important cause of the renewed spiritual interest in
Tolkien was Peter Jackson’s film adaptation of The Lord of the Rings which
was released in 2001–2003. For many of those engaged in Tolkien spiritu-
ality today, these films constitute a more important source of authority
than the books. Additionally, the second wave of Tolkien spirituality is
primarily organised online. In the years just after the movies came out,
at least nine online groups were formed devoted to Tolkien spirituality.
One called itself Middle-earth Pagans, and others crafted names in Elvish
meaning things like The Elven Path (Tië Eldaliéva), and The Silvership
of the Valar (Ilsaluntë Valion).12 In these groups, people from around the
world (but mostly from the United States and other English-speaking
countries), meet and exchange knowledge, experiences and ideas about
how to form a Tolkien-based spiritual path. While the move online has
made specialisation and global co-operation easier, it has in most cases
come at the cost of relatively unstable and incoherent organisation.13
Most of these groups are collectives of networked solitaries who do
their rituals alone and offline. As far as I know, none of the second wave
online groups has managed to organise offline meet-ups, but at least two
groups experimented with group rituals using phone or Skype. I par-
ticipated in one such Skype ritual in September 2009 with members of
Tië Eldaliéva to celebrate Enderi, the Middle-Days, a three-day festival at
12
For the discussion board of Middle-earth Pagans see http://mepagans.proboards.
com/index.cgi. Accessed 13/07/2011. The home page of Tië Eldaliéva can be found at http://
www.lassiquendi.com/TheHiddenRealm. Accessed 13/07/2011. Ilsaluntë Valion is located at
http://westofwest.org. Accessed 13/07/2011.
13
Cowan (2005) draws a similar conclusion in his study of online Paganism. Cowan’s
study is especially relevant for Tolkien spirituality since he primarily studies Pagan and
Wiccan discussion groups on Yahoo! and similar sites where most spiritual Tolkien groups
are still anchored.
194 markus altena davidsen
the middle of the Elven year. The frame of the ritual was strongly Wicca-
inspired: a ritual circle was cast, energy raised and sealed and the direc-
tions acknowledged. At the end of the ritual the circle was re-opened. The
lack of physical co-presence (the three participants were located in the
Netherlands, the United States and Canada) was not seen as a problem.
This had to do with the fact that the core of the ritual involved the imagi-
nation rather than anything physical. Calantirniel, the leader of the ritual,
read a visualisation sequence aloud which was meant to transport those
listening to the Blessed Realm. We were left with Oromë, the hunter Vala,
and there was a twenty minute meditation break, after which the partici-
pants reported those of their experiences and conversations with Oromë
that were not considered too private. Ilsaluntë Valion, which is a splinter
group from Tië Eldaliéva, also used Skype earlier, but members say that
they had troubles getting into the proper ritual state of mind using Skype,
and the group has stopped doing online rituals.
Apart from the move online, the most striking change from the first to
the second wave of Tolkien spirituality, is that Tolkien’s Legendarium is
now credited with increased authority in two ways: Tolkien’s texts now
play a more central role, even when they are combined with elements
from other traditions, and Tolkien’s mythology is attributed a higher
degree of reality. In what follows, I will discuss these two trends which
together reflect the formation of a spiritual Tolkien milieu of relative inde-
pendence from the broader esoteric milieu. I will also reflect on how the
Internet facilitated its formation.
14
The Indigo Elves is an example of a group led by a Middle-earth Christian. Internet
site, http://indigocrystals.proboards.com/index.cgi?. Accessed 13/07/2011.
196 markus altena davidsen
myth and the Noah Flood myth are generally taken to be mythological
references to the same ‘real’ historical event, namely Eru’s destruction of
the continent Númenor which is recounted in The Silmarillion. Legends,
myths and fairy-tales about elves, dwarves, fairies, trolls and so on are
viewed as echoes of real beings who populated the world in the time that
Tolkien writes about, and archaeological findings of early humanoids are
interpreted as evidence for this view. It is similarly attempted to show how
the coastline of Middle-earth matches that of pre-historical Europe.15 Like
many other alternative religionists, those engaged in Tolkien spirituality
have spirit guides, but theirs prove to be Maiar, and past life regression
shows that they lived past lives as Elves before the War of the Ring. The
grail or dragon bloodline featuring in esoteric grail lore and revisionist
history is identified with the Elven/Maiar bloodline from The Silmarillion.
Since the Elves are astrologers and practitioners of magic and alternative
healing, such practices can be included in the mix, and belief in aliens is
sometimes creatively added by allowing for the existence of Star Elves.
The Skype ritual mentioned above not only showed a Wiccan influence,
but also included references to chakras and the Christ Consciousness and
used Hindu mudras and flower essence. While Tolkien’s mythology is used
throughout as a narrative frame, these combinations of Tolkien elements
with other alternative beliefs and practices make clear that the spiritual
Tolkien milieu is a sub-milieu of the esoteric milieu in general.
The third type of Tolkien religionists has a different approach, which
can be termed reconstructionist. The Reconstructionists are purists who
want to create a tradition based only on Tolkien’s mythology. In their own
words they are strictly ‘Legendarium-based’. They use the Elven ritual cal-
endar given in an appendix to The Lord of the Rings and value the twelve-
volume History of Middle-earth higher than Tolkien’s other writings (not
to mention the movies). This is because they prefer to use Tolkien’s ear-
liest and unedited story drafts which are believed to be closest to his
original experience of inspiration. Where Tolkien’s lore lacks something,
as in the case of rituals, the Reconstructionists prefer to develop their
own rituals rather than to borrow from existing traditions like Wicca or
Christianity. In the group Ilsaluntë Valion, which is the clearest example
of this approach, many ritual elements are even believed to have been
15
The use of archaeological evidence as a source of legitimisation in Tolkien spirituality
mirrors strategies found in other new religions (cf. Cusack 2011).
the spiritual milieu & tolkien’s literary mythology 197
of interaction with the Valar, Maiar and Elves consolidated the members’
belief in those entities. The second process was that different views of
what to believe, how to practise and how to organise the groups led to
schisms, with the splinter group typically stressing the centrality and real-
ity of Tolkien even more than the mother group.
To sum up, the Internet promoted the formation of a self-conscious
spiritual Tolkien milieu, firstly by helping people get together who already
had an ambition to construct a Tolkien-based spiritual tradition, and sec-
ondly by offering a platform for recruitment and outreach. This brought
together a critical mass of Tolkien religionists which started the self-pro-
pelling processes of belief consolidation (through conversation and ritual)
and group competition and specialisation, thus further developing the
already present tendency to ontologise Tolkien’s mythology.
In this last section I will briefly discuss my main findings, the two trends
towards increased centrality and reality attribution from the first to the
second wave of Tolkien spirituality, in relation to Adam Possamai’s ideas
about hyper-real religions. The centrality trend corroborates similar find-
ings in Possamai’s material, but the tendency among Tolkien religionists to
believe in the reality of Tolkien’s narrative world conflicts with Possamai’s
notion that hyper-real religions provide inspiration on a ‘metaphorical
level’ only.
Possamai (2003: 37, 2005: 79, 2009: 85) uses the term ‘hyper-real religion’
to refer to any “simulacrum of a religion created out of popular culture
that provides inspiration for believers/consumers at a metaphorical level.”
According to Possamai, hyper-real religions have existed since the 1950s
in the form of, for instance, Scientology, the Church of Satan, the Church
of All Worlds and the Neo-Pagan movement. In this first generation of
hyper-real religions, the inspiration provided by popular fiction had a sig-
nificant, but merely supportive and secondary character (Possamai 2009:
89). The Internet and the rise of so-called ‘participatory culture’,16 however,
has been the catalyst for a new generation of hyper-real religions that
16
Participatory culture is a term used by cultural studies scholars to denote the trend
among contemporary individuals to actively participate in popular culture rather than just
passively consume it. Participatory culture refers to, for instance, blogging, fandom and
gaming (see Jenkins 2006).
the spiritual milieu & tolkien’s literary mythology 201
For these reasons I suggest the use of the more neutral term fiction-
based religion for the category to which Tolkien spirituality belongs—pos-
sibly together with other of the religions discussed in this volume. In my
understanding, a fiction-based religion is a religion that uses fictional texts
as its main authoritative, religious texts. That a text is authoritative for a
religion means here that its members use terminology, beliefs, practices,
roles and/or social organisation from the authoritative text as a model for
their own real-world religion. The term fiction refers to a narrative where
the narrated events are presented without the ambition on behalf of the
author of referring to events that took place in the real world prior to their
entextualisation.17
Tolkien spirituality as discussed in this article, especially of the second
wave, fits my definition of fiction-based religion. Tolkien spirituality is
fiction-based, because its main authoritative texts, Tolkien’s Legendarium
and Jackson’s film adaptations, are not meant by their authors to rep-
resent events that took place in the real world before being entextual-
ised. And it is religion because it brackets the intended fictionality of the
author and ontologises (parts of ) the narrative world by postulating the
existence of a trans-empirical reality populated by Elves and Valar and
engaging with them in ritual.
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World.” Fifth Way Mystery School. At http://fifthwaymysteryschool.org/valar.html.
Accessed 13/07/2011.
Partridge, C. 2004. The Re-enchantment of the West: Alternative Spiritualities, Sacralization,
Popular Culture and Occulture. Vol. 1. London and New York: T&T Clark International.
Pearce, J. 1998. Tolkien: Man and Myth. London: HarperCollins Publishers.
204 markus altena davidsen
Possamai, A. 2003. “Alternative Spiritualities and the Cultural Logic of Late Capitalism.”
Culture and Religion: An Interdisciplinary Journal. 4:1, 31–45.
——. 2005. Religion and Popular Culture: A Hyper-Real Testament. Brussels: P. I. E. Peter
Lang.
——. 2009. Sociology of Religion for Generation X and Y. London and Oakville: Equinox.
Ratliff, W. E. and C. G. Flinn. 1968. “The Hobbit and the Hippie.” Modern Age. 12, 142–146.
At http://www.mmisi.org/ma/12_02/ratliff.pdf. Accessed 10/06/2010.
Ryan, M-L. 2008. “Fiction.” In W. Donsbach, ed., The International Encyclopedia of
Communication. Vol. 4. Oxford, UK and Malden, MA: Wiley-Blackwell. At: http://users.frii
.com/mlryan/ficentry.htm. Accessed 30/12/2009.
Silver Elves. n.d. Home page. At http://silverelves.angelfire.com. Accessed 12/07/2011.
Tië Eldaliéva. n.d. Home page. At http://www.lassiquendi.com/TheHiddenRealm. Accessed
13/07/2011.
Tolkien, J. R. R. 1999. The Silmarillion. 2nd ed., ed. C. Tolkien. London: HarperCollins
Publishers.
——. 2002. The History of Middle-earth. 12 volumes, ed. C. Tolkien. London: HarperCollins
Publishers.
——. 2006a. The Hobbit or There and Back Again. 5th ed. London: HarperCollins
Publishers.
——. 2006b. The Letters of J. R. R. Tolkien. Ed. H. Carpenter and C. Tolkien. London:
HarperCollins Publishers.
——. 2007. The Lord of the Rings. London: HarperCollins Publishers. Comprised of The
Fellowship of the Ring, The Two Towers and The Return of the King.
Tribunal of the Sidhe. n.d. Circle of the Coyote. At http://thechangeling.ning.com. Accessed
13/07/2011.
Walmsley, N. 1984.“Tolkien and the ’60s.” In R. Giddings, ed., J.R.R. Tolkien: This Far Land.
London: Vision and Totowa, NJ: Barnes & Noble, 73–85.
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Paganism. Leiden and Boston: Brill, 283–309.
PART three
John Walliss
Introduction
Recent years have witnessed a growing academic debate around the inter-
section of religion and popular culture. The majority of this work, how-
ever, has been textual/analytical in nature, and to date there has been little
examination of either the ways in which audiences make use of, negoti-
ate, or resist the variety of religious themes found within popular culture,
or the potential ways in which popular culture may act as a resource for
individuals’ spiritual exploration. Over the last half-decade, however, this
pattern has begun to shift with a number of commentators calling for a
more ‘audience centered’ approach to the study of religion and popular
culture. David Morgan (2007), for example, in a wide-ranging discussion
of the field has called for scholars to consider the ways in which popular
culture texts are received, rather than just how they are produced and
distributed. Similarly, looking towards developments in communication
studies over the latter half of the twentieth century, Jolyon Mitchell (2007:
42) has argued for a move beyond seeing the media as “myth-makers” or
“instruments of communication” towards “how and where audiences con-
struct their own myths, rituals, and meanings out of what they see” (see
also Schofield Clark 2003; Lynch 2007).2 In addition, several monographs
have also been published that take as their starting point the intersection
of popular culture, religion and everyday life. Amy Frykholm’s (2004) study
of readers of the Left Behind series, for example, deconstructs the notion
that there is a single reading or readership of the series, and explores the
ways in which a variety of readers, ranging from evangelicals through to
non-believers, respond to and negotiate the texts. Similarly, both Lynn
1
Versions of this chapter were presented at the Mid-West and North East PCA confer-
ences in Detroit and New York, October 2009. For non-gamers, a D20 is a 20–sided die.
2
This approach is, of course, not wholly new. A number of older studies focused on the
ways in which different religious audiences responded to the mass media. See, for exam-
ple, the chapters in Kintz and Lesage (1998) and Stout and Buddenbaum (1996; 2001).
208 john walliss
Schofield Clark’s (2003) From Angels to Aliens and Stewart Hoover’s (2006)
Religion in the Media Age examine the ways in which individuals both use
popular culture as a framework for understanding and exploring their reli-
gious identities and filter what they see in media through their respective
beliefs.
This chapter contributes to this debate by examining the phenomenon
of evangelical Christian role-playing gamers, focusing on the ways in which
their beliefs and hobby intersect.3 Evangelical gamers, I will show, are in
an ambiguous position in that for over three decades their hobby has
been the subject of a range of criticisms by their fellow evangelicals, who
have claimed that the role-playing games (hereafter RPGs) are Satanic and
‘a doorway to the occult’. They therefore have to negotiate these criticisms
and carve out a social space for themselves among their fellow-believers
as Christians who play RPGs. In doing so, however, they also have to poten-
tially negotiate uncertainty—and possibly even hostility—from fellow
gamers who may associate them with the evangelical critics of RPGs. They
also, therefore, need to carve out a space for themselves among their fel-
low gamers as RPG players who are also Christians. Last, but by no means
least, they also have to carve out a space for themselves as ‘Christians’
and ‘gamers’ or ‘geeks’ within a broader culture that often looks on both
with disdain. None of these spaces, however, is secure, and in my analysis
I will explore both the strategies used to maintain them and the potential
dissonances and ambivalences that they engender.
This chapter is divided into two main sections. In the first, I will pres-
ent a brief overview of the evangelical critique of RPGs that emerged in
the late 1970s/early 1980s. Secondly, following on from this, I will draw on
a range of primary materials and interviews with gamers themselves to
examine the ways in which evangelical Christian gamers attempt to both
respond to these critiques and create a specifically Christian space within
the role-playing community.
3
The analysis presented in this chapter is based primarily on interviews conducted
with twenty evangelical Christian gamers based in the United Kingdom and the United
States. An initial call for interviewees was posted on online Christian gaming forums and
interviews took place over the telephone and via email and Skype. The first draft of this
chapter was passed to them and any comments or suggestions integrated into the final
draft. All those who took part are where appropriate referred to in the chapter via pseud-
onyms. Online postings are cited to screen names.
the road to hell is paved with d20s 209
Dark Dungeons
The roots of the evangelical critique of RPGs may be traced back to the
deaths of two teenage boys in the late 1970s/1980s: Dallas Egbert III and
Irving ‘Bink’ Pulling II. Egbert, a sixteen-year-old child prodigy, with a
history of mental illness and drug use, disappeared from Michigan State
University in August 1979, leaving behind a suicide note and what was
believed to be a map of the steam tunnels under the university made
out of drawing pins on a notice board. William Dear, a private detective
hired by Egbert’s family to investigate the disappearance interpreted the
evidence to suggest that Egbert, an avid Dungeons and Dragons (D&D)
player, had become lost while playing a form of ‘live action’ role-playing
in the tunnels, a theory that was quickly picked up by both the local and
national media. In reality, however, role-playing had no involvement at all
in Egbert’s disappearance. Far from being trapped below the University,
believing himself to be a character in a role-playing game gone awry,
Egbert had instead gone into the tunnels on the night of his disappear-
ance with the intention of taking his own life with sleeping pills. When
he awoke the next evening, he went to a friend’s house, staying there a
week while he recovered. Egbert then travelled to New Orleans, where he
again attempted suicide, before finally moving to Morgan City, Louisiana,
from where, a month after he had left the Michigan State campus, he
telephoned Dear and revealed his location to him. In the popular imagi-
nation, however, D&D stayed intimately linked with the Egbert case, not
least as a consequence of both Egbert’s suicide in 1980 and the publication
of a fictionalised account of the case, Mazes and Monsters by Rona Jaffe
in 1981. In addition Dear, out of respect for the Egbert family, only set the
public record straight in 1984 in his book The Dungeon Master (Dear 1985),
two years after a made-for-TV movie of Jaffe’s book was aired on the CBS
network (Cardwell 1994; Waldron 2005).
By this time, however, the alleged link between D&D and self-destruc-
tive behaviour had been further cemented into the popular imagination
with the suicide of another gifted, but troubled young man, Irving ‘Bink’
Pulling II. Pulling, like Egbert had a history of mental illness and violent
and unusual behaviour. Nevertheless, when he committed suicide in June
1982, his mother, Pat Pulling, blamed his actions on a ‘death curse’ that she
claimed had been placed on him on the day he died, during a D&D game
that he played as part of a school program for gifted children. According to
Pulling (1990: 9), her son had killed himself rather than become “a follower
of evil, a Killer of man” as stipulated in the curse. After failing to sue both
210 john walliss
her son’s school and TSR Inc., the manufacturers of D&D, in 1984 Pulling’s
mother founded BADD (Bothered about Dungeons and Dragons) with
Dr Thomas Radecki, the director of the National Coalition on Television
Violence (NCTV). The following year, they filed a petition with the Federal
Trade Commission demanding that labels be placed on RPGs, warning
that they were hazardous and could lead players to commit suicide. The
Consumer Products Safety Commission, however, concluded that there
was no evidence to support BADD’s accusations and that, therefore, there
was no justification for any warning material. Consequently, BADD turned
its attention to lobbying members of Congress and other organisations
(such as the media, schools and churches), claiming that RPGs could not
only cause suicidal behaviour but were linked with Satanism and ritual
killings (see Martin and Fine 1991). Both Pulling and Radecki also offered
‘expert’ testimony in various court cases in which a defendant claimed
that their actions had been inspired by playing RPGs.
The tactics employed by BADD and other evangelical critics of RPGs
developed over the course of the 1980s, with a variety of claims being
made about the negative consequences for the individual—and, indeed,
the moral order—of playing RPGs. Primarily, it was claimed, following
Pulling’s accusations over her son’s death, that players were learning gen-
uine occult rituals and spells from playing RPGs and using this knowledge
to put curses on others. Thus, for example, in the Jack Chick tract Dark
Dungeons (1984), a young female player, Debbie, is invited to join a Witches’
coven after ‘the intense occult training’ she has undergone through play-
ing D&D. In the next panel, she is shown telling the Dungeon Master, who
is also the High Priestess of the coven, how she had cast her first real spell
the previous evening; a ‘mind bondage spell’ against her father who ‘was
trying to stop [her] playing D&D’. The result, she exclaims, “was great”:
rather than stopping her playing, her father had instead “bought [her]
$200.00 worth of new D&D figures and manuals [sic].”
Linked with this, it was also claimed that playing RPGs led individu-
als to commit suicide or other violent acts. Another character in Dark
Dungeons, Marcie, for example is shown committing suicide because her
character, “Black Leaf,” has died in a game of D&D. “It’s my fault Black Leaf
died,” she claims in her suicide note, “I can’t face life alone!” When Debbie
goes to tell the Dungeon Master/High Priestess this, she is told that “[her]
spiritual growth through the game is more important that some loser’s
life” and that “[i]t would have happened sooner or later. [Marcie’s] char-
acter was too weak.” As part of their campaign against RPGs, BADD and
other evangelical critics published lists and publicised the cases of indi-
viduals who, they claimed, had committed violent acts as a consequence
the road to hell is paved with d20s 211
of their involvement with RPGs. Thus, for example, the BADD leaflet
Dungeons & Dragons: Witchcraft, Suicide and Violence listed the names
of suicide victims, adding how each shared “one common denominator:
ALL WERE HEAVILY INVOLVED IN DUNGEONS & DRAGONS” (quoted
in Martin and Fine 1991: 114; capitals in original). Similarly, in The Devil’s
Web, Pulling (1990: 85, 88) claimed that “fantasy role-playing games have
been significant factors in at least 125 deaths,” ranging from a store clerk
murdered by a sixteen year old boy “obsessed with guns, violent movies,
paramilitary magazines and the game of Dungeons and Dragons” through
to the sixteen people murdered by Michael Ryan in Hungerford in the
United Kingdom in August 1987.
Finally, underpinning both these claims, RPGs’ evangelical critics
alleged that the games were, to quote William Schnoebelen’s Straight
Talk on Dungeons and Dragons (1984), “essentially a feeding program for
occultism and witchcraft.” Central to these allegations was the idea that
not only did the games contain genuine magic rituals and spells, but that
players, whether willingly or not, allowed evil spirits to gain possession
of them through the games. Once they were possessed they would, it was
claimed, at the very least become involved in Satanism, and possibly also
commit violent or anti-social acts. Indeed, Rick Jones (1988: 99), the author
of Stairway to Hell, went so far as to claim that this was the “ultimate (but
well hidden) purpose of the ‘game’ ”:
[l]iterally millions of young people are unknowingly participating in genu-
ine occult practices and opening the doors for demons to enter their bodies
through this seemingly innocent game. By the time they find out they were
hood-winked, it’s too late. They have taken that last step down the stairway
to hell and are greeted by the engulfing flames.
Similarly, Leithart and Grant (1987: 10; emphasis in original) in their
Christian Response to Dungeons and Dragons, alleged that “D&D has
become a modern-day catechism . . . [containing] a summary of the princi-
ples and an introduction to the fundamentals of the occult.” As such, they
argue, D&D and other RPGs “should simply be off limits to Christians”
(Leithart and Grant 1987: 10).
As David Waldron (2005) notes in his discussion of the evangelical
‘moral panic’ against RPGs, the impact of these allegations on gamers
in the late 1980s and early 1990s was profound.4 Drawing on a variety of
5
There are, for example, a number of satires of Dark Dungeons available on the web
(see http://www.humpin.org/mst3kdd/, http://www.unhelpful.org/chyx/, http://www.you
tube.com/watch?v=qeV5xjjVFfk, http://www.gamegroup.org/comics/dd.php, http://www
.enterthejabberwock.com/?p=133. All accessed 6/04/2009). There is also a spoof RPG
Darkest Dungeons (http://scruffyco.com/darkestdungeons/) apparently in development
in which, according to its developers, “players take on the roles of Gamers in a group of
young people playing the wildly popular . . . and horrifically dangerous game, ‘Advanced
Darkest Dungeons’ and the Characters those Gamers play. The Gamers compete to get
their Characters to ‘The 9th Level’ without turning to occultism, killing themselves, failing
out of school, or loosing their grip on reality. They must constantly appease their game
master (called the Evil DM, or EDM) to gain favor. Their friends and family (and even
the other Gamers) constantly attempt to pull them away from the game . . . or pull them
deeper in. They become embroiled in a battle between Corruption and Sanctity. Traveling
too far towards either one, however, will ultimately prevent them from reaching the fabled
9th Level of the Dungeon.
the road to hell is paved with d20s 213
a ‘cult crime expert’ only in her own eyes and those of her cronies, allies and
disciples. (Stackpole 1990)
Pulling’s and other evangelicals’ attacks on RPGs, however, had their great-
est impact on Christian gamers who, according to Waldron (2005: 37),
“described the highest level of harassment from parents, teachers, friends
and clergy.” Even today, a quarter of a century after Dark Dungeons and
Schnoebelen’s Straight Talk on Dungeons and Dragons were first published
and over a decade since BADD ceased to exist following Pulling’s death, a
recurring theme in both my interviews and postings on Christian gaming
forums is the unease, and sometime hostility, that Christian gamers often
encounter from their fellow Christians because of their hobby. One of my
interviewees, Marlene,6 described the problems that she encountered in
2001 when she encouraged her children to play a RPG at home:
I had no idea of the can of worms I was opening. I got letters. One lady in
our home study group wrote me this letter saying ‘I can’t believe that you
have gone over to the devil. You’re doing Satanic things’. She’d read through
the Monsters Manual [a rule-book supplement containing information on
monsters and other creatures that can be encountered in a D&D game] and
talked about ‘the horrendous things you now believe in’, and ‘how can [you]
talk about being a Christian and be part of a game like this?’. There was
almost a Church disciplinary sort of thing where we were asked about what
we thought we were doing . . . It was surreal . . . It left a really bad taste. There
was even someone in the Church Elder’s Council who said, ‘I don’t know
much about D&D. All I know is that it’s Satanic’. I thought: y’know, this is
not worth it . . . (emphases in original)7
Such experiences are echoed by Michael J. Young, the author of the
Multiverser RPG and chaplain of the Christian Gamers Guild, who writes:
I get letters from well-meaning pointy-headed narrowminded people of
faith who are convinced that I must be deceived by the devil, that I could
not possibly be a good Christian if I believe that these games are safe and
not instruments of evil. (Young 2007: 3)
Similarly, the fansforchrist.org forum features a thread entitled “Reaction
you received when you ‘came out of the Dungeon’, ” in which posters
6
Unless they requested otherwise, all interviewees will be identified by pseudonyms.
7
Marlene [pseud.], interview by author, e-mail, Liverpool, May 2009.
214 john walliss
8
Internet site, http://www.fansforchrist.org/new/viewtopic.php?t=5744. Accessed 19/05/
2009.
9
See also the “Gaming is of the Devil” thread on the Christian Gamers Guild Forum:
http://games.groups.yahoo.com/group/Christian_Gamers_Guild/message/23963. Accessed
21/05/2009.
the road to hell is paved with d20s 215
destroy far more souls in our age than will ever fall prey to witchcraft or
Paganism.” For Young, then, it is better for a game to promote a belief in a
supernatural power, however distant that may be from Christianity, rather
than for it to discourage belief in the supernatural per se (see, for example,
Young (2001b).
Of course, critics could still argue that RPGs feature evil—even, in some
cases, demonic—elements and that Christians should, if they take the
Biblical injunction to “abstain from all appearance of evil” (I Thessalonians
5:22 KJV) seriously, therefore still not play them. RPGs look evil, it could
be argued, therefore they should be avoided. However, as Lynette Cowper
and others within the Christian Gamers Guild who authored an online
FAQ about Christians and RPGs note, this argument misinterprets the
Biblical quotation. Rather than warning against “things which look evil,”
they argue, the quotation should be read as a warning against evil in all
its appearances. Going further, they, and other Christian gamers argue
that in many ways the presence of evil elements within the game is
not only desirable, but essential both in terms of storytelling terms and
for giving the players something to battle against (Cowper, Young and
Cardwell n.d.).
Christian gamers are also critical of the so-called ‘weaker brother’ argu-
ment. Stemming from St Paul’s vow in 1 Corinthians 8:13 that “if meat
make my brother to offend, I will eat no flesh while the world standeth,
lest I make my brother to offend,” this argument suggests that Christians
should abstain from activities (such, as for example, playing RPGs) in case
their doing so leads other, weaker brothers (and sisters) astray. While
accepting, as will be discussed below, that some games do have problem-
atic aspects to them, Christian gamers respond to the ‘weaker brother’
argument on both Biblical and practical levels, arguing that it not only
misrepresents, theologically and historically, the meaning of the passage,
but that who exactly the ‘weaker brother’ is never made explicit. As Young
(2001a) ironically puts it:
[t]here’s a funny thing about this weaker brother argument as it applies
to role playing games: I’ve never heard it made by a weaker brother. That
is, most of those who object to role playing games on the basis that they
might cause someone to fall into sin aren’t the least bit tempted either to
play such games or to fall into the particular sins they believe the games
promote. They aren’t going to become witches or sorcerers; Pagan worship
or ritual does not appeal to them. There is probably less chance that they
will suddenly go on a violent rampage than that nuclear war will break out
by three o’clock tomorrow. They aren’t in the least bit concerned that these
games are going to lead them to sin. Rather, they imagine that there might
216 john walliss
2009.
the road to hell is paved with d20s 217
sion of the Christian themes found within Tolkien in particular, see, for
example, Wood 2003).12 Similarly, it is claimed, both the magic and clear
dualism between good and evil found within the fantasy genre is more
akin to a Christian vision of the world than RPGs’ evangelical critics would
accept. Rather than the presence of magic in gaming worlds being a bad
thing, it can instead be what Young (2002a) terms an “apologetics to the
heart”, “a way of undermining disbelief, of subtly suggesting that there
is a greater reality undreamt by most.” Far from being a “doorway to the
occult,” RPGs may thus be “a mission field that is white unto harvest”
( John 4:35) to quote Cowper, Young and Cardwell (n.d.): a way of pre-
senting a Christian message to the “unsaved” (or, at the very least, a way
of demonstrating to them that, to quote one Christian gamer, “Christians
aren’t all freaky hate-mongers who say ‘you must do this, you must not do
that’ ” (Mattingly 2009).
This outline is by no means exhaustive. It does, however, give a taste
of some of the key counter-arguments presented by Christian gamers in
their attempts to both respond to the criticisms of RPGs made by other
Christians and, by extension, to carve out a social space for themselves
among their fellow believers. This space is, however, fluid and character-
ised by some degree of ambivalence. While, on the one hand, Christian
gamers defend their hobby against accusations that it is satanic or danger-
ous and argue for fantasy as both a Christian medium and a tool for evan-
gelisation, there is still, on the other, an acknowledgement among some
that RPGs do still nevertheless have theologically problematic aspects to
them. While generally accepting of RPGs, ‘Bob’, for example, noted the
presence of many “dark games on the market; games—such as D&D,
The Call of Cthulhu, or Vampire: The Masquerade—that he believed can
easily be used to introduce players to the occult and New Age beliefs.”13
Similarly, notwithstanding his dismissal of the “Doorway to the Occult”
claims as “patently false,” Steve Weese (2003) still expresses a degree of
discomfort with the presence of demons in D&D:
[p]ersonally, as a Christian, I will say I don’t like the idea that there are
‘demons’ in D&D. I would rather there not be, and in any games that I run
myself I exclude them. I know that demons are real and would rather not
play around with the concept. Since D&D is so versatile, it should be no
12
See for example the video recording of Gygax speaking at a panel on Christianity and
Gaming at Gencon 2007 on YouTube at http://www.youtube.com/watch?v=_tBx4ITJLpE.
Accessed 13/07/2011.
13
Bob [pseud.], interview by author, e-mail, Liverpool, May 2009.
218 john walliss
2009.
the road to hell is paved with d20s 219
her own personal beliefs and those of her character. ‘Sizzaxe’ (posted
on January 27, 2009), for example, suggested that ‘Bergj89’s’ wife might
“ ‘pioneer’ a new order of druids that focus on the innate energies within
nature and its attunement to the creation” or even model her character “off
of a Celtic type Christianity,” while ‘agapeesel’ (posted January 29, 2009)
suggested that she offer to play a slightly different character (a ranger with
druidic powers), “who couldn’t accept worshipping the ‘god’ in the game
and so went solo.” A number of other posters told ‘Bergj89’ that they were
praying “for peace in [his] game.”16
A second strategy, then, employed by some Christian gamers uncom-
fortable with some RPG material is to ‘Christianise’ it, either by grafting
Christian elements onto the material or reinterpreting it through a Christian
lens. The Christian Gamers’ Guild e-zine, The Way, The Truth, & the Dice,
for example, has featured several articles in which their authors described
the ways in which they either added Christian elements to game settings
or reinterpreted and modified an existing game that dealt with demono-
logical themes so that it accorded with Biblical accounts (Aubuchon 1999;
Barnes 1999; Meier 2000). James Aubuchon (1999: 3) discussed the ways in
which Spiritual Warfare could be added to the generic role-playing game
system, FUDGE, to simulate “the battle that goes on in the souls of men
against sin and the forces of darkness.” In Aubuchon’s system, when char-
acters find themselves in the presence of certain demons or ‘defilements’
they will be tempted to commit sins.17 If they give in to the temptation
they are said to have suffered a “spiritual wound” and will, at best, become
“Distracted” and unable to pray or, at worst, will become “Overcome” and
engage in the sin “and immediately lose a level of holiness” (1999: 3). Once
a character’s holiness level becomes “pathetic,” Aubuchon recommends,
they should “be removed from the game. They have become unfit for duty”
(Aubuchon: 5). Players, however, can resist defilements by either praying
or quoting at a defilement a passage of scripture that refers directly to it.
A third strategy employed by those who feel dissatisfied with either
adapting or retrofitting their faith onto existing games is to play one of
the small number of exclusively Christian games available, such as The
Way, DragonRaid, or Holy Lands. In each game, players encounter none
of the problematic material (allegedly) found in the RPG systems nor do
16
Internet site, http://games.groups.yahoo.com/group/Christian_Gamers_Guild/message/
24092?threaded=1. Accessed 27/05/2009.
17
These include such things as ‘sexual immorality’, ‘witchcraft’, ‘murder’, ‘homosexual-
ity’ and ‘vain philosophy’.
220 john walliss
they have to play characters that do not share their faith. Rather, in each
game, a Christian worldview is central and the emphasis is often as much
on the development of faith or Biblical/theological knowledge as it is on
enjoyment. In DragonRaid, for example, players, known as ‘Twice Born’
LightRaiders, serve ‘the OverLord of Many Names’ (i.e. Jesus) by battling
dragons and other dark creatures (that represent demonic forces and
other evils) and attempting to ‘rescue’ ‘Once Born’ creatures by telling
them about ‘the Great Rescue’ (which is the salvation purchased for them
by the ‘OverLord of Many Names’).18 Similarly, in the historical RPG Holy
Lands—billed by its creators as ‘THE Christian RPG’—players pit them-
selves “against various demons, devils, and sorcerers who want to destroy
the medieval church.” Far from being an adherent of some polytheistic
magical system, a character in the game (like the players themselves) thus
“believes in, proclaims, and fights for God the Father, Jesus Christ, and the
‘real’ message of eternal salvation;” a salvation that is achieved, in classic
Protestant style, through characters’ “profession of faith, not by their ser-
vice to the religious.”19
Such attempts to either ‘retrofit’ Christianity onto games or make char-
acters conform to players’ beliefs is, however, by no means universally
accepted among Christian gamers, nor are Christian RPGs like DragonRaid
or Holy Lands widely played by Christian gamers. Some gamers, for exam-
ple, recognise that RPGs are just a game and that they are neither playing
themselves nor committing a sin by either having their character exist in
a polytheistic setting or cast spells. As one gamer cogently put it, “I very
much doubt whether God cares if I play a Pagan, or cast Magic Missile in
a make believe world LOL. I know some folks have a problem with that
but they should probably take some time making sure they’re OK with
themselves first.” Others, such as ‘Kim’, are keen to keep separate their
beliefs from their hobby:
I take my beliefs very seriously and therefore don’t discuss a serious topic
like theology/Christianity unless there is a serious mood, which is usually
not the case for people meeting for a *game*. I also don’t usually incorpo-
rate my beliefs into a game for a similar reason; by incorporating God into a
game, you make Him merely a story element to entertain.20
18
Internet site, http://www.dragonraid.net/info. Accessed 27/05/2009.
19
Internet site, http://www.holylands.net/. Accessed 27/05/2009.
20
Kim [pseud.], interview by author, e-mail, Liverpool, May 2009.
the road to hell is paved with d20s 221
Yet others question whether bringing God into gaming actually creates
more problems than it solves. While doing so, they suggest, removes the
problems of playing polytheistic characters, it could, as Cowper, Young
and Cardwell (n.d.) argue, reduce God and theological questions to mere
entertainment:
[p]eople often complain about the polytheism in the game. But then, what
would they prefer? Would they want Game Masters around the world decid-
ing the will of the True and Living God? Would they really want these games
to more directly portray the battle between God and Satan, and the out-
comes to be subject to some high school student with no more understand-
ing of the Bible than of the Koran (or possibly more of the Koran) to decide
these things for God?
Conclusion
Christian gamers, then, are not cut from the same cloth, but, rather, may
be better understood as being on a continuum in terms of how their beliefs
and hobby intersect. On the one end would be those gamers who wish
to (sub)merge their gaming into their beliefs so that there is no incon-
gruity between either what they believe in and their characters’ beliefs
or between the ‘real world’ and the ‘gaming world’. Such gamers would,
as in several cases cited above, feel uncomfortable playing non-Christian
or ‘evil’ characters, using magic, or having evil/Satanic/demonic forces
in their games, even as villains. They would also actively seek to remove
offending content or reinterpret it through their beliefs and may even, in
an attempt to fully merge their beliefs and hobby, play explicitly ‘Christian’
RPGs, such as Holy Lands. On the other end would be gamers who prefer
to keep their beliefs and hobby as separate as possible. Whether because
they feel uncomfortable reducing God and their beliefs to “mere enter-
tainment” or simply see RPGs as “just a game,” such individuals do not feel
any need to make their hobby overlap with their beliefs. While they may
feel uncomfortable with playing an evil or immoral character, they would,
for example, defend the use of magic or playing non-Christian characters
in a game by making a clear distinction between, on the one hand, what
they believe and what they see the nature of reality to be and, on the
other, what their characters believe and the nature of the gaming world.
Thus, while they would consider themselves to be a Christian gamer—in
the sense of being a Christian who happens to have a particular hobby—
they wouldn’t typically feel a need or desire to emphasise that particular
identity, in the same way as they wouldn’t see themselves (or expect to be
222 john walliss
seen) as, for example, “a Christian who watches TV” or “a Christian who
plays football.” If they were a member of a forum discussing RPGs at all,
it would consequently be more likely to be a generic forum (such as, for
example, the official D&D forum), than a specifically Christian one.
These categories are, however, not fixed, and it is possible that gam-
ers may move along the continuum either as their beliefs change or in
response to changing external realities. It is possible, for example, that
a member of the latter category may, if they found their hobby under
resurgent criticism from their Church, families and/or evangelical peers,
become more aware of their identity as a ‘Christian gamer’, and use that
identity as a way of negotiating the criticisms. However, it is arguably
more likely the case that as evangelical concerns steadily move further
away from RPGs towards other areas of popular culture, that Christian
gamers will find themselves less and less having to utilise the various
forms of apologetics highlighted above. Instead, if they are called upon to
justify their hobby at all, it is more likely to be against accusations that it
is ‘sad’, ‘geeky’ or ‘nerdy’ than a “doorway to the occult.”
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“An Infinity of Experiences.” Hyper-real Paganism
and Real Enchantment in World of Warcraft
Stef Aupers
Introduction
worldviews and are, in turn, often treated as “sacred texts” (Partridge 2004)
that are used to actively construct “subjective myths” (Possamai 2005) or
private “systems of ultimate significance” (Luckmann 1967). Moreover,
media texts and popular fiction are at the basis of new social forms of
religion—of cult formation in real life and on the Internet—and motivate
veritable “media pilgrimage” (Reijnders 2010).
In his pioneering work on this fiction-based type of spirituality Adam
Possamai (2005) dubbed this “hyper-real religion,” employing a concept
from the work of Jean Baudrillard. In this chapter I will use a case study of
so-called Massively Multiplayer Online Role-Playing Games (MMORPGs),
most notably World of Warcraft, to provide an in-depth study of ‘hyper-
real religion’. I will analyze the way these ‘enchanting’ worlds on the
Internet are constructed (or rather, designed) and if, how and why gamers
derive spiritual meaning from play in these environments. The analysis is
based on multiple sources, but mainly on a content analysis of four popu-
lar online computer games (Ultima Online, Everquest, Dark Age of Camelot
and World of Warcraft) and about twenty qualitative in-depth interviews
with Dutch players of World of Warcraft.
The qualitative nature and hence particular focus on (spiritual) mean-
ing in this study is relevant for at least two reasons. First of all, most aca-
demic studies of fiction-based religions are still mainly explorative and
sensitizing; they point out that fiction and spirituality are combined in the
contemporary spiritual milieu without analyzing, in more empirical detail,
how and why particular ‘texts’ are productive in the formation of contem-
porary spirituality. On a more theoretical note, however, it seems that real
spiritual meaning based on popular fiction is not only under studied in
the social sciences, it is often a priori denied. Obviously, this is the posi-
tion taken by advocates of secularization, like Bruce (2002) or Dawkins
(2006), mentioned in the introduction. But even Possamai’s fruitful con-
ceptualization of fiction-based spirituality as ‘hyper-real religion’ and the
argument that it is part and parcel of the ‘cultural logic of late capitalism’
has strong connotations of it being essentially ‘superficial’, ‘meaningless’,
‘unreal’ or ‘alienating’ since it is based on the critical, neo-Marxist theories
of Jean Baudrillard and Fredric Jameson. ‘Hyper-real religion’, from this
perspective at least, is an oxymoron since ‘real religious meaning’ and the
‘hyper-real’ are by definition incompatible. On the basis of this study of
World of Warcraft, particularly through an analysis of the meanings play-
ers attribute to the game, I hope to demonstrate that this dichotomous
and implicitly moral picture is deeply problematic.
“an infinity of experiences” 227
Garriott launched Ultima Online on the Internet, one of the first three-
dimensional Massively Multiplayer Online Role-Playing Games. Ultima
Online became a big success and a stimulus for other companies to develop
MMORPGs for the market. In 1999 Sony launched Everquest, (played by
730,000 people—Everquest II included) while Microsoft followed that year
with Asherons Call (played by ‘only’ 120,000 people). Other popular games
are Dark Age of Camelot (250,000 players) and, launched in 2004, World
of Warcraft—an online world that has had three extensions since then:
The Burning Crusade (2007), Wrath of the Lich King (2008) and Cataclysm
(2010). World of Warcraft is currently inhabited by more than ten million
people (Castranova 2005; Woodcock 2009).
“A World Awaits . . .”
No less than ninety five percent of the contemporary MMORPGs are based
on the ‘fantasy genre’ (Woodcock 2009). Let’s look at four popular ones:
Ultima Online, Everquest, Dark Age of Camelot and World of Warcraft.1 These
virtual worlds are designed as real places: players are immersed in a three-
dimensional environment where laws of physics reign, where apples fall
when you drop them, where nature flowers, where millions of artifacts
and objects are located and where people interact with each other and
the environment. Most manuals of the games therefore contain a detailed
map of the online world that is, in all cases, divided into various imag-
ined countries, provinces, cities, villages, pools, ponds, oceans and islands.
Players of EQ step into a world called Norrath; players of UO are inhab-
itants of Britannia; WoW consists of the provinces Kalimdor, Lordaeron,
Khaz Modan and Azeroth while DAoC is divided into the regions Albion,
Hilbernia and Midgard. The main narratives of these games differ, of
course, in many respects but all hark back to an imaginary medieval soci-
ety that is as yet untouched by the juggernaut of modernity (Aupers 2007).
Not unlike neopagans in the spiritual milieu then, the producers of online
worlds construct, or literally design a ‘mythopoeic history’ by ‘cutting and
pasting’ premodern religions, myths and sagas and by offering it for further
1
The game manuals of World of Warcraft (Blizzard Entertainment 2004) and Everquest
(Sony Online Entertainment 2004) used for the analysis are small books provided with
the gaming software. The manuals of Ultima Online (Electronic Arts Inc.) and Dark Age of
Camelot (Mythic Entertainment) are retrieved from the Internet, at http://guide.uo.com,
accessed 01/2005 and http://daoc.goa.com, accessed 03/2005, respectively. Unless indicated
otherwise all quotations in the following section are derived from these four manuals.
232 stef aupers
[o]thers may tempt you with mighty deeds and fine words, but in Hilbernia
we keep closest to the oldest of the spirits of the Earth. Ours is the most
mystical, imbued with the spirit of ancient days and long forgotten powers.
If you desire to fight with us against the encroachment of evil and darkness,
come to the most magical land of all, Hilbernia.
Being ‘the most magical land of all,’ so it seems, is an important asset in
rivalry in the game, as well as in the competition between online game
worlds competing on today’s market. In recent applications of the game
DAoC, new territories are opened up, like the “highly advanced civiliza-
tion” Atlantis (which is, according to legend, the pinnacle of spirituality),
Stygia (“a searing desert where adventurers will encounter creatures from
Egyptian mythology”) and Volcanus (“Here you will encounter . . . the
warlike Minotaurs”). The examples make clear that the main goal of the
game producers is to create a setting for their players that is enchanting—
exactly because it transcends modern society. Unencumbered by histori-
cal accuracy, they cut, paste and sample various popular legends and
myths and combine them into new idiosyncratic worlds. In these games,
for instance, it is possible to encounter a Minotaur (derived from Greek
mythology) in ancient Europe. Time and place are subordinated to the
imperative of pagan enchantment. While the designers of DAoC and UO
still base their designs loosely on familiar places in Northern Europe, and
their premodern legends and myths, the location may also be another
planet. This is the case with Norrath, the world of EQ. WoW is even com-
pletely abstracted from this-worldly time and space. Although it seems
to be mainly influenced by Norse mythology (and some of the regions
even refer to Mayan and African culture), it has almost no referent in
the ‘real world.’
In sum, the environments of these games are infused with premodern
legends, myths and sagas. As well, the Christian tradition is downplayed
in favor of primarily polytheistic and animistic forms of religion. As to the
former, various gods and deities (both good and bad) are prominent in
all the games. As to the latter, players are encouraged—or even obliged
if they want to proceed in the game—to perform various ‘quests’ to col-
lect spiritual objects, like ‘totems’ or weapons imbued with ‘mana’. Most
relevant for the players, however, is the ‘art of magic’. Before the game
starts, players construct an ‘avatar’ or character and choose between
various races, classes and professions. Abstracted from the differences, it
can be concluded that in every game there is the choice to become an
explorer, a fighter or a magician. Magicians, in general, have supernatu-
ral powers and are skilled to perform rituals and cast spells to heal their
234 stef aupers
allies and attack their enemies. As in most aspects of the games, how-
ever, the possibilities to develop one’s character as a magician are enor-
mous. Magicians are divided into sub-classes. Without being exhaustive:
in EQ one can for instance become a sorcerer, warlock, wizard, enchanter,
illusionist, coercer, summoner, necromancer, conjurer, druid, warden,
fury, shaman, defiler or mystic. In DAoC one can, for instance, become
a cabalist, rune master, bone dancer, spirit master, healer, bard, mental-
ist or animist. Again, this is just a small sample of the options available.
Each sub-class has specific abilities and skills. In the manual of WoW,
for instance, the mage, druid and shaman respectively are characterized
as follows:
[t]he mage is a master of powerful mystic energies, able to use magic in the
most spectacular and destructive of ways. Mages are a fragile class, with lit-
tle health and poor fighting abilities. However, they make up for this physi-
cal weakness with their awesome spell casting . . . Mage spells fall into three
schools: arcane, frost and fire.
The druid is a formidable class with good healing ability, potent offensive
spells, excellent buffs, and the unique ability to shape change into different
animal types. In its animal form, the druid can adopt new roles, such as that
of a warrior or rogue . . . Druid players have spells that cover three categories:
healings, buffs, and offensive spells.
The shaman is an effective spell caster, but can also fight extremely well
with mace and staff. The shaman’s line-of spirit spells enables it to perform a
variety of useful non-combat actions. It can resurrect allies, turn into a ghost
wolf for increased movements, or instantly teleport to town. The shaman’s
unique power is totems. Totems are spiritual objects that a shaman must
earn through questing.
Resurrecting the dead, healing, draining souls, summoning spirits, teleki-
nesis, teleporting, paralyzing, creating energy bolts, becoming invisible,
shape shifting, causing earthquakes; the spells and the possibilities of per-
forming magic in the games are various. In addition, players can develop
their magical skills when they are progressing in the game. In fact, they
can have a magical career. As DAoC states: “[f]or those who wish to dabble
in the arts of magic and mysticism, there are several paths that lead to a
mastery of the arcane.” In DAoC they can do so by joining magical schools
and guilds. They can become part of the Academy (“the school founded
by the famous wizard Merlin”), the Guild of Shadows or the Church of
Albion. In UO, there are eight levels of magic containing sixty-four magi-
cal spells and rituals. The novice starts at the first level (low-magic) and
can advance until the eighth level (high-magic). In this last phase, one can
attain great—almost omnipotent—magical powers.
“an infinity of experiences” 235
The assessment that popular online worlds are suffused with the pagan
worldview and magic does not necessarily mean that they are experienced
as spiritual. The motivations of several game designers, however, provide a
first indication that the implementation of pagan fantasies in game worlds
is not just esthetically informed. In an interview with Richard Bartle I
asked, “Why do so many virtual worlds feature magic?” and he turned it
into a topic of discussion among game designers on the blog Terranova.2
The answers ranged from explanations that magic is a functional trope
to enhance the boundaries between the real and the game world (that is,
to construct a self-enclosed ‘magic circle’ of play (Huizinga 1950) with its
distinct rules, time and space) to speculations about the intrinsic value of
magic, myth and mystery and its importance in the modern world. As one
typical designer noted about the latter:
[m]agic is growing in popularity . . . It’s a very compelling way to view the
world and can provide more meaning and agency than a viewpoint that
is strictly materialist . . . In a nutshell, we want the magic that was stripped
by rational materialism to return back into our lives. Immersive 3D worlds
provide a nice playground to this end.
Game designer Brian Mortiarty claimed at the Internet Game Developers
Conference in San Jose, California in 1996:
[i]f we could design reality for our minds, what powers would we grant
ourselves . . . Why should we settle for avatars when we can become
angels? . . . Spiritual experiences are, in fact, our business. Ours will be an
economy of spirits.3
The question remains, whether, and if so how, players identify with these
fantasy worlds and whether they themselves experience them as ‘really’ or
‘truly’ enchanting. The ‘disenchantment of the world,’ Max Weber famously
argued, generates a nonreligious and disillusioned worldview. Under the
influence of science and technology, he commented, an otherworldly ori-
entation will be gradually replaced by a worldview that is more realis-
tic and objective but at the same time undermines the meaning of life.
Modern astronomy, biology, physics or chemistry can describe the world
2
Internet site, http://terranova.blogs.com/terra_nova/2005/09/magic.html. Accessed
13/07/2011.
3
Brian Moriarty, “The Point Is” (1996), at http://ludix.com/moriarty/point.html. Accessed
13/07/2011.
236 stef aupers
as it is, but cannot (and should not) teach anything about the ultimate
meaning of the world. In a totally ‘disenchanted world,’ Weber argued,
“the worlds [sic] processes simply are . . . and happen but no longer signify
anything” (1948: 506).
Interestingly enough, the majority of players of World of Warcraft
interviewed subscribe to this existential situation: first of all, they pride
themselves on being atheists incapable of believing in ‘supernatural’ or
‘transcendent’ realms and especially traditional forms of religion. One
typical gamer argued that “[r]eligions like Christianity and Islam are from
the past and no longer relevant for me. They are based on a society from
two thousand years ago . . .” Others state that “there’s nothing holy about
the Bible,” that religions are just ‘fairytales’ and that “only fools believe
in God.” They essentially perceive themselves as too rational and sober
(nuchter in Dutch) to believe and often actually claim that, essentially,
scientific knowledge can solve and de-mystify all mysteries. As self-pro-
claimed ‘true atheists’ they accept many secularizing scientific proposi-
tions derived from evolution theory, physics and computer sciences. One
of the gamers provides the most explicit and radical example of this thor-
oughly rationalized and disenchanted perspective. He comments:
I am completely irreligious. I think a human being is nothing more than an
animal—a mechanical organism and you can best compare a human with
a computer. The body is like a closet—in this closet you’ll find the hard-
ware, everything we learned is written on this hardware, our brains, and
our personality is therefore nothing more than software interacting with
the world.
Many of the gamers are not only nonreligious but have ‘lost faith’ in a
more general sense too. They overtly complain about the meaninglessness
of contemporary modern society: the ‘emptiness’ of politics, the problem
of unchecked modern capitalism, relentless consumption and the unfore-
seen consequences of science and technology. One gamer argues: “[s]ociety
is all about power and status. You need a job, you need money . . . And all
those technologies . . . We lose sight of what is really important. People for-
get: what are you actually living for?” Another comments: “[m]otivated by
the aim for more profits we develop technologies we do not understand.
We can not see the consequences for humanity but they will be dramatic,
I think.” And more bluntly: “[w]hy should I invest in such a world that is
so fucked up?”
On the flipside of this critical analysis of modern, disenchanted society
as meaningless is a quite romantic picture of more traditional, premodern
society. One gamer notes:
“an infinity of experiences” 237
[t]here’s this nostalgic longing for the past when all these things where not
there yet. In the old days everything was better. The countryside, sunny
summers when everybody was happy. If you walk through the world of
World of Warcraft this is all there. And you are not constantly confronted
with high-tech.
The affinity with the rural, pre-industrial environment of WoW can thus,
first of all, be understood as motivated by the disillusions of living in a
disenchanted modern society. Like neopagans, the majority of WoW play-
ers romanticize the premodern past: they praise the simplicity, primitivity
and ‘authenticity’ of ‘their’ virtual world and, most ironically, emphasize
the lack of technology. From their perspective Azeroth—the universe
of World of Warcraft—is an isle of meaning and enchantment in a thor-
oughly disenchanted modern world. But how do they relate, more spe-
cifically, to pagan religion, polytheism and magic that suffuse the online
world? As noted, gamers proudly present themselves as too ‘rational’ to
believe. But there’s another side to this story—a feeling of loss and disil-
lusion: gamers can not believe in the supernatural but, argue, very much
like FBI agent Fox Mulder in the popular television series the X-Files that
they ‘want to believe’. As one gamer stated: “I would really like that there
was more than we can see in life. Telepathic connections between people,
or special super powers that people are born with—forces that are promi-
nent in everyday life.”
Paradoxically, their disenchanted stance motivates these youngsters to
enjoy ‘superpowers’, magic and pagan spirituality online. In this virtual
environment, after all, they can freely play with pagan spirituality without
believing or without being swallowed up by a belief system. “Within these
worlds you accept everything as it is,” one gamer typically comments. “It
is as it is because it is made that way.” Is this engagement with media-
tized paganism ‘just’ play then—merely entertainment in a game world?
Things are more complicated than that: play may be understood as an
alibi to seriously engage oneself with the meaning of magic, myth and
spirituality. More than that: while playing, gamers often experience the
environment, including its supernatural entities and propositions, as real.
Such ontological transformations occur, as we will see, especially through
the activity of role-playing.
Neopagan magic is, however, not ‘just play,’ but ‘serious play’ since role-
playing is constitutive for genuine, out-of-the-ordinary experiences and
motivates ontological transformations: in the process of role-playing, fic-
tion becomes real, make-belief instigates belief and play is gradually expe-
rienced as serious magic. As Johan Huizinga noted in Homo Ludens (1950:
13): “[t]he disguised or masked individual ‘plays’ another part, another
being. He is another being.” In the context of neopaganism, a housewife
becomes the Greek goddess of the hunt, Artemis, a teacher becomes Osiris
and yet another participant a powerful priest of an ancient Mayan cult, a
Celtic druid or Siberian shaman.
Role-playing, in short, is a technique to summon the ‘powers within’ and
align oneself with an imagined ‘higher’ or ‘magical’ Self. This applies to the
activity of online gaming as well. Before the game starts, players choose an
archetypical ‘character’ or ‘avatar’ which functions as a digital representa-
tion of the player. According to Kolo and Baur (2004), the role of the magi-
cian is most popular among ‘all players’ (at least in UO). By incarnating
a role as, for instance, a sorcerer, warlock, wizard, enchanter, illusionist,
coercer, summoner, necromancer, conjurer, druid, warden, fury, sha-
man, defiler or mystic—players become active subjects in the enchanting
online world. Like neopagans, gamers are ‘naming’ their characters and
in doing so they are often inspired by popular legends, myth and histori-
cal knowledge. As one gamer notes: “I gave it a beautiful name derived
from history—my character lived during the Roman Empire. That’s what
I really like. And that’s the way I experience it in the game.” The enhance-
ment of a feeling of agency is furthermore built into the design of the
online games: players have seemingly endless choices to make about the
gender, race, class, work and physical appearance of their characters and
everyone can thus, in theory, be a truly ‘authentic’ individual in the game
world. As displayed on the website of the the game Asheron’s Call: “[e]nter
the vast and magical world of Dereth, where a new and heroic identity
awaits you! . . . After selecting your attire and facial features from millions
of possible combinations, customize your skill set to make your character
truly unique.”4 Once they are in the game, individual role-players shape
and are shaped by the broader narrative of the game world—its imagined
history, tales about violent wars between good and evil alliances and, of
course, its pagan culture brimming with enchantment and magic.
Conclusion
The erosion of traditional Christian religion has given rise to all kinds of
spirituality including fiction-based or ‘hyper-real religion.’ Compared with
traditional forms of religion, such forms of spirituality no longer refer to
a ‘real truth’ out there: it is mediatized, self-referential and by and large
builds upon inter-textual references, i.e. references to other fictitious
narratives in novels, movies and popular consumer culture. The online
computer game World of Warcraft provides a good example. It is clearly
a reality in and of itself—a ‘magical’ otherworldly world that draws on
narratives from an imagined pagan past, the fantasy of Tolkien and other
forms of popular fiction.
Given its hyper-real character, postmodernists like Jean Baudrillard or
Fredric Jameson would a priori deny the spiritual significance of a game
like World of Warcraft. More than that, the existence and popularity of
such games would probably be considered symptomatic for a postmod-
ern culture that is governed by ‘simulations and simulacra’, a society that
encourages ‘surface’ over ‘depth’ (Jameson 1991) yet at the same time
242 stef aupers
mourns the death of reality. “When the real is no longer what it was,”
Baudrillard (1994: 6) argued, “nostalgia assumes its full meaning. There
is a plethora of myths of origin and signs of reality—a plethora of truth,
of secondary objectivity, and authenticity.” World of Warcraft can, from
this perspective, be understood as a ‘myth of origin’—a simulation of an
innocent premodern spiritual culture that is fed by nostalgia for the real
but, tragically, only further contributes to its loss. The question remains:
should the proliferation of ‘hyper-real’ religions like World of Warcraft
simply be understood as a sign that ‘real’ religion is dead—is it indeed ‘a
hyper-real testament’, as Adam Possamai (2005; emphasis added) suggests
in the subtitle of his book?
This can be doubted. Ironically, it seems that such typically postmod-
ern positions are often informed by a modern ontology that holds a clear-
cut distinction between ‘reality’ and ‘fiction’; the ‘real’ and the ‘virtual’; the
‘authentic’ and the ‘fake’. Such distinctions are not just descriptive, but are
above all hierarchical and normative: religions based on fiction, located
in the virtual world are considered of less value than ‘real’ (traditional)
religions. This ‘ontological fundamentalism’ is no longer feasible: ‘what is
real’ and ‘what is fake’ can and should not a priori be established in the
social sciences but should be empirically informed.
From this perspective, this study analyzed the meanings young Dutch
gamers attribute to the hyper-real religious environment of World of
Warcraft. It is demonstrated that the distinctions between the ‘real’ and
the ‘fake’ are not so clear-cut and stable as many academics would have
them. Motivated by a stance that can be described as ‘ontological rela-
tivism’ or ‘ontological pragmatism’ (Aupers 2004; 2007) players of World
of Warcraft willingly negotiate and transgress such boundaries. They are,
as Rushkoff (1994) accurately phrased it, ‘reality hackers’. Unburdened
by essentialist and moral considerations about ‘what is real’ and ‘what
is fake,’ they freely choose realities that are above all experienced as real,
meaningful or spiritual. This particular focus on experience as the ulti-
mate key to determine what is good, just and real is especially salient
in the spiritual milieu (Hanegraaff 1996; Hammer 2001; Possamai 2005).
In the field of spirituality Partridge (2004: 75) rightly notes: “[o]nly per-
sonal experience . . . can provide immediate and uncontaminated access
to truth.” Clients of reincarnation therapy, for instance, don’t necessarily
believe in the ‘objective truth’ of reincarnation, yet they experience their
past-life experiences as subjectively real and veritably spiritual (Aupers
1998; 2011). Neopagans acknowledge the socially constructed nature of
their historical claims, yet they experience such claims as genuinely real
and truly spiritual.
“an infinity of experiences” 243
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Dealing a New Religion: Material Culture, Divination,
and Hyper-religious Innovation
Douglas E. Cowan
“What witch doesn’t love a good divination system?” asks Linda Bellaluna
(2002: 19), priestess-initiate in the Sisterhood of the Silver Branch, an
online Goddess spirituality group (www.thesilverbranch.org), and colum-
nist on ‘witchcrafting’ for newWitch (now Witches & Pagans), a modern
Pagan magazine initially marketed to adolescents and young adults. Each
month, Bellaluna teaches her readers how to create different magical
objects for use in ritual, devotion, and, in this case, divination. To make a
“personal amulet oracle,” for example, she suggests that readers glue small
pictures to the backs of “vase gems” (flat-sided glass pastilles) and draw
them at random when seeking insight, wisdom, and guidance. The pic-
tures should be carefully chosen and the oracle created in the context of
a ritual environment, with strict attention paid to the selection of images
and the intent behind the oracle’s design. “The hard part,” she writes,
“is figuring out what kind of information you want to be able to receive
from your oracle, and what kind of symbolism to incorporate so you’ll get
answers that are actually useful” (Bellaluna 2002: 19). In addition to the
creation of the oracle as a magical act in and of itself, Bellaluna stresses
both the haptic relationship with and the fashion statement made by the
objects themselves.
Like any divination system, the more you play with your amulets the better
your readings will be, so keep them nearby and consult them often. Carry a
couple with you as touchstones on tense days, or choose one to slip beneath
your pillow for dream guidance. Oh, and show them off, because your one-of-
a-kind oracle is going to be too cool to keep to yourself! (Bellaluna 2002: 20)
Although in her column Bellaluna does consider some aspects of the
epistemology underpinning divination practice, at least as many modern
Pagans understand it, note that what she describes in her column is not
an intellectual exercise requiring belief in complex, abstract notions of
god and goddess, or the ontological vagaries of the “unseen order” (James
248 douglas e. cowan
research on African oracular practices that has been revisited and aug-
mented many times since (Abimbola 1989; Mendonsa 1979; Reynolds
Whyte 1990). Wai-Ming Ng (2000) has considered the importance of the
I Ching in Tokugawa Japan, while Suzuki (1995) and Benjamin Dorman
(2006) examine oracular and divination practices in late modern Japan.
In North America, however, divination practices and processes have
not yet attracted the scholarly attention they deserve, particularly as these
impact new religious innovation and development. To be sure, there
have been a number of studies related to astrology—horoscopes, after
all, remain the most common form of popular divination, with approxi-
mately twenty five percent of North Americans believing that the position
of the stars affects their lives in some way (Lyons 2005; Feher 1992; Munk
2007; Wuthnow 1976)—and a number of volumes have appeared in recent
years on the origins of the occult Tarot (Auger 2004; Decker, DePaulis
and Dummett 1996; Decker and Dummett 2002; Farley 2009). However,
we know considerably less about the ways in which these practices con-
struct, contribute to, or reinforce both personal and social lifeworlds. One
notable exception is the dissertation work of sociologist Danny Jorgenson
(1992), who learned the skills of a professional Tarot reader in order to
carry out participant observation at New Age fairs and psychic festivals.
Given the popularity of divination in late modern society and the dra-
matic increase in new tools for accessing the unseen order—whether this
is conceptualised as a supernatural realm populated by a variety of non-
empirical entities or as the natural world of the unconscious (collective or
otherwise)—the paucity of research in this area remains obvious. Mediums
and channels notwithstanding—though here a case could be made for the
body as the material locus for communication with the unseen order—
material culture is endemic to divination. After all, even Johnny Carson
had his faux swami turban and famous sealed envelope on The Tonight
Show. Indeed, it is difficult to imagine divination apart from the material
culture through which it is instantiated. Theriomancy, for example, seeks
insight into the divine mind through the behaviours of various animals,
including birds (avimancy), fish (icthyomancy), horses (hippomancy), and
ants (myrmomancy). Among the Azande, termites are used to divine the
solution to problems or questions, the answer depending on which of
two different branches the insects find tastier. Divination in many parts
of the Cameroon often involves a large spider and a ‘deck’ of cards made
from the dried leaves of a plum tree (Zeitlyn 1993). Many people in rural
Europe and North America are familiar with dowsing, or ‘water-witching’,
which depends on an adept’s used of a split stick or twisted coat-hanger.
dealing a new religion 251
Thrown bones, shells, and stones have offered insight to cultures around
the world. Scapulomancers burned the shoulder bones (scapulae) of dif-
ferent animals, then read the pattern of cracks that appeared. Whether
consulted through the counting of yarrow stalks or the throwing of coins,
the venerable I Ching has figured in divination for more than two thou-
sand years and has contributed to everything from political decisions to
marriage advice, and from the quest for personal growth in the New Age
to the search for a Russian whaling fleet in the early years of Greenpeace
(Hunter and Weyler 1978: 61). The runic alphabet that was once the basic
Anglo-Saxon orthography (Elliott 1989) has been mythologised and trans-
formed into a popular divination system supposedly given to humans
by Odin himself (Pennick 1992). Similarly, the Irish ogham alphabet,
interpreted through the poetic imagination of Robert Graves’ The White
Goddess (1975), has been popularised in the modern Pagan Celtic revival
as a divination tool (cf. Thorsson 1992). Artfully carved in bone or wood,
painted on carefully selected stones, or sometimes offered as divination
card decks, both runes and ogham are available from numerous modern
Pagan outlets, both online and off. Consider, though, what any of these
would be without their material component.
First, materiality lends substance to imagination, concretising and real-
ising the abstractions that so often constitute religious belief and practice.
While in the context of a Tarot reading, for example, the querent (pos-
sibly) and the reader (certainly) will be aware of the meanings encoded
in the major and minor arcana, neither is required to rely on imagination
alone as they seek the guidance of the cards. Since both are looking at
the same image—say, the Five of Swords, which is often interpreted to
indicate despair, loss, or failure—the material reality of the card imparts
a finality, a sense of closure to the interpretation. In our imagination, we
can run away; when our cards are on the table, as it were, we are forced to
face them. In this way, the material nature of the cards serves as an exter-
nal locus of validation and standardisation, necessary functions of the
power relationship that exists between the querent and the reader. Faced
with cards that indicate significant problems for the querent, the mate-
rial objects—their ‘objective’ nature—allows the reader both to maintain
control of the reading and to distance herself from the reading’s content.
“It’s not me telling you this,” we can hear her say, “just look at the cards.”
Second, material culture functions as a kind of prosthetic memory, an
external hard drive for complex concepts and extended interpretations.
As Linda Bellaluna advises, young Pagans who make their own divination
system are encouraged to carry the stones around with them, to remind
252 douglas e. cowan
them of the attributes with which they believe the individual images are
imbued. Though they may not remember the entirety of the system they
have created, individual physical objects act as meaning cues in the con-
text of interpretation and divination. Divination artifacts such as runes or
Tarot cards also participate in what anthropologists are beginning to iden-
tify as ‘culturfacts’, material objects that are not only purposive within a
particular social context (a divinatory reading), but are more generally
symbolic of the culture embedded within that context (the modern Pagan
or New Age milieu). They encode information that both allows for the
performance of particular religious or spiritual identity and makes pos-
sible the transfer of meaning between or among participants.
Third, this possibility for shared meaning through material culture
immanentises the potential for an exchange relationship, for an ongoing
commodification and commercialisation of divinatory practice. It’s not
hard to imagine that a Tarot reader who simply describes the images she
sees would soon find herself short of customers. Laying the cards out, on
the other hand, especially in the context of a ritually prepared physical
environment, inviting the querent to look and see for himself, offering
something visible (the cards) for something tangible (the fee) all realise
the reading in ways simple description can never approach. “These days,”
writes Isaac Bonewits (1989: 17), founder of the neo-Druid movement, Ár
nDraíocht Féin, “occultism is spelled o¢¢ulti$m,” and nowhere is this more
the case than with the expanding market of divinatory technologies.
Finally, use is as often as not a history of reuse, and, as Eric Hobsbawm
(1983) has pointed out—symbolic reuse of a thing often becomes possible
only when its practical use has expired. In The Wiccan Web: Surfing the
Magic on the Internet, popular Pagan authors Patricia Telesco and Sirona
Knight describe how obsolete computer equipment can be put to magical
reuse. Individual keys pried from an old keyboard and kept in a special
cloth bag become a divination tool similar to runes or bones. Pulling the
‘Caps Lock’ key, for example, suggests that one should “stop shouting or
projecting your energy so much”; the ‘Num Lock’ key, on the other hand,
indicates “you’re too caught up in logical thinking” (Telesco and Knight
2001: 97, 98). A screwdriver can become a magic pendulum, while a blank
computer monitor acts as a crystal ball, a scrying tool (cf. Cowan 2005:
16–18). Judging by the explosion of popular interest in Tarot, however,
the ‘wicked pack of cards’ remains one of the most fashionable means of
divination and one that reveals most clearly hyper-religious innovation.
dealing a new religion 253
“The Two Knights of the Temple,” an image that, according to the deck’s
guidebook, “emphasises the loving relationship between the brothers of
the [Templar] Order” (Matthews 2007: 26). Although Matthews describes
the image—two men riding tandem on a horse—as part of foundational
legend of the Knights Templar, it is hard to avoid the arcanum’s rather
unsubtle homoeroticism, a charge that figured prominently in the perse-
cution of the Templars in the early fourteenth century.
Still other decks exhibit no particular religious or historical affiliation.
Patrick Valenza’s surrealist-inspired Deviant Moon Tarot, for example,
which uses a Punch-and-Judy styled imagery, was voted the most popular
new deck in 2008 (according to Aeclectic Tarot), while five different decks
use vampires to depict the tarotic journey and nine feature angels of one
sort or another. Drawing on the immense popularity of such New Age
classics as Fritjof Capra’s The Tao of Physics (1975) and Gary Zukav’s The
Dancing Wu Li Masters (1979), the Quantum Tarot uses images from NASA’s
Hubble telescope to illustrate cards that ostensibly combine the intuitive
divinatory capabilities of the cards with theories of quantum physics.
Lest we think, though, that the choice of tarotic imagery is relegated
solely to the intellect—the region above the neck—in recent years a
number of ‘adults-only’ decks have appeared that draw on different
erotic traditions to generate new tarotic pathways and invoke the sexual
imagination as a means of divinatory insight. Luca Raimondo’s Tarot of
Casanova evokes the famous Venetian womaniser and memoirist, paint-
ing into the cards the erotic intrigues of eighteenth-century Venice that
Casanova described in Story of My Life (1794). Considerably less aristocratic
in its imagery is the Decameron Tarot of Giarcinto Guadenzi and Luciano
Spadanuda, whose cards demystify the various aspects of sexual behav-
iour in the same bawdy manner as Boccaccio’s classic collection of erotic
stories. On the other hand, with its almost Sadean imagery and explicit
reference to bestiality, rape, and child sexual abuse, Amerigo Folchi’s
Tarocco Erotico dei Giardini di Priapo (‘The Tarot of the Erotic Garden
of Priapus’) is considered by Aeclectic Tarot far too sexually explicit for
many enthusiasts. Considerably more romantic in its imagery, the Tarot
of Sexual Magic encourages practitioners to explore their own sexuality
through the rather gentle eroticism of its images. And, for modern Pagans
who are interested in the more embodied side of the Craft, there is the
Sensual Wicca Tarot. Drawing on the imagery associated with such well-
known Indian erotic classics as the Ananga Ranga, the Gita Govindam, the
Koka Shastra, and, of course, the Kama Sutra, the Kama Sutra Tarot “seeks
to connect its users with a rich tradition of sexual intercourse as a path to
bliss and enlightenment” (Madan 2007: 5).
dealing a new religion 255
Italian artist Milo Manara’s Erotic Tarot recalls artwork for which he
is well known to a generation of Heavy Metal readers (e.g. 1995; 2004),
and crosses all boundaries, both literary and imaginal, with no principal
allegiance to any. In the major arcana, for example, the Fool is Pinocchio
lying in the lap of the Blue Fairy, while the Magician is a scantily clad
young woman pointing a screwdriver (her magic wand) at the erect,
mechanical member of a robot dinosaur she has assembled in her work-
shop. As playful as these are, much of Manara’s imagery is more explicitly
transgressive. The second trump card, the Priestess, invokes decades of
“nunsploitation” cinema (see Cowan 2008: 239–248), centuries of anti-
Catholic propaganda, and the history of ‘marriage night’ mystical experi-
ence in Roman Catholicism. A beautiful young nun in full habit stands
before a table and picture frame, her face raised in rapture, her skirt raised
to expose her mons veneris. Is the frame, though, a mirror and she delight-
ing in her own sexuality, or does it contain a holy picture or icon while
she displays her sex for the glory of God, her husband in the conventual
sense? We are left to decide on our own. The Priest card, on the other
hand, is considerably less ambiguous and depicts a Cardinal in full regalia
who appears to be surprised by a young woman urinating on the stone
steps of a cathedral. However much the Church may try to censor our
biological needs and desires, it seems they always surface somehow. There
is inevitably a ‘return of the repressed’. Indeed, the Tower card, which
always follows the Devil in the major arcana and which in many inter-
pretations symbolises imminent, institutional destruction or collapse, is
the famous gothic cathedral at Chartres. Slashed with rain and lowering
clouds, its massive presence is threatened by the irresistible pressure of
the human urge to eros.
As should be obvious by this point, Tarot decks are designed to access
particular stocks of subcultural knowledge—the Arthurian legends, mod-
ern Paganism, New Age spirituality, the current popularity of vampire
lore, or the erotic imagination—and are, therefore, relentlessly intertex-
tual, combining and recombining an astonishing array of images and ideas
into what becomes for practitioners a meaningful, material whole. That is,
the images, the tactility of the cards, and the various divinatory arrange-
ments function interdependently as a meaning-making system. Lose any
one aspect and the system itself is weakened. The conceptual plasticity of
the cards presents an open-ended field on which any particular subcul-
tural interest may be mapped, any religious tradition or practice realised.
Consider, then, as an extended example of this, the realisation and com-
modification of H. P. Lovecraft’s dread Necronomicon, one component in
the hyper-realising of a Lovecraftian magical religion.
256 douglas e. cowan
The Cthulhu Mythos, tales of elder gods known as the Old Ones, and of
the myriad madmen, demi-humans, and simple victims born from the fer-
tile imagination of Howard Phillips Lovecraft (1890–1937), could not be
more a part of popular culture. Brought to light first in the classic horror
pulps of the 1920s and 1930s—most prominently, Weird Tales—elements
of his dark fiction have evolved into a Lovecraftian subgenre and include
pop culture products ranging from video games (Call of Cthulhu, 2005),
graphic novels (e.g. Mike Mignola’s Hellboy, which was brilliantly realised
onscreen by director Guillermo del Toro), an ever-expanding bibliography
of shared world fiction, and extreme metal rock groups such as England’s
Cradle of Filth, to a variety of mid- and low-budget films either culled
from Lovecraft’s oeuvre (e.g. Dagon, Reanimator, The Dunwich Horror) or
inspired by it (e.g. John Carpenter’s In the Mouth of Madness; cf. Cowan
2008; Migliore and Strysik 2006).
Despite the fact that there is neither systematic organisation nor
conceptual consistency to the Cthulhu Mythos, within two decades of
Lovecraft’s death, fans and devotees began to use elements of his short
stories and novellas to fashion a kind of ‘Lovecraftian magick’—among
the first of these, occultist Kenneth Grant, one-time secretary and protegé
of Aleister Crowley. Central to many of these new hyper-religious innova-
tions is speculation about The Necronomicon (The Book of Dead Names),
allegedly an ancient compendium of Cthulhian magic that was said to
cause insanity in those who read even a few of its dread pages and is used
in a number of Lovecraft’s stories as the mechanism through which the Old
Ones are called back into our world. Although it was nothing more than
a literary device Lovecraft invented to lend both an eldritch atmosphere
and an aura of authenticity to his work, books alleged to be translations of
the real Necronomicon began to appear in the 1970s. The most well-known
of these is the so-called Simon Necronomicon (1977) and its companion
volume nearly thirty years later, The Gates of the Necronomicon (2006),
written, perhaps, by a disciple of Aleister Crowley, to whom the first vol-
ume is dedicated.
Since then, debates have raged within the Lovecraftian pop subcul-
ture about the origins and ontology of the book itself. In their exhaus-
tive study, The Necronomicon Files, Daniel Harms and John Gonce (2003)
demonstrate clearly that the book is a Lovecraftian creation—a pulp
fiction, as it were—despite the cottage industry it has generated since
the days of pulp. Some enthusiasts, however, continue to argue that The
dealing a new religion 257
Astarte” whose worship was “supremely obnoxious,” perhaps for its overtly
sexual nature (Lovecraft 2001: 375). She is the many-breasted goat-god-
dess, who holds death on high (a skull in one clawed hand, a hangman’s
noose in the other) while hordes of her squalling, impish progeny crawl
around at her hooves. Many of Lovecraft’s stories turn on human/non-
human miscegenation, the fictional result, perhaps, of his own very real
racism (cf. de Camp 1975; Joshi 1996), and this trait is most obvious in
the Lovers arcanum. Ordinarily depicting a happy couple in a romantic
union, the Necronomicon Tarot presents a not-quite-human priest presid-
ing over the wedding of the “Deep One and Bride,” an amphibious being
and his human bride. Drawn largely from the novella, “The Shadow Over
Innsmouth” (1999c), the imagery depicts the deliberate interbreeding
between species, something that Lovecraft always described in the direst
possible terms. Finally, there is the Devil, the arcanum traditionally asso-
ciated with subordination, entrapment, and enslavement. Here is Cthulhu
himself, high priest of the Old Ones, rendered by artist Anne Stokes almost
directly from Lovecraft’s description in “The Call of Cthulhu.” “If I say,”
writes the narrator, “that my somewhat extravagent imagination yielded
simultaneous pictures of an octopus, a dragon, and a human caricature,
I shall not be unfaithful to the spirit of the thing. A pulpy, tentacled
head surmounted a grotesque and scaly body with rudimentary wings”
(Lovecraft 1999a: 141).
As Jean Baudrillard (2005) points out, objects are the excerpted reflec-
tions of a larger, more totalising conceptual order. In this sense, every
object function as a metonym for the system of object-ideas within which
it is located and to which it contributes. Thus, we ought not consider the
Necronomicon Tarot in abstraction, but as one component in the larger
hyper-real project Tyson presents.
Fitting precisely into the entrepreneurial model of new religious devel-
opment identified by sociologists William Sims Bainbridge and Rodney
Stark three decades ago (1979) and meant to be used in conjuction with
the Tarot, the Necronomicon, and his ‘autobiography’ of dread text’s author,
Tyson (2008: xiii) intends the Grimoire as “a workable system of magic
based on the lords of the Old Ones,” as well as “the external framework for
an esoteric society devoted to group practice of this system of magic.” That
said, one might question just how ‘esoteric’ it could be when all the books
and the boxed Tarot set are prominently displayed in such bookstores such
as Barnes and Noble, Borders, and Chapters, and Tyson himself depends on
royalties from them to make a living. “Drawn forth from the astral plane,”
reads the Grimoire’s back cover blurb, “set down in cold print, behold the
260 douglas e. cowan
one true book of ritual magic of the Cthulhu Mythos” (2008). And, on the
first page, we read how “fans of Lovecraft now have the opportunity to reli-
ably and safely get in touch with the Old Ones and draw upon their power
for spiritual and material advancement” (2008: ii).
How, then, does Tyson hyper-realise his new religious system? In addi-
tion to systematising, materialising, and commercialising both doctrine
and practice through the material culture of books and divinatory tools,
and framing a dichotomous choice for the user that pits “a purely materi-
alistic viewpoint” and “the scorn of academia” against “the quiet assertion
of practicing magicians” (Tyson 2007b: 9), he reimagines Lovecraft and his
biography, and from this conjectures both the reality of The Necronomicon
and the ontology of the Old Ones. That is, through a constructed history
and a construed antagonism (which is little more than a fallacy of limited
alternatives), he establishes the framework for a primary group devoted
to his interpretation of the ontology of the Old Ones.
It is clear that Lovecraft suffered from terrifying dreams and nightmares
for most of his life and that this dream-life inspired many of his stories.
That he actually believed he was in contact with anything supernatural,
however, is denied by both his definitive biographers (cf. de Camp 1975;
Joshi 1996) and by his own correspondence with friends and colleagues.
For example, in a 1925 letter to fellow horror writer Clark Ashton Smith,
Lovecraft wrote that “I am, indeed, an absolute materialist so far as actual
belief goes; with not a shred of credence in any form of supernaturalism”
(Harms and Gonce 2003: 12).
Tyson, however, simply ignores this and reimagines Lovecraft as sleep-
ing prophet à la Edgar Cayce. “I have come to believe,” he writes in the
Grimoire, “that [Lovecraft] was a sleeping seer who drew forth from his
dreams archetypal realities that lie on the edge of human consciousness,
and which have found expression in various veiled forms in our religious
myths” (Tyson 2008: xxii). In one deft move, Tyson shifts Lovecraft’s own
biography from the Hegelian left to the right, obviating the thoroughgoing
materialism that the writer himself professed, substituting a more super-
naturally inclined one of Tyson’s own imagining. This is an important first
step in hyper-realising a Lovecraftian religion, because an obvious ques-
tion for someone like Tyson—indeed anyone who seeks to hyper-realise
religious belief, practice, and products from popular culture—is: how do
you reconcile your attempt to establish an entire ritual and religious sys-
tem with the reality that all the components are fragmentary, fictitious,
and disavowed as anything more than that by their original author? For
Tyson, as for true believers in many religious traditions, the answer is to
reinvent the founder and so to invent a tradition (cf. Lewis 2007).
dealing a new religion 261
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Who Is Irma Plavatsky? Theosophy, Rosicrucianism,
and the Internationalisation of Popular Culture
from the Dime Novel to The Da Vinci Code
Massimo Introvigne
Introduction
Why did The Da Vinci Code become such an extraordinary bestseller? Not
only its critics who, on average, rated the novel as good but not exceptional,
but also its author Dan Brown, were surprised. In the London copyright
case in 2006 wherein he was accused of plagiarism, Brown (Introvigne
2006) told judge Paul Smith that “many people have told me they actually
prefer [his previous and originally unsuccessful novel] Angels & Demons
to The Da Vinci Code,” and he seemed to share this opinion. However,
Brown testified that
a great deal of the success of The Da Vinci Code is down to the excellent
promotion the book received. The Da Vinci Code got a huge launch. My first
three books were barely promoted. There were more Advance Reader Copies
given away for free of The Da Vinci Code than the whole print run for Angels
& Demons. I am convinced that The Da Vinci Code would have failed if it
had been published by my previous publishers—equally, I think Angels &
Demons would have been a big success if published by Random House with
as much fanfare as they brought to The Da Vinci Code. (Introvigne 2006).
But was its popular success really all due to the money spent on advertis-
ing? Theologians, social scientists, and literary critics often disagree. For
many theologians, the success of The Da Vinci Code is both good and bad
news: it attests to a substantial contemporary interest in Jesus Christ, and
an equally substantial eagerness to explore alternative versions of his story
from the one usually told by mainline churches. Some Christian groups
have been keen to prevent a different reading of the gospels (Moore 2009)
that could lead to a hyper-real religious construction by the lay popula-
tion. In this sense, the threat was not so much the fear of people creat-
ing a full-blown hyper-real religion out of this novel (as is the case for
Jediism and Matrixism, based on films, for example), but more of people
constructing a new type of gospel, in which the demarcations between the
official history and popular culture are blurred. In this sense, as Neo-Pagan
268 massimo introvigne
groups find inspiration for their religion from popular culture, the same
process had to be prevented in Christian groups influenced by The Da
Vinci Code. In this hyper-real phenomenon, readers of Brown’s conspiracy
theory might simply question the official Christian story, or might even
fully embrace the new version carried by popular culture. For many social
scientists, the fact that Angels & Demons failed in 2000 (of course, it was
rescued from oblivion and made into a bestseller in 2004 and a film in
2009, but only after the triumph of the Code) may have to do with some-
thing that occurred between 2000 and 2003: the events of September 11,
2001. Before 9/11, conspiracy theories were becoming passé and unfashion-
able. 9/11 proved that conspiracies (however one prefers to interpret this
notion) do exist and often succeed in history, making literature on con-
spiracy theories popular again. Conspiracy theories succeed because they
present history as both scary and strangely reassuring. The extreme com-
plexity of history, so difficult to grasp for the layperson, is reduced to a few
conspiracies: of the Jesuits, the Illuminati, the Priory of Sion, Opus Dei, the
Vatican, perhaps the CIA, Mossad or Al Qaeda. Conspiracies surrounding
the Antichrist have a long history and regularly resurface during periods
of crisis (McGinn 1994). Madame Helena Petrovna Blavatsky (1831–1891),
who founded the Theosophical Society, interpreted human history as the
perennial struggle between a benevolent Great White Lodge led by more-
than-human Ascended Masters, and a malignant Black Lodge.
that the ‘mythical history’ was not literally true; the same applies to those
Illuminati who knew that their order did not exist before 1776, although its
founder, Weishaupt, had produced a mythical history dating back to pre-
Islamic Persia and the Italian Renaissance. A similar condition surrounds
the modern Rosicrucians and also the Priory of Sion, which did not exist
before Pierre Plantard (1920–2000) legally established it in 1956. Plantard
later produced a mythical history dating it back to Merovingians, the Knight
Templars, and the Crusades (see Introvigne 2005a; Introvigne 2005b).
The distinction between ‘authentic’ and ‘mythical’ histories is crucial for
the whole social scientific study of esoteric societies. By no means should
‘mythical’ history be considered fraudulent or unimportant: it is often
due to meditating on the myth that members have meaningful spiritual
experiences and regard their membership in such societies as rewarding.
On the other hand, only the most naïve members regard the ‘mythical’
history as literally true, and only the most controversial leaders pres-
ent the ‘mythical’ version as supported by historical evidence (Plantard
did this with the Priory of Sion. He sold titles under the auspices of the
newly founded organisation pretending that it was a century-old order,
and ended up in jail for fraud). Readers of Dan Brown, and occasionally
Brown himself, confuse ‘mythical’ and ‘authentic’ history with respect to
the Priory of Sion, the Illuminati, and Freemasonry itself, thus adding to
this hyper-real phenomenon.
Of course the creation of a mythical history has been the practice,
not only of religious or esoteric groups, but of their enemies as well.
Barruel and Robison took advantage of the mythical history created by
the Freemasons and the Illuminati, but added a number of elements in
order to make them appear more sinister. Before confessing that all his
writings were part of a huge hoax, the French impostor Léo Taxil (pseud-
onym of Gabriel Jogand (1854–1907) went much further. He claimed that
Freemasonry was controlled by a still more secret society, Palladism, which
in turn was led by Satan, who occasionally appeared in Masonic meetings
in the form of a crocodile. Although obviously ridiculous by twenty-first
century standards, Taxil’s books were not only widely read, but taken seri-
ously for several years by a number of European governments and also by
the Vatican itself. Only in the late 1890s the latter concluded correctly that
they were part of an elaborate hoax, compelling Taxil in 1897 to publicly
confess his fraud (see Introvigne 1994).
While Taxil was pro-Jewish and denied that Jews were behind Masonic
conspiracies, other Catholic and non-Catholic authors claimed just the
opposite. The idea that Jews used Freemasonry to control the world gained
who is irma plavatsky? 271
and Smith and Eichler endowed two characters above all with worldwide
fame: Buffalo Bill and the detective Nick Carter. When World War I started
in 1914, the latter’s stories may have had a worldwide weekly readership of
seventy five million (Cristofori and Menarini 1987), more than any subse-
quent comic book, and more even than The Da Vinci Code.
After World War I, the dime novel was slowly replaced in the U.S. by
pulps (which included not only one, but different stories of the same
genre, while keeping alive Nick Carter and creating new Western heroes
such as Zorro). In Europe Eichler went bankrupt, because its owner was
officially ostracised in Germany as a Jew and elsewhere as a German
(he ended up committing suicide). But other companies bought licenses
from Street & Smith and promoted Nick Carter et al. until the 1940s, not
to mention many local imitations. Dead in the U.S., the dime novel was
alive and well in Europe throughout the early 1950s and continued in the
Netherlands and Germany until the 1970s. In the meantime, American
pulps had been largely replaced by comics, which were experiencing
decreasing sales because television was the new kingdom where the serial
hero now reigned.
The most successful dime novels prospered by proposing, once again,
secret societies and conspiracy theories. Some of them returned to crimi-
nal secret societies, like the various series devoted to Giuseppe Petrosino
(1860–1909), a real-life NYPD detective who fought the Mafia and was
killed by them in 1909 in Palermo. German authors of the Petrosino dime
novels quickly ran out of realistic Mafia incidents, and started recycling old
Sherlock Holmes stories as ‘true crime’ Petrosino adventures. Many con-
spiracies were ‘romantic,’ insofar as a damsel in distress, usually a princess
destined to reign in some minor Central European kingdom, was abducted
and replaced by a look-alike adventuress (Nathan 1990). Eichler and other
German companies excelled in producing such material, which was then
translated into several languages. Other conspiracies involved spies who
were often connected to miscellaneous secret societies and organised
crime. Contrary to what many have argued, it was not World War I but
the war between France and Germany in 1870 that generated the first
dime novels devoted to spies. The first series is probably the French Jeanne
l’Alsacienne, started by Georges Le Faure (1856–1953) in 1887, which ran for
two hundred and eleven issues and was continued by other Le Faure series
involving increasingly sinister German-led conspiracies.
Other authors introduced esoterica into the dime novel. Some differ-
ences are worth noting between the cases in France and United States,
the two countries where in the early twentieth century dime novels had
274 massimo introvigne
Carter dime novels involving Dazaar, one of the most famous villains ever
to cross swords with the American arch-detective. The original Dazaar
cycle was created in 1904 for Street and Smith’s New Nick Carter Weekly
by Frederic Van Rensselaer Dey (1861–1922). Dey did not create Nick
Carter: the first stories were written, following outlines from the publish-
ing house, by John R. Coryell, 1848–1924. But Dey was its most prolific and
celebrated author before committing suicide in 1922. In the first episode,
published by Dey (1904a) as the New Nick Carter Weekly no. 372, a mys-
terious and strikingly beautiful woman knocks at Nick Carter’s door. Her
name is Irma Plavatsky, and she very much resembles Olga, the leader
of the Russian Nihilists, who had previously fought Nick Carter but had
ended up saving his life by sacrificing her own (we will later learn that
Irma is Olga’s cousin). Irma tells Nick that she has a double personality:
kind and benevolent when she is her normal self, she is possessed for
long periods by the evil Tibetan magician Dazaar and, when possessed,
performs the most evil deeds, which she only vaguely remembers after
each episode of possession ends.
Nick originally does not believe the story, but later becomes persuaded
that it is literally true, and that Dazaar is able to possess not one person
only, but seven prominent New York socialites. Nick’s Japanese assistant,
Ten-Ichi, the son of the Mikado, reveals to the detective that he has pre-
viously met Dazaar in Japan. Dazaar is a century-old Tibetan Ascended
Master, who has been expelled by the Great White Lodge and has created
a powerful organisation, controlling inter alia all of the world’s Satanist
lodges, and aimed at dominating the whole world. It takes several weeks,
and horrible tortures by Dazaar’s Tibetan acolytes and possessed socialites,
before Nick discovers that only six of the seven New Yorkers are innocent
citizens unwittingly possessed by Dazaar. The seventh, Irma Plavatsky
herself, has lied to the detective and is Dazaar in his most permanent
incarnation. Irma/Dazaar is captured, brought to trial, and sentenced to
death. She dies in jail before being executed, vowing that her posthumous
vendetta will kill Nick’s wife, Ethel. The latter is in fact killed several weeks
later, apparently by a hit man connected to organised crime. Nick how-
ever discovers that the killer has been paid by Dazaar, who has only faked
her death and is alive, well and living in a luxurious Manhattan hotel.
As the story further unfolds, we learn that members of the Great White
Lodge, when old, magically exchange their souls with those of young
men, thus in fact implanting their old soul, completed with powers and
memories, in a new body, while the poor young men acquire the bod-
ies of the decrepit magicians and quickly die (the possibility of this
‘Avataric magic’, or exchange of bodies and souls, was seriously discussed
276 massimo introvigne
Conclusion
From this exploration beginning with the dime novel, it becomes clear
that the success of The Da Vinci Code did not spawn a totally new literary
genre. It is, rather, a story in the long tradition of conspiracy theories that
incorporate religious themes and blur the difference between ‘authentic’
and ‘mythical’ histories for the viewer/reader, contributing to the hyper-
real religious phenomenon. It can be argued that the success of The Da
Vinci Code taps into the increased interest in religious conspiracy theories
the post 9/11 period of social anxieties.
278 massimo introvigne
References
Carole M. Cusack
Introduction
On Sunday mornings from January 25, 1987 to July 31, 1988 between eighty
and one hundred million Indians watched Ramayan, a seventy-eight epi-
sode television series directed by Ramanand Sagar (Kumar 2006). This was
a realisation of the Ramayana, one of India’s most loved stories, an epic
regarded as smrti (“that which is recollected”) scripture, and was shown on
Doordarshan (the national broadcaster, founded in 1959). Though derided
by critics for its gaudy costumes, extremely slow narrative pace, and low
quality special effects (Lutgendorf 1990) Ramayan evoked spontaneous
outbursts of popular piety and became an important focus of devotion,
with viewers performing purification rituals before the programme began
and adorning television sets with flowers and incense, consecrating them
as altars (Mitchell 2005).1
Further, Ramayan coincided with a sharp upsurge in Hindu nation-
alism and religious fundamentalism, which was partially fuelled by the
series’ presentation of a Hindu world menaced by demons (the “Other”)
(Wu 2008). The presence of a mosque, the Babri Masjid, on the site of
the alleged birthplace of Rama (who is an avatar or human manifesta-
tion of the god Vishnu) in Ayodhya was a particularly inflammatory issue
(Rajagopal 2001). This mosque was demolished by Hindu nationalists on
December 6, 1992 (Karner 2005). In the wake of the demolition, “riots
across the country . . . left 2,026 dead and 6,957 wounded” (Rajagopal
2001: 17). Although the destruction of the Babri Masjid took place four
years after Ramayan ceased being screened, there is evidence that the
serial’s presentation of Rama and Sita as Hindu exemplars of morality and
1
I am grateful to my research assistant Dominique Wilson for her skill and patience in
locating materials, photocopying and taking preliminary notes. My thanks are also due to
Don Barrett for his sympathetic interest in my researches and his assistance in clarifying
my thoughts during the researching and writing of this chapter.
280 carole m. cusack
The first moving picture, Workers Leaving the Lumiere Factory, was made
by Louis and Auguste Lumiere, and was first shown in Paris in March
1895 (Barnouw 1993). The new medium rapidly became popular, and
among Western film-makers religious subject matter was explored from
almost the beginning of non-documentary film production. In India, the
Maharashtrian Brahman Dhundiraj Govind (known as “Dadasaheb”) Phalke
established the “mythological” genre of films after seeing a film about the
life of Jesus. In 1913 he made Raja Harischandra (“King Harischandra”),
based on an incident from the religious epic the Mahabharata, and in 1917
he made Lanka Dahan (“The Burning of Lanka”), based on an incident in
the companion epic, the Ramayana (Lutgendorf 1990). The great potential
for film-related (and even film-created) religious devotion was recognised
early; in 1918 the management of the Wellington Cinema in Madras pre-
miered Phalke’s Sri Krishna Janma (“The Birth of Krishna”) in conjunction
with “a major south Indian Hindu festival season” (Hughes 2005: 217) to
fuel popular devotion among the local people.
the gods on television 283
grounds that the series could foment social discord. Sagar’s religious and
nationalist intentions were signalled in the proposal, which asserted that
“Ramayan is not only a great epic of Himalayan dimensions, it is also a
repository of our social and moral values. The real challenge . . . lies in see-
ing this immortal epic with the eyes of a modern man and relating its mes-
sage to the spiritual and emotional needs of our age” (Rajagopal 2001: 80).
The project was approved in 1986 and the final version had seventy-eight
episodes and was shown weekly from January 1987 to July 1988.2
Ramanand Sagar employed approximately three hundred actors in the
series, and the action takes place in a number of defined environments,
including the luxurious palace of Ayodhya, the wilderness where Ram, Sita
and Lakshman are exiled, the various ashrams of holy men and gurus, and
the island of Lanka. The purpose of the series was not merely entertainment
but also the inculcation of piety and religious values through pedagogical
direction. Actors participating in the project had to give up alcohol and
cigarettes and eat only a vegetarian diet (Lutgendorf 1995). Ram, Sita and
other characters were presented as role models, the embodiments of virtue
and appropriate action, and of submission to dharma (law). Sagar’s project
to educate the public in piety and social norms by means of his Ramayan
meant that he took certain liberties with the story. Written versions say lit-
tle of Rama’s childhood or teenage years; Sagar portrayed an idyllic infancy
in the palace with the three doting queens, Kaushalya, Sumitra and Kaikeyi,
and then the stern discipline of Guru Vashisht’s ashram where the four
brothers (Ram, Bharat and twins Lakshman and Shatrughn) are educated.
Lutgendorf (1990: 148) observes that the content of Guru Vashisht’s teach-
ings “are revealing: a blend of yoga and Vedanta (illustrated with cakra
graphics and out-of-the-body special effects), Gandhian nationalism, and
an idealized Vedic socialism.” Sagar’s depiction of Vedic sages as teachers
of ancient Indian wisdom is unproblematic, but his claim that this “antici-
pated Western science . . . it was scientific knowledge, it was spiritual . . . the
product of mysticism and experimentation” gave, as Rajagopal (2001: 106)
argues, “the otherwise somewhat nebulous Vedic goings-on a startling
sense of contemporaneity.”
The series began with discussion among the great gods, Brahma (the
creator), Vishnu (the preserver), and Shiva (the destroyer). Thus viewers’
attention was drawn to the religious nature of the tale from the beginning.
2
In Hindi the final “a” of the Sanskrit names is dropped; thus Ramayana becomes
Ramayan, and Rama, Bharata, and Lakshmana become Ram, Bharat and Lakshman.
the gods on television 285
In the opening scene, Shiva and Brahma persuade Vishnu that he must
descend to earth as an avatar to save the world from destruction. Elizabeth
Burch comments on the use of the split screen (with the lower half show-
ing the ocean and the upper half the sun) which is utilised to transmit
this theological message. She argues that this technique means that the
characters “float suspended, electronically . . . against a dense background
that is ‘painted’ to be shimmering . . . The technical aspects . . . relate to the
religious narrative and audiences must know the story . . . to know that.
Vishnu is . . . the ocean (Nara), which was spread everywhere before the
creation of the universe . . . In Ramayan, Vishnu is represented in human
form in the upper portion of the screen with the other gods” (Burch 2005:
509). Sagar self-consciously connected himself to the tradition of Ramlila,
retellings of the Ramayana, downplaying any originality in the series, and
placing it in a conservative religious tradition. Yet he was also conscious
of the contemporary power of his retelling, and inserted himself in the
narrative, introducing events at the start of each videocassette of episodes
and appearing in the narrative “to join assembled deities in singing the
praises of the newly-crowned Ram” (Lutgendorf 1990: 143).
The aesthetics and style of Sagar’s Ramayan owe much to the
Natyaśastra, a text attributed to the sage Bharata, a historically unat-
tested figure, and composed around 200 C.E. It is an instruction manual
for actors, and contains detailed material on the physical representation
of mental and emotional states, through a range of gestures and pos-
tures; for example, quick movements may express anger, but also pos-
sibly assertiveness, threats or intolerance, whereas slow movements may
evoke sadness, unwillingness, or grief. Of especial importance in capturing
certain states are facial expressions, in particular the eyes (Bharata 1967).
In Sagar’s Ramayan, this tradition of elaborate gesture and exaggerated
emotion is clearly apparent. It is exaggerated because of the extremely
slow pace of the series, in which, for example, a whole episode may be
devoted to King Dashrath’s funeral, and the expressions of grief among
the royal family and their retainers. This traditional Indian theatrical sen-
sibility (which also included classical and folk music, and imitation of the
style of religious iconography) was married to Bollywood devices such as
complex sequences of dance and singing, saturated colour and elaborate
costumes (Burch 2002).
Ramanand Sagar deliberately cast unknown actors, stating that he “didn’t
want the star to cast his image on Ram. I wanted Ram to cast his image
on whosoever is playing him” (Lutgendorf 1990: 144). He was spectacularly
successful with this strategy, and Arun Govil (Ram) and Deepika Chikhalia
286 carole m. cusack
the devotee loves the deity who loves the devotee, in darśan the devotee
sees the deity who sees the devotee, and in rasa the aesthetic form makes
possible the experience of both one’s true self and divinity; “what is por-
trayed is essentially in oneself and is the essential self” (Lynch 1990b: 18).
Thus, watching Ramayan on television can never be a passive exercise; the
viewer is totally engaged with the religious drama, and this engagement
is intelligible in the light of traditional theological and aesthetic theories.
This perception also offers a challenge to those scholars of religious stud-
ies who understand consumption to be an essentially passive process.
Within Ramayan elements that may be puzzling to Western viewers
are clarified by reference to these conventions, the Natyaśastra, in rep-
resenting darśan and bhakti. For example, there are many shots of feet
that precede the identification of the character by seeing their face. This
sometimes is linked to humility and spiritual advancement, for example
in “the scene where the king [Dashrath] makes a barefoot pilgrimage to
his priest to conduct a sacrifice that will bring fertility to his wives” (Burch
2005: 513). However, techniques such as having characters gaze in a par-
ticular direction (which draws the viewers’ eyes in the same direction)
may lead subtly to class and caste realisations among the audience. Burch
(2005: 513) comments that in “Ramayan, many shots show actors looking
down or away from the expected directions during conversations . . . [this]
makes sense since it would be viewed as disrespectful for peasants to look
directly at kings or gods. It is a subtle aspect of the culture that viewers
could know that relates to religious caste and class differences as well.”
This is particularly true in the Indian context, but Charles Harvey (2004)
has argued that viewing visual entertainment is a transformational experi-
ence, whether the content of our viewing is based on scripture or science
fiction, because when we view a film or a television programme, “we enter
its world on its own terms” (Harvey 2004: 263).
It has been demonstrated that Ramanand Sagar’s intentions in making
Ramayan were religious, and that the serial itself is undeniably religious
in that it was a televisual adaptation of the Ramayana, a treasured reli-
gious classic of the Hindu tradition. Due to the specific cultural conditions
of India, the viewing of television was accorded sacred status quite eas-
ily, as an extension of the attitude that sees cinemas as “the temples of
modern India” (Mishra 2002: 1). In fact, it has been argued that being on
television intensified the religious aspects of Ramayan, in that it brought
the deities closer and into intimate and repeated contact with the audi-
ence. Pious people who watched the serial had their religious certain-
ties confirmed, where others were moved to new piety. Poonam, one of
290 carole m. cusack
One aspect of the Ramayan phenomenon that seems novel and fresh is
the way in which a highly self-conscious, contemporary television rendi-
tion of an ancient epic was harnessed to the Hindu nationalist political
cause. Although there is no verifiable historical evidence of the site of
Rama’s birthplace, the traditional site has been in Ayodhya, where since
1528 a mosque, the Babri Masjid, has been standing. This mosque was
erected by the Mughal Emperor Babur, who is believed by Hindus to have
been the demolisher of the sacred Rama temple. Hindu nationalist politics
embraces many causes, but broadly seeks to diminish the significance of
any non-Hindu cultures and peoples in the Indian subcontinent. Thus, the
theory of Indo-European migration into the subcontinent “as had been
advocated by European linguists and historians since the latter part of the
nineteenth century” is rejected. Rather, the position favoured is that advo-
cated by Golwalker in We, or the Nationhood Redefined (1939) that “Hindus
have always been the indigenous ‘children of the soil’ ” (Witzel 2006: 204).
Similarly, although scholars cannot point to any evidence that Rama was
worshipped in the first millennium C.E., many assert that sites now bear-
ing his name were places of pilgrimage and devotion as early as the fifth
century C.E. (Bakker 1991).
In the later part of the twentieth century, the Congress Party, which
had ruled India since partition in 1947, lost ground as the Bharatiya Janata
Party (Indian People’s Party, or BJP), a Hindu nationalist party, gained in
popularity. A movement, the Ram Janmabhumi (birthplace of Rama) cam-
paign, caught the popular imagination. It called for the rebuilding of the
Rama temple in Ayodhya, and the demolition of the Babri Masjid. Even
their political opponents were reluctant to oppose the BJP’s campaign,
arguing only that the temple should be re-erected without damage to the
mosque. In the 1989 General Election the BJP increased “its Parliamentary
seat total from two to eighty-eight” largely due to the Ram Janmabhumi
campaign (Rajagopal 2001: 14).
the gods on television 291
are very far from the radical plurality of images found in the Hindu tradi-
tion. It has been argued that “Doordarshan, by telecasting Hindu religious
serials day after day may provide an opportunity for the not-so organised
Hindus to amplify their religious identity” (Thomas and Mitchell 2005: 42).
Some of the fruits of this amplified Hindu identity are new, popular cul-
ture mediated religious practices; others, sadly, include anti-Muslim vio-
lence (of which the destruction of the Babri Masjid stands as the nadir)
and the marginalisation of all minority religions in India. From the point
of view of Western theorists of information technologies, this is logical.
Harvey has drawn attention to the ways in which “[w]e become what we
behold, and then in a dialectical turn-about, we make the world in terms
of what we have become” (Harvey 2004: 266).
Conclusion
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Hinduism and Hyper-reality
Heinz Scheifinger
Introduction
those who engage in the worship of deities are unaware of, or uninterested
in, the concept of Brahman. From many perspectives within Hinduism,
the image can certainly be used as an aid in the quest to gain apprecia-
tion of the formless Brahman, which, “though it is everywhere, it cannot
be seen” (Krishnananda 1994: 102, my emphasis).
In the case of Hinduism then, it appears that Baudrillard’s view that
those who use images are afraid to unmask them because this would
reveal the fact that there was nothing behind them, is inappropriate. It is
more apt to suggest that it would be a desirable goal for many Hindus to
be able to unmask the image because behind the image is the ‘opposite’ of
‘nothing.’ It is thus fair to say that it is necessary to be careful when consid-
ering Baudrillard’s idea of simulacra in the light of Hindu religious images.
Baudrillard does not entertain the notion that, owing to the unique way
in which individuals may perceive Hindu religious images as distinct from
other simulacra, it is possible that other variables might come into play.
In fact, Baudrillard’s theory of hyper-reality can even be read as a super-
ficial version of Advaita Vedanta philosophy. For Baudrillard, that which
we perceive on a daily basis is unreal and that which stands behind it is
the real. In Advaita Vedanta philosophy, even that is an illusion which,
ultimately, must be realised.
Baudrillard also makes a further claim that calls into question the appli-
cability of his ideas to Hinduism. In Fatal Strategies (Baudrillard 1988b:
200) he asserts that “gods can only live and hide in the inhuman . . . and
not in the human realm . . . [and that] . . . a human-god is an absurdity.” In
contrast to this claim, Hinduism has a long history of belief in avatars or
manifestations of God on earth in physical form and this belief is still very
popular today. A good example of a contemporary avatar is Sathya Sai
Baba who enjoys a huge worldwide following, but there are also countless
others who enjoy lower levels of popularity. For example, David Pocock
(1973: 98–99) writes that it is common that men are elevated to the “status
of godhead.” Furthermore, in addition to avatars, gurus in Hinduism are
also seen as being God (see Hutchinson 1996: 110; Juergensmeyer 1996)
(there is thus an overlap between an avatar and a guru). It is also impor-
tant to note that during the Hindu wedding ritual the bride and groom
‘assume a divine form’ and are worshipped by their family and friends “in
much the same way as deities are worshipped before their images in tem-
ples” (Fuller 1992: 30–31, my emphasis). In addition to these examples that
show that a ‘human-god’ is certainly not an absurdity in Hinduism, there
is the example of priests in some Hindu temples who, on one level at least,
actually become the god Shiva during worship (Fuller 1992).
306 heinz scheifinger
The way that some Hindus perceived and reacted to the afore-mentioned
1987–1988 televised serialisation of the Hindu epic the Ramayana provides
yet further evidence to suggest that gods and humans in Hinduism are
not mutually incompatible. This Hindu epic tells the story of Rama’s exile
from his kingdom, his quest to rescue his wife Sita from the clutches of
Ravana in Lanka, and his reinstatement as a righteous king. The televised
transmission was incredibly popular and even had the effect of causing
the principal actors and the gods that they were representing to become
intertwined in the minds of some viewers—something that Baudrillard’s
claim cannot accommodate. Because of this,
many of those who watched the series conducted themselves as if receiving
darshan in front of a murti. Some bathed, put on clean clothes and removed
their shoes before the transmission began. In some areas, a television set was
set up as the focal point of a shrine. It was draped in garlands, anointed with
the substances used in conventional puja rituals, and incense was burned in
front of the screen. After the transmission, prasad [sanctified offerings] was
distributed . . . (Beckerlegge 2001a: 92)
Therefore, ironically, although Baudrillard (1988b: 200) says that “a human-
god is an absurdity,” the blurring which occurred between actors and deities
meant that for some Hindus, the on-screen images projected by the actors
stood in for the real. This not only resulted in some Hindus worshipping
in a novel manner—it was also influential in other ways. As Carole Cusack
(this volume) shows, themes from the series were appropriated by Hindu
nationalist groups, its deified actors entered politics, and it led to an upsurge
in Hindu nationalism. Therefore, this popular rendering of the Ramayana
is a clear example of an exacerbation of hyper-reality within Hinduism.
The distinction between the actors and the gods that they played became
blurred and the televised series (unlike more traditional presentations of
the Ramayana) contributed to a rise in anti-Muslim sentiments. This shows
that Baudrillard’s general notion of simulacra is certainly worth holding on
to. This is despite the fact that it is necessary to discern different levels of
hyper-reality in order to identify the significance of new presentations of
aspects of religion, and that a consideration of certain of his ideas in the
light of Hinduism suggests that these ideas are not universal.
Religious Replications
In addition to the fact that some aspects of Baudrillard’s ideas are prob-
lematic when certain features of Hinduism are considered, the claim that
hinduism and hyper-reality 307
1
The temple has actually been rebuilt a number of times in the vicinity of the current
temple following repeated destruction.
hinduism and hyper-reality 309
Manuel Castells (2000) directly draws upon the ideas of Baudrillard and
explicitly asserts that the Internet has a special role to play in the for-
mation of hyper-real phenomena. The central feature of Castells’ theory
regarding the Internet and simulacra is his claim that the Internet gives
rise to a hyper-real environment—a view also held by Margaret Wertheim
(1999) who has written specifically on the nature of cyberspace. Whereas
the Internet and the Web can be easily defined, the emergent feature
of cyberspace is more elusive. The Internet is “the worldwide network
of networks” that “connects millions of computers . . . around the globe”
(Whittaker 2002: 196), which consists of the various interlinked com-
puters and other hardware and the software protocols that “govern the
exchange of data between machines” (Whittaker 2002: 4). Amongst other
services, the Internet hosts the Web, which refers to the huge number of
various interconnected websites. A concise definition of cyberspace is a
space “within the electronic network of computers” (Vasseleu 1997: 46).
However, there are a multitude of opinions as to the nature of this space.
According to Wertheim (1999: 39), cyberspace
. . . exists beyond physical space . . . cyberspace itself is not located within the
physicalist world picture. It is a fundamentally new space that is not encom-
passed by any physics equations . . . cyberspace is an emergent phenomenon
whose properties transcend the sum of its component parts . . . [It] is a ‘place’
outside physical place . . . Despite its immaterial nature, this realm is real.
In effect, Wertheim is asserting that cyberspace is a hyper-real place—it
is not physical yet it exists and can be inhabited by various phenomena.
The philosopher John Caputo also holds such a view, believing that cyber-
space constitutes a space which he explicitly refers to as being ‘hyper-
real’ (Caputo 2000: 67) because it undermines materialism and “deprive[s]
the material world of its rigid fixity and dense and heavy substantiality”
(Caputo 2000: 76).
Castells outlines a Baudrillardian theory of simulacra and then consid-
ers this environment in greater detail. He asserts that “there is no separa-
tion between ‘reality’ and symbolic representation” (Castells 2000: 403)
but wishes to make it clear that although communications technologies
and simulacra do go hand in hand, this has always been the case and has
not just arisen as a result of electronic communication. Castells claims
that “all realities are communicated through symbols [and] in human,
interactive communication, regardless of the medium, all symbols are
hinduism and hyper-reality 311
Images of Hindu Deities are widely available on the Internet. They can be
found on, for example, websites dealing with Hinduism in general (from
an objective/academic perspective or from a Hindu perspective), websites
representing specific traditions within Hinduism, or the websites of Hindu
temples or institutions. The images are often generic depictions of uni-
versal deities which are not associated with a specific location. However,
there are also many images online (projected, for example, via a webcam)
of particular murtis at physical places. It is the latter that I shall consider
here because a direct comparison can be made between the perceived
status of these online replications and their original counterparts which
can clearly illuminate possible significant differences. This is not the case
regarding generic images of universal deities which do not a have a single
corresponding image in the physical world.
Although an original image in a Hindu temple is already a simulacrum,
it is possible that whereas this image is secure within a referential con-
text, the image replicated on the Web is far removed from this context
and becomes even more hyper-real. This is something that can be inves-
tigated despite the points that I have made which call into question the
applicability of certain Baudrillardian ideas when Hinduism is taken into
account. For example, I have demonstrated that Baudrillard’s theory of
simulacra cannot recognise that Hindus hold different views as to the
nature of images of deities. But, if the different views held by individuals
are taken into account it is then possible to gauge whether or not, to the
holders of these views, online images of Hindu deities are more hyper-real
than their offline counterparts.
Because darshan is a central feature of Hinduism, when considering
the nature of images of Hindu deities online it is crucial to assess the
extent to which these images can allow for darshan to be experienced by
hinduism and hyper-reality 313
irrelevant. And, as Smith (1993: 161) points out, it is even possible for such
Hindus to “remember that it is all . . . maya, without substance.”
Conclusion
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318 heinz scheifinger
Introduction
1
Internet site, http://www.witness-pioneer.org/vil/Books/Q_LP/ch4s3pre.htm#Singing.
Accessed 13/07/2011.
muslim youth, hip-hop and the homological imagination 323
of traditional Islamic music. Having said this, there are also significant
attempts by Muslim hip-hoppers to ‘Islamise’ hip-hop performance.
Our deen is not meant to be rocked! . . . I see these so-called Muslim sistas
wearing a hijab and then a boostier [sic], or a hijab with their belly-button
sticking out. You don’t put on a hijab and try to rock it! Or these brothers
wearing Allah tattoos, or big medallions with Allah’s name—Allah is not to
be bling-blinged! Banjoko. (Aidi 2004: 122)
The notion of Islamic hip-hop therefore emerges as an attempt by Muslim
hip-hoppers to reconcile themselves with Islamic religious requirements
in music. It is adopted amongst Muslim youth who believe that hip-hop
can be compatible with one’s Islamic convictions. The term ‘poetic jihadis’
is not arbitrary. Notwithstanding the apparent tension between hip-hop
and Islam, many Muslim hip-hoppers tend to couch their craft within
the rubric of the Islamic tradition (Alim 2006a; Mandaville 2009). Suad
(2007) stresses that poetry has an exalted place in pre-Islamic Arabia that
confers on its practitioners social status and symbolic power. A continu-
ity of this longstanding tradition is found in the Qur’an which is viewed
by Muslims of all ages as a text of superior linguistic pedigree. In fact,
Prophet Muhammad was reputed for his use of poetry as a missionis-
ing tool. Seeking to emulate the Prophet, who is regarded as endowed
with the tools that are deemed most appropriate in engaging his audi-
ences, hip-hoppers utilise the rhymes and idioms of Islamic symbolism
to engage the youth of today. As one prominent former hip-hopper,
Napoleon, handsomely puts it, “Moses was sent with magic, Jesus with
medicine, and Muhammad with poetry” (Suad 2007: 130). In this light,
Muslim hip-hoppers thus see themselves as progeny of the ‘Muhammadan
mission’.
It is essential that this study trace the nascence and evolution of the
poetic jihadis in light of the influential black civil rights movement of the
1950s and 1960s. I posit that the emergence of the poetic jihadis as a social
group is intertwined with the birth of versions of Islam that arise from a
particular facet of protest culture. This section argues that it is important
to contextualise the surfacing of strands in Islamic thought and practice,
as seen in the form of the Nation of Islam (NOI) and the Five Percenters.
Their emergence has to be examined against the backdrop of the black
civil rights movement that sought to address the ‘innermost concerns’ of
324 kamaludeen mohamed nasir
the blacks and to provide them with ‘a survival kit’ (see below) against
economic marginality and political discrimination.
In the case of black culture, protest [is] inspir[ed by] the people’s innermost
concerns. Needless to say a protest culture such as we have in the major
urban black centres is also in important psychological respects a survival
kit. It also suffers from too shamelessly [sic] a preoccupation with certainty
and the need for the elimination of ambiguity. It would be a serious cultural
tragedy if this protest culture should lose touch with traditional African cul-
tural forms. It should continue to enrich itself from this source in its specific
idiom. On the other hand, some strands of the current urban black culture
are absorbed from the black experience, notably in the United States and
post-colonial Africa (Manganyi 1982).
As Cornell West (2001: 142) evinces in his treatise Race Matters, “the
basic aim of black Muslim theology—with its distinct black supremacist
account of the origins of white people—was to counter white supremacy.”
Muslim hip-hop culture was therefore born in the age of segregation and
institutionalised racism, serving the function of a social critique against
the unemployment and lack of attention experienced by a particular eth-
nic group.
This chapter will lay bare the presence of a hyper-real religion by pur-
suing West’s proposition. This will be done by tracing the evolution of
Islamic rhetorical devices, metaphors and imageries within a popular cul-
ture of Black Nationalism and black protest which had in turn spawned
new ideologies. As black music entertainers incorporate aspects of the
protest movement into their music, the conceptions of their protest take
on more overtly religious features. For example, the song “Bring The Noise”
by Public Enemy lauds the NOI leader, Louis Farrakhan, as “a prophet
and I think you oughta listen to what he can say to you.” Another Five
Percenter, Nas, also dedicates a song to Farrakhan in his Untitled album
(Miyakawa 2005). Hence, hip-hop culture becomes the hyper-real medium
through which the promotion of black awareness, identity construction,
as well as defiance against explicit discrimination and marginalisation are
expressed.
You don’t wanna come here sit ’n’ listen to Farrakhan for two hours, that’s a
little bit too much. But turn on the box and the [Public Enemy] are getting
to you with the Word, and whities sayin’ ‘Oh, my God, we gotta stop this’!
But it’s too late now, baby! When you got it—it’s over, when the youth got
it—it’s over . . . the white world is coming to an end (Farrakhan 1989, cited
in Gardell 1996: 68).
muslim youth, hip-hop and the homological imagination 325
Because of its circular nature it can stop and travel in all directions at speeds
of thousands of miles per hour. He said there are 1,500 small wheels in this
Mother Wheel, which is a half mile by-a-half-mile. This Mother Wheel is
like a small human built planet. Each one of these small planes carry three
bombs . . . That Mother Wheel is a dreadful looking thing. White folks are
making movies now to make these planes look like fiction, but it is based
on something real. The Honorable Elijah Muhammad said that the Mother
Plane is so powerful, that with sound reverberating in the atmosphere, just
with a sound, she can crumble buildings (Farrakhan 1996).
The NOI and Five Percenters’ hyper-real theologies and jargons are con-
flated with many terminologies from the Muslim tradition. For the Five
Percenters, Harlem is ‘Mekkah’, Brooklyn is ‘Medina’, Queens is ‘the
Desert’, the Bronx is ‘Pelan’, and New Jersey is ‘New Jerusalem’. As men-
tioned, the beliefs of the Five Percenter hip-hoppers are often codified in
their lyrics. For example, the phrase ‘whassup G’ refers to another black
male adherent as ‘God’, not ‘Gangsta’ as is often believed. In addition,
popular hip-hop slang such as ‘represent’ and ‘break it down’ can also
be traced to the influence of the Five Percenter hip-hoppers. So too can
the popular hip-hop expressions ‘word’ and ‘peace’; the expression ‘peace’
originates from the Moorish Science Temple, an Islamic precursor to the
group (Fauset 2001: 42). ‘Word’ is an exclamation of the Five Percenters’
affirmation of truth identified in the statement of another God (Nuruddin
1994). As will be shown in the following sections, these Five Percenter
terminologies and the combative style of ex-NOI Minister, Malcolm X’s
“jihad of words,” are reproduced throughout the hip-hop ummah beyond
the context of the Five Percenters and NOI.
The song above, by a Danish Muslim hip-hop group, demonstrates how the
complexion of the genre has mutated and how it is appropriated beyond
its African American origins. It also illustrates the inversion of the term
‘G’ by a non-Five Percenter hip-hop group. Its usage here is closer to the
‘Gangsta’ insinuations, which is an innovation upon the original reference
to the Five Percenters’ ‘God’. Whilst maintaining the symbol as popular
hip-hop jargon, the term has thus been done violence to, removed from
its theological origins and even decentered from its African American
roots. In this instance, it ceases to refer to the struggle of the blacks in the
streets, and has instead mutated into a term of reference and a rallying cry
among young Muslims who feel under siege the world over.
There is a decentering of the understanding of the hip-hop generation
as defined as “those young African Americans born between 1965 and 1984
who came of age in the eighties and nineties and . . . share a specific set
of values and attitudes” (Kitwana 2002: 4). However, as Kitwana has per-
ceptively observed, six major driving forces have been indispensible in
fuelling the hip-hop generation—“the visibility of black youth in popular
culture, globalisation, the persistent nature of segregation, public policy
surrounding the criminal justice system, media representations of black
youth, and the general quality of life within the hip-hop community”
(McMurray 2007: 76).
Hip-hop music in the contemporary scene is hence used by diverse
social groups who find themselves at the margins of society. In the con-
text of this study, hip-hop’s social commentary and confrontational style
lend a voice to Muslim youth who utilise ‘hip-hop activism’ as a vehicle
to assimilate into mainstream society on one hand or, on the other hand,
to create an alternative identity of the Other. In the post September 11 era
of increased ‘Islamophobia’, hip-hop has also been used to battle public
misconceptions of Islam as well as to articulate everyday injustice faced
by Muslims locally or globally.
It’s about speaking out against oppression wherever you can. If that’s gonna
be in Bosnia or Kosovo or Chechnya or places where Muslims are being
persecuted; or if it’s gonna be in Sierra Leone or Colombia—you know, if
people’s basic human rights are being abused and violated, then Islam has
an interest in speaking out against it, because we’re charged to be the lead-
ers of humanity.
Mos Def (Aidi 2004: 110)
Inspired also by African American hip-hoppers from a Sunni Muslim
background, such as Mos Def, Islamic hip-hop in the US today is increas-
muslim youth, hip-hop and the homological imagination 329
importantly ourselves about this beautiful deen and way of life. We hope
we are able to perfect it so that it eventually becomes an alternative to the
negative, material based hip-hop on the airwaves today.
The Brothahood (Saeed 2008)
Management of the tensions between hip-hop and Islam through the
incorporation of the nasheed element has enabled some Muslim youth,
who had considered music as haram and un-Islamic, to take a more sympa-
thetic view of hip-hop groups like The Brothahood. In addition to express-
ing their everyday religiosity, tracks from The Brothahood talk about their
piety in Australia post September 11, reminiscent of a growing trend in
global Muslim hip-hop groups (also seen in Britain’s Mecca2Medina and
America’s Native Deen). The group articulates a diverse array of issues
related to migration, xenophobia, media prejudice, Islamophobia and the
exclusionary treatment exacted upon Muslims in the name of national
security, whilst also exerting their rights to citisenship in Australia. These
result in the production of socially conscious tracks like ‘The Silent
Truth’.
From beer I refrain, prayers I maintain
Can’t get on a plane without copping all the blame
People can’t you see that we are all the same
Children of Adam but playing the blame game
It’s a shame, and that’s the damn well truth
If I hear another word I’m going to cut your ass loose
News got you scared that I’m going to knock out your tooth
So gullible, you believe in mother goose
How cute, but that doesn’t make it right
Australia is mine too so I’m going to put up a fight
You want to send me back? Yo send me back where?
Australia is the place where I let down my hair
you don’t care, but that’s in your nature
they find an excuse they can to rate and then hate you
The Brothahood, ‘Silent Truth’ (http://www.musicsonglyrics.com/the-silent-
truth-lyrics-the-brothahood.html)
In essence, hip-hop as appropriated by the poetic jihadis is an attempt to
reconcile two seemingly colliding cultures. It is a rebellion against both
the exaltation of misogynous and Afrocentric themes in hip-hop, and the
conservativeness of Islamic music such as the nasheed. As hip-hop culture
undergoes an ‘Islamisation’ process when appropriated by this segment
of Muslim youth, the lyrics remain devotional although they incorporate
a heavy dose of social reality. It is interesting however, that despite the
muslim youth, hip-hop and the homological imagination 331
Banjoko, among the female hip-hop fans the place of Islamic dress codes
in such a musical genre has been increasingly debated.
I don’t believe in conforming to what TV says hip-hop is about . . . Hip-hop is
a “very misunderstood art form,” often highlighted in the media as “a form
of threat or negativity.” But vice can be found everywhere, it doesn’t take
hip-hop to promote violence, sex or drugs . . . Hip-hop culture is merely an
art form to be appreciated, especially for those with talent and passion. I’m
a practising Muslim and hip-hop has not done anything to change that.
Shakirah (cited in Anon 2003)
Shakirah, the co-founder of www.sghiphop.com, performs in gigs in
Singapore and Malaysia organising hip-hop events and running a hip-hop
store called The Cube. However, her fascination with hip-hop does not
extend to the fashion associated with it. She avoids body-hugging tops,
opting instead for long-sleeved shirts, slacks and the hijab (Anon. 2003).
The second process aims at mainstreaming the hip-hop jargon to give
it more conventional and ‘authentic’ connotations. These interpretations
are made to satisfy Sunni Muslim requirements, or at other times they are
decentered to refer to a plurality of religions, as in the case made above on
the appropriation and transposing of various hip-hop idioms to unravel
a global and inclusive interpretation. Muslim or ‘Islamic’ hip-hop, from
its NOI and Five Percenter beginnings, has been co-opted from a move-
ment that is subversive within the domain of Islamic theology to a more
consumerist and palatable medium through which to voice Muslim youth
discontent. Turning theological symbols on their heads, Muslim hip-hop
culture can be seen as a social movement aiming not only to promote
multicultural living but also to project a ‘real’ Islam into hip-hop through
the infusion of elements of nasheed and Islamic devotional music. Hence,
having begun as a challenge to the supremacy of the white over the black
man, hip-hop is repositioned as a global movement for Muslim youth of
the September 11 generation.
The consumption of hip-hop culture among Muslim youth exhibits
a significant degree of homological imagination. This is most evident
if we examine the evolution of hip-hop idioms. Language structures
an individual’s perspectives of the world and functions as the vehicle
whereby these worldviews are communicated. The contribution of hip-
hop and the African American experience is to impart to urban minor-
ity youth “a cultural vocabulary and historical experience with which
to bond and from which to draw elements for local repertoires of resis-
tance” (Aidi 2004: 119). In this instance, the popularity of hip-hop culture
muslim youth, hip-hop and the homological imagination 333
What Kitwana (2002) has correctly identified as the main forces driving
the hip-hop generation are also the primary factors fuelling the homo-
logical imagination in the hip-hop ummah. The advent of globalisation
and the continued visibility and representation of black youth in popu-
lar culture and the media resonate with the sense of alienation felt by
young Muslims, and is further reinforced by what is perceived as a prej-
udiced criminal justice system and the concerns of living in an age of
Islamophobia. Hence, as this chapter has demonstrated, there is a fusion
between the hyper-real religious nature in which Muslim hip-hop origi-
nates and the mental structures of its contemporary global Muslim youth
practitioners which has resulted in a double state of hyper-reality.
Conclusion
ummah have bridged the gap between the seemingly colliding genres of
nasheed and hip-hop with the notion of jihad as central to their endeav-
ours. Inadvertently, a double hyper-realisation occurs as the producers of
mainstream Muslim hip-hop seek to maintain the Five Percenter lexicon
whilst also subverting elements of it. Hence, lyrics within hip-hop music
not only document struggles with the non-Muslim Other, but are also part
of sartorial strategies of resistance within the religion itself. What is indeed
ironic is that the quest for religious authenticity and justice further adds
to the hyper-real nature of the endeavour. For the everyday consumers of
popular Muslim hip-hop, the entry of the Muslim hip-hop jargon into the
hip-hop landscape can thus be seen as what Baudrillard has termed “a
carnival of signs” (Sweetman 2000; Fisher 2002).
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Playing for Christ: Christians and Computer Games
Lauren Bernauer
Introduction
In recent times there have been outcries against the media content and
imagery that society (and especially its children) is exposed to. As a result
of these concerns over violence, sexual explicitness, and narratives that
promote an interest in the occult through a hyper-real religious process,
as well as of a desire for media that praises their God, devout Christ-
centred Christians have been creating and producing their own version
of popular mainstream culture. Most notable is their music scene, which
finds Christian versions of Heavy Metal, Rock, Pop, Rap, Country and
many more genres being performed, recorded, and sold to a Christian
audience. While their music has been particularly prolific, there are other
popular culture media being similarly converted for Christian consum-
ers. This phenomenon has also been recognised in the satirical comedy
of The Simpsons, with the episode “Thank God it’s Doomsday” parodying
the famous Left Behind books and films (Payne 2005), and “Alone Again,
Natura-Diddily” in which both Christian music and Christian computer
games make appearances (Maxtone-Graham 2000). Research on this phe-
nomenon of Christianity’s engagement with popular culture has mostly
been concerned with some of its more prominent manifestations, such
as the music scene (Romanowski 2005) and Left Behind (Frykholm 2005).
Also, John Walliss (this volume) has written a chapter on the Christian
response to role-playing games, which is often viewed as quite negative.
Like Walliss’ contribution, this chapter examines the Christian response
to another ‘geek’ hobby which, rather than remaining niche, has become
mainstream: computer gaming. Instead of viewing computer games in a
wholly negative light, and wishing to ban them altogether, Christ-centred
Christians are creating and publishing their own video games. The founder
of the Christian Game Developers Foundation and creator of Catechumen,
Reverend Ralph Bagley, has stated:
[s]imply forbidding our children from playing video games is not the
answer . . . We have to give them quality alternatives that match the excite-
ment of secular games while promoting Christian values—without the vio-
lent or sexually explicit content. (Davis 2005)
340 lauren bernauer
In light of the growth of the gaming industry and continuing concern over
the impact of computer games, especially those that could lead to a non-
Christian hyper-real religious phenomenon, this chapter will examine
the way Christian groups have appropriated mainstream games and con-
verted them into entertainment that they consider doctinally and morally
acceptable. In addition, this chapter considers websites that have been
created to review mainstream games in light of their potential appropri-
ateness for Christian consumers, and also groups of Christians that play
online games and the sets of rules they impose upon themselves and their
guilds while engaging in this activity.
Computer games have been a leisure pastime within Western society since
the 1970s, when arcade games began to make an impact on the hobbies of
children and teenagers. Even at this early stage there were concerns about
game content, with Exidy’s DeathRace2000 being deemed by the general
public to be unsuitable for consumption, and suggestions that violence in
arcade games caused the rise of violence in everyday life (DeMaria and
Wilson 2002: 27–28). In the late 1970s and early 1980s, video games entered
households through gaming consoles such as the Atari 2600, Nintendo
Entertainment System (NES) and Commodore 64. As technology pro-
gressed, video games became playable on the personal computer, which,
over the years, has created a divide between video game consoles and
computer gaming (Bray 2008). As an overall genre of entertainment the
gaming industry is extremely successful, with its annual revenue exceed-
ing that of Hollywood films in 2004 (Lynch 2005: 52).
Fueled from the beginning by parental concern, the controversy over
video and computer games has grown in recent years, with questions
raised as to whether violence in popular games is desensitising the players
(often presumed to be children), or even creating killers (Grossman 2009:
316–320).1 After the Columbine High School massacre, the fact was publi-
cised that both Eric Harris and Dylan Klebold played Doom, a first-person
1
Computer games are by no means the only media to be criticised for corrupting and
desensitising the younger generations. Concerns were raised over violent movies after the
under-age murderers of James Bulger claimed they were inspired by Child’s Play 3. There is
also the issue of violent music, most notably rap, and the response to Ice-T’s Cop Killer and
concern that it would lead to listeners to be violent towards the police (Ferrell 1998).
playing for christ: christians and computer games 341
shooter (FPS) game, and this was followed by the unfounded rumour
that they had created a map of their school in the game and rehearsed
their horrific plan (Gilbert n.d.). In Britain there was also the accusation
that Warren Leblanc, who brutally murdered Stefan Pakeerah, owned the
violent game Manhunt and was obsessed with it, and that this obsession
led to the gruesome killing (BBC News 2004). Investigators later reported
that they did not find a copy of the game in Leblanc’s possessions, but
rather that his victim, Pakeerah, owned a copy (Fahey 2004). Some activ-
ists against violent games, such as disbarred United States attorney Jack
Thompson, go to great lengths to tie violent crimes to the circumstance of
a criminal having played video games, especially first-person shooters:
[o]n those rare occasions when a student opens fire on a school campus,
Thompson is frequently the first and the loudest to declare games respon-
sible. In recent years he’s blamed games such as ‘Counter-Strike’, ‘Doom’
and ‘Grand Theft Auto III’ for school shootings in Littleton, Colo., Red Lake,
Minn. and Paducah, Ky (Benedetti 2007).
In the aftermath of the Virginia Tech massacre, Thompson proclaimed
that Seung-Hui Cho had trained in the game Counter Strike even before
Seung-Hui Cho’s identity had been linked to the crime (Benedetti 2007).
Thompson also intended to bring a lawsuit against the makers of Manhunt
on behalf of Stefan Pakeerah’s family (Fahey 2004).
While there are concerns over game addiction, chiefly brought to the
fore in connection with the Massively Multiplayer Online (MMO) game
World of Warcraft, violence is the predominant moral issue raised con-
cerning games. Countries such as Germany and Venezuela have banned
violent games, and Australia has not introduced a R18+ rating for games,
resulting in popular titles such as the zombie apocalypse first-person
shooter Left 4 Dead 2 being banned, or in game producers having to
modify and reduce the impact of certain aspects of their games (Colwill
2009). Other concerns such as drug use or sexual themes are often aired,
but violence remains the main concern for critics of computer and video
games. Christian game developers therefore emphasise this issue when
promoting their games as a moral and safe alternative to mainstream
games (Davis 2005).
The concept of hyper-reality is also quite important, as the absorption
of players into the game world is controversial, as it has been important
in other areas of popular culture:
[t]here is much debate in our time about the effects of entertainment upon
consciousness, personality and behavior. Our analyses can cast light on this
342 lauren bernauer
[b]asically, what we were doing was taking the garbage out and putting
Bible content in. That’s the whole reason for the company to begin with.
We marketed almost 100 percent into the Christian bookstore market, not
through secular channels. It took a while to get in. We got picked up by
Focus on the Family, which gave us pretty much of an industry okay (Kent
2001: 399).
While most of their games just borrowed elements from the popular titles,
Wisdom Tree also produced a clone of a game from the Castle Wolfenstein
series, Wolfenstein 3D. Changing the models in the game, Wisdom Tree
converted the original scene from a castle full of Nazis that the player
must shoot and kill while hunting for Hitler, to Noah’s Ark, where the
player must slingshot food at animals to pacify them. Super 3D Noah’s
Ark was the only unlicensed game for the Super Nintendo Entertainment
System, successor to the NES (Kent 2001: 400). Wisdom Tree was the main
Christian video game developer during these early years, but with game
technology moving toward computers, the creation and production of
Christian games declined.
Due to the trend to personal computers, the Christian games industry
stalled for a while, as it no longer had the aid of a set-up company. Wisdom
Tree had flourished because it already possessed the game designers and
experience to build upon when the company took a different direction with
its game content. However, by the early 1990s the company had essentially
gone out of business; even now they only reproduce their old NES games
for computers. A few years later, however, there were Christian games
being developed for the home computer, with one of the notable ones
being N’Lightning Software’s Catechumen, essentially a game like Doom,
but one in which there is no gore, and the player wields a sword rather
than a gun. The aim of the game is to fight and destroy minions of Satan
who are in the tunnels under second-century Rome, and to purge the evil
from Roman soldiers, leaving them penitent and praying to God. While
the game does have its own story, it follows in the footsteps of Wisdom
Tree by drawing upon mainstream game titles. This trend has continued
throughout Christian game design, with Virtue Games’ Nacah and Isles of
Derek drawing upon the popular Myst and its sequel Riven, as mystery and
puzzle solving adventure games (Namma 2005).2 More recently there has
2
The creators of the Myst series were devout Christians, and there are Christian reli-
gious themes in the game, though they are quite subtle (Pearce and Artemesia 2009: 73).
It can be assumed that the subtle nature of the message in the games was not enough for
344 lauren bernauer
the Christ-centered designers, who instead created their own version of the game with an
explicit Christian message.
3
It should be noted that Jack Thompson spoke out against Left Behind: Eternal Forces
due to the violence in the game (Zach 2006).
playing for christ: christians and computer games 345
4
The issue of video game violence could be viewed as more likely linked to children
playing games that are not age-appropriate, rather than to the apparent violence in any
particular game.
playing for christ: christians and computer games 347
other score is an overall game score, which rates five aspects, such as the
game play, graphics and general stability of the game. These scores are
placed at the end of a long review of the game, but because appropri-
ateness is broken down into five different categories, a game that scores
badly in only one area can potentially receive a reasonably good score
out of one hundred. The following review of X-Men Origins: Wolverine is
an example.
Do me a favor and don’t buy this for your kids. And some of you may want
to think twice about buying it for yourself too. With that out of the way, let’s
get into why. Blood is heavily used during battle, which gushes and splashes
and the screen also gets a nice dose on it during messy kills. Gory dismem-
berment and decapitation is used a lot, the numerous finishers can and
will look downright savage, arms and legs are broken, and heads are blown
off using the enemies own weapons . . . There is some crude language and
profanity here and there (s--- and a-- mainly), but it isn’t used that much.
Some tight clothing is shown on female characters as well. Mystique and
some mutant female enemies don’t wear clothing, but look like they have a
skin-tight suit which, intentional or not, has at least some sex appeal, so it’s
worth watching out for (Keero 2009).
Despite the author saying that this game might not be worth purchasing
due to inappropriate content, the game receives a score of seventy-six in
the appropriateness category. For, while it gets zero out of ten for violence
and four out of ten for language, the game was given ten out of ten in the
areas of ‘Occult/Supernatural’ and ‘Cultural/Moral/Ethical’ (‘Nudity and
Sexual Reference’ received eight). Thus arrived at, the score of seventy-six
out of one hundred is quite misleading, as according to the reviewer, the
game is not at all appropriate for the audience reading this review. While
there is a brief outline of the game at the beginning of the review, it is
not visually prominent, and does not give a rating of the game or warning
about its content. Not all of the reviews have even this initial outline.
Another website, Guide 2 Games, begins its review with the level of
appropriateness, and rates games as either ‘Squeaky Clean’, ‘Some Issues’
or ‘Strong Caution’. Unreal Tournament 3, a similar game to Wolverine with
regard to violent content, receives, due to its violence, a ‘Strong Caution’
rating with a small explanation as to why:
[t]he heart of this game is violence, so be advised as to what you are getting
into. Also, there is a lot of swearing that stops short of f***. There is female
cleavage present in a few characters during the game (Summers 2009).
Under this rating system, it is easily identifiable that the game is consid-
ered inappropriate, and why. Though the ‘Strong Caution’ section of the
playing for christ: christians and computer games 349
review might be small for this game, others receive long, detailed explana-
tions. Like Christ Centered Gamers, Guide 2 Games provides a substantial
review of a game overall, but they display clearly their rating of a game
regarding its levels of violence, sexual reference, the occult and other wor-
rying content. While not all its reviews have this clear rating, the older
ones include a numerical score for different categories at the beginning of
the review—one category being ‘Christian Rating’. On Guide 2 Games, the
game Okami, which is about the Japanese goddess Amaterasu, receives
“2 of 5 (poor)” for its Christian content (Josh 2008).5
These two websites review games and publish their results in differ-
ent formats, but they both show that there are Christ-focused Christians
playing violent, ‘morally dubious’, mainstream games. Left4Dead, an
online zombie apocalypse first-person shooter, receives ‘Strong Caution’
on Guide 2 Games. The concluding remarks of the review state:
Left4Dead is an extremely satisfying and fun game, especially if you get
together and play with friends. However, the violence is extreme, and you
very well could hear a lot of profanity if you play online. If you can handle
the above mentioned content, then you are in for the ride of your . . . un-life.
(Link 2009)
It is clear from this review that these Christians enjoy playing these types
of games and later discussion will show that they do not see the prac-
tice as interfering with their faith and relationship with Christ. The Christ
Centered Gamer website, while including reviews of numerous games,
also serves as a place for devout Christians6 to find people with whom
to play these cooperative multiplayer games. ChristianGameServers.com
hosts servers for these games to be played on, and they advertise hosting
both Team Fortress 2 and Unreal Tournament 3. Both of these are purely
Player versus Player FPS games, meaning that when you shoot an oppo-
nent you are shooting a character being played and controlled by another
human being, the main objective of these games being to shoot and kill
the opposition. While Team Fortress 2 is an entirely team-based game, and
While Okami received an M classification rating by the Office of Film and Literature
5
Classification, the only listed concerns are “Moderate Fantasy Violence and Moderate
Sexual References.” This listing clearly does not address Christian issues with the Shinto
and non-Christian spirituality evident in the game.
6
While the Internet is a place of anonymity and anyone might choose to play within
the community this website fosters regardless of their religion or level of devotion, the
website does pitch itself at devout Christians and bears the self-created label of “the ulti-
mate Christian gaming site.”
350 lauren bernauer
the Unreal Tournament 3 server that the Christian Game Servers website
runs is a team based map (and thus the team play and cooperation con-
cepts in both these games may be advanced as positives), the main objec-
tive is still to kill the ‘enemy’.
The use of the occult category also raises an interesting question as to
why engaging in those actions that are ‘un-Christian’ is so problematic. If
the game is purely fantasy and has no impact on the real world then there
should be no need for concern. But given the nature of hyper-reality within
the gaming genre, playing games that have strong occultic overtones is
considered dangerous because it is not truly a fantasy, non-real, world in
which the player’s actions are taking place. The players are engaging with
‘evil’ supernatural forces and in some games, actually performing sorcery
or devotion to Pagan deities. Doing this in a game is as real as actively
participating in rituals at a non-Christian religious festival—there is no
true distinction between the actions performed in the game and those
occurring in the physical world, this lack of distinction creating an hyper-
real religious phenomenon. The reason Christian-developed computer
games are perceived to be necessary, is that rather than having the players
absorbed into a new world and there performing occultic, satanic acts (as
in the Harry Potter franchise games), or engaging in violence and overtly
sexual behaviours (as in the Grand Theft Auto series), they can instead be
active in a hyper-real world where they perform Christian deeds, do God’s
work and save people’s souls—the concept being that performing these
these actions in the game is just as important as doing them in ‘real life’.
Aside from these purely Player versus Player games, Christ-focused
Christians also play other online games, like World of Warcraft and other
Massively Multiplayer Online role-playing games. Groups or ‘guilds’,
formed around their religious devotion, share ideals about players’ con-
duct. One such group is the Tribe of Judah who play numerous games,
and maintain World of Warcraft and Warhammer: Age of Reckoning guilds
for their members. As many of these online games have opposing factions,
Tribe of Judah hosts guilds on both sides. These guilds have guidelines
that all members need to respect and obey, such as not using profanity,
playing with a family member who is over eighteen (and also in the guild)
if underage, and playing well with those in other guilds. They also have a
propensity to proselytise:
Section 5: Witnessing & Encouragement
encourage v.t. to give courage or confident [sic] to; to raise the hopes of; to
help on by sympathetic advice and interest; to advise and make it easy for
playing for christ: christians and computer games 351
mission field. Just please don’t create your own little groups of Christians in
these games—reach out! (Andy 2005, comment by Tim).
Other comments on this particular blog post also talk of using gaming
as a means of witnessing to non-Christians or lapsed Christians, and this
seems to be the main positive aspect that these devout Christians find
in playing large scale mainstream games. This aspect does not apply to
the games they can only play in small groups (such as Team Fortress 2
and Left4Dead), but in the MMOs, conversion, witnessing and mission are
raised as regular topics, because while Christ-focused Christians play they
come into contact with those who either do not share their faith, or do
not believe in it as passionately as they do.
In spite of the gamers’ claims of using this contemporary medium to
proselytise, there are those from within their faith who are critical of their
involvement with computer and video gaming. With the recent media dis-
cussions about addiction to games (specifically World of Warcraft) and
Internet and game addiction recovery programs (Associated Press 2009),
there are concerns in the Evangelical and Christ-centered communities
that involvement with gaming can interfere with a person’s faith and
devotion to Jesus and God (Jindra 2008: 207). There is apprehension that
the games are becoming an idol, and that Christian gamers are using the
idea of gaming being a mission and opportunity for witnessing to dismiss
that criticism.
We pour our money into new computers, new games, monthly subscrip-
tions, and hours and hours of time to feed our fleshly desires.
While I will admit that some may reach a lost soul here or there by play-
ing video games with them, I’d be FAR more worried that it’s just an excuse
we’re making so we can play our games for thousands of hours and not feel
guilty because we’re not out meeting real needs for real people in the real
world. Why do I say this? Because this is a beast inside me that I have to
beat down all the time. I know the excuse, I know the temptation, and it
scares me to death.
Seek first His Kingdom and His righteousness! All these other things will
be given to you. Don’t be caught up in a world which isn’t even a world.
(Andy 2005, comment by jwise).
This comment represents those Christ-focused Christians who have
embraced gaming but realise that there can be harmful side-effects not
only in the content of the games (which Christian critics mostly focus on),
but in spending too much time engaging with them, something numerous
critics of gaming discuss. While there are religious and spiritual overtones
to the above comment, it could also be viewed as representing people
playing for christ: christians and computer games 353
who are not devoutly Christian or religious, but can relate their own expe-
riences of spending too much time playing computer games rather than
living life. While there are those who can see the detrimental effects of
spending too much time with computer and video games, there are many
in the gaming community who do not. While Christian gamers face the
same involvement issues as non-religious gamers, they must also address
a spiritual side to their potential ‘addiction’. Instead of evaluating just the
real world physical and social aspects of their lives being impacted by their
gaming—as would be the primary concern of non-religious gamers—
the Christian gamers also need to evaluate the impact their time gaming
is having on their own spiritual welfare, not just on that of those they are
trying to reach.
Jwise’s comment also connects with hyper-reality, even though he obvi-
ously rejects the notion of these virtual worlds having potentially great
importance to certain people and their faith. Heath, in his adventures in
World of Warcraft, demonstrates how the seemingly non-real world can
impact faith. Heath’s experience and sermon within the game world shows
that it has a real importance to him and his faith. By witnessing to other
gamers in the virtual reality of their chosen game, they are doing their
work as Christians, and getting the Word out to non-believers. That mis-
sionising is as real to them as if it were occurring in the physical world.
Conclusion
Video and computer games have been part of Western society for many
years now, and their popularity is growing. Yet there remain numerous
concerns about the content of the games. Primarily these focus on the vio-
lence, sexually explicit clothing, and the un-Christian behaviour of some
of the characters in the games. Realising that they cannot simply ban
children from playing computer and video games, Christian groups have
been creating Christ-centered games, encountering, however, numerous
problems.
The primary issue is that these Christians view games as something for
children (despite numerous studies suggesting the average age of gam-
ers is well into adulthood), and this essentially limits the kind of games
Christian companies produce. Christian computer games are aimed at chil-
dren in an attempt to encourage children to play these games rather than
mainstream ones. Yet they cannot really compete with the numerous chil-
dren’s games available in the mainstream market, as Christian companies
354 lauren bernauer
do not have the same level of financial backing as the mainstream game
companies have and the Christian games are bound by their religious and
moral messages. Christian game developers state that there needs to be a
non-violent moral alternative to mainstream games, but they do not take
into account that age recommendations and classifications are not being
adhered to when children are given games to play (boyoftomorrow 2006).
While Christ-centered Christians may also have concerns about non-
violent aspects of mainstream children’s games (such as the Darwinian
evolutionary nature of the creatures in Pokémon) this is not spoken about
in public messages (such as the video from the Christian Game Developers
Foundation). Rather it is mainstream games’ violent and sometimes sexu-
ally explicit nature that is discussed, in order to recruit non-Christians to
play Christian-developed computer games.
Christian games also fail to include co-operative play, a core compo-
nent of numerous popular mainstream titles. Computer and video gaming
is becoming a group activity both through consoles and online play, but
Christian computer games are yet to incorporate this aspect. Christian
music gives Evangelical teenagers the means to listen to contemporary
styles of music and thereby engage, in a sanctioned way, with normal
teenage behaviour and customs (Schofield Clark 2003: 44). Christian com-
puter games do not. They are aimed at children, and (aside from Guitar
Praise and Dance Praise) have no co-operative or versus play, so children
are not able to involve their friends. Since the Christian market does not
supply their demand, some devout Christians turn to mainstream video
and computer games.
The numerous issues that Christian computer game companies face are
inherently financial. They do not have the money to produce many games,
and as these games are aimed at a young audience they do not see sales
across the entire age range of gamers. Also, the games cater to a specific
group of people. Lack of funds stops companies from branching into the
console market, thus limiting the growth of Christ-focused games, and also
affects their multiplayer ability. Console games are potentially able to sup-
port two to four players at once, while multiplayer computer games require
multiple computers or connection to an online server—a venture which
requires adequate financial support. The overt Christian sentiment in the
games produced by these Christian companies makes non-Christ-focused
Christians and the non-religious less inclined to play them and thus makes
mainstream success more difficult.
When playing mainstream games, Christ-centered Christians still incor-
porate their faith: informing others of what games are like with regard to
playing for christ: christians and computer games 355
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Some Angel Some Devil: Harry Potter vs. The Roman
Catholic Church in Poland
Krzysztof Olechnicki
Introduction
Of course it is happening inside your head, Harry, but why on earth should
that mean that it is not real? (Rowling 2007: 579).
Pottermania in Poland is not different from Pottermania in many other
countries, but because of the relatively high level of religious homogene-
ity in Polish society and the very special position of the Roman Catholic
Church, J. K. Rowling’s books have triggered a far-reaching discussion
within the Catholic community.1 The variety of the reactions is somehow
paradoxical: all debaters are deeply concerned about their belief system
(i.e. Roman Catholicism) and also claim that they have analysed the Harry
Potter series from the Catholic (or just Christian) point of view. But some
of them warn against the diabolical and occultist roots of the series of
books, while others recognise the Christ-like traits in the young wizard
from Hogwarts. It seems that either the books are complex and unclear or,
a more reasonable argument, that Roman Catholic belief is very diverse
concerning what is good or bad for the faithful. Why do some Catholics,
even priests, defend and promote Harry Potter, while others think that
even reading these books is a sin? I suggest that this may be because the
concern is not about Harry Potter being good or bad, but about the fact
that Harry Potter is part of consumer culture and the hyper-real religious
spectacle. The debate is clearly fuelled by the enormous popularity of
these books and the assumption that Harry Potter is seen by the Church
as becoming a real religious/spiritual competitor in the case of some peo-
ple. While there are groups (and individuals) who are directly inspired by
Harry Potter in their quest for religiosity/spirituality (Cusack 2010), they
have not led to any type of group formalization such as Jediism. There is
1
This is not the only discourse on Harry Potter in Poland. There are also more con-
ventional literary and readers’ discourses which have produced quite a fierce discussion
on whether Harry Potter is good or bad literature (or is literature at all) but as these dis-
courses have no special Polish characteristic I will not consider them in my chapter.
360 krzysztof olechnicki
no church of Potter but there are nevertheless people who are inspired
by these stories spiritually and religiously, such as some neo-pagan
groups and networks. However, this is not the focus of this Chapter. The
stronger social impact of the hyper-real religiosity of Harry Potter might
instead be based on the vigorous resistance of conservative and evangeli-
cal Christians who perceive Harry Potter in religious terms, and recognise
that people can be attracted by a ‘false’ belief. As such, this Chapter does
not deal with the religious consumption of popular culture but rather on
the counter-consuming processes by a mainstream religious institution.
In Poland, this opposition is represented in the first place by the Roman
Catholic Church. Because the Church has defined the situation in such a
way (akin to a self-fulfilling prophecy), Harry Potter has actually become
a serious religious challenge due to its negative hyper-real attraction to
spiritual consumers.
It is noticeable that the arguments of the Harry Potter opponents
seem to have very little (if any) impact on consumers of popular cul-
ture. Regardless of severe criticism and warnings issued by some Catholic
authorities, Harry Potter books and films sell extremely well among the
mostly Catholic Polish population. I argue that mixing elements of reli-
gious traditions with a popular culture (as is the case in Harry Potter)
makes this blend very resistant to any institutional pressure. The negative
reactions to the stories of Harry Potter especially concern young people
going astray with their belief system. However, as this Chapter will explore,
the hyper-reality of Rowling’s kingdom, on one hand, and the polarisation
of opinions within the Church itself, on the other, make the institution’s
voice, a voice (crying) in the wilderness. I also think that while the situ-
ation in Poland is very specific, it is possible to generalise the findings
about this phenomenon’s dynamics to other countries, because the logic
behind the consumers’ choices is likely to be the same everywhere.
Fundamental to understanding the phenomenon of Harry Potter is the
concept of the sacred, or, more precisely, the return of the sacred. In my
chapter I would like to present some reflections on hyper-real religions in
the context of reactions to Harry Potter in Poland, and in connection with
two concepts which are fifty years apart, but are nevertheless connected.
The first is Max Weber’s concept of the disenchantment of the modern
world, which was created within the context of the sociology of religion.
The other is Leszek Kołakowski’s concept of the revenge of the sacred on
secular culture (and on petrified institutionalised religion), which was cre-
ated within the framework of the philosophy of religion.
harry potter vs. the roman catholic church in poland 361
on. Now, we can observe a slow but constant shift from identification with
an organised religion to privatised religiosity, a more individual approach
which is sometimes mixed with popular culture and its themes. Many of
these ideas—which deal with New Age religion, religiosity and spirituality—
have already gained significant support and popularity in Poland (Hall 2007;
Olechnicki 2008; Załęcki 2001b). However, their success has put these new
proposals into conflict with the Roman Catholic Church, which has almost
a monopoly on religious activity in Poland and is afraid of weakening its
position.
The majority of Poles declare their affiliation with the Roman Catholic
Church. Some research puts the majority as high as 90–94%—in the
period 1989–2010 the numbers did not fall below 90% in any poll—but
this does not mean Poles are active Church participants. The most wide-
spread group among Polish Catholics are so-called passive churchgoers
(about 75%), whose participation is limited to traditional rituals. There
is also a group of ‘marginal members’ (13%). Only about 11% of Polish
Catholics belong to a group of hard-core believers and supporters—the
concept of ‘Pole-Catholic’ is not obvious (Marody 1994). Much research
has been carried out since 1989 on the institution of the Church and on
changes in religiosity within Polish society. All researchers agree that reli-
giosity is undergoing a change but they also agree that trends are unclear
and obscured. One constant is that the Church is no longer a monolithic
institution: both the priesthood and the faithful are divided into many
categories. Władysław Piwowarski (1996) thinks that the most general
distinction that can be made is with the categories of ‘the Church of the
People’ versus ‘the Church of Choice’.
Polish religiosity is full of paradoxes. The results of the RAMP (Religious
and Moral Pluralism) research project show that the general affiliation with
Catholicism and the keeping of rituals is interlaced with ideological pluralism
and criticism of the Church (Borowik and Doktór 2001). Polish sociologists
of religion point out that Polish religiosity was and is very selective, incoher-
ent and contradictory when it comes to teachings and the doctrine of the
Church (Piwowarski 1984). Poles in general and also part of the church’s
hierarchy do not accept the church’s interference in political affairs; many
interpret it as compromising the state’s nonreligious character. According
to this view, Catholic priests spend too much time debating ideological
issues, such as abortion, contraception, religious education and the pres-
ence of Christian values in the media.
harry potter vs. the roman catholic church in poland 363
2
Sister Joanna AVD, “New Age modnym złudzeniem.” At http://www.effatha.org.pl/
zagrozenia/newage2.htm. Accessed 5/05/2006.
harry potter vs. the roman catholic church in poland 365
3
It must be noted that a well known photograph of the famous twentieth century magi-
cian, Aleister Crowley with a wand in his right hand, exists.
366 krzysztof olechnicki
4
Apologetika Katolik. “Stanisław Krajski, Opinie ks. Gabriela Amortha i o. Alesandra
Posackiego SJ o Harrym Potterze.” At http://apologetyka.katolik.net.pl/content/view/393/89/.
Accessed 10/04/2007.
5
Lifesite. “Pope Opposes Harry Potter Novels—Signed Letters from Cardinal Ratzinger
Now Online.” At http://www.lifesite.net/ldn/2005/jul/05071301.html. Posted 13 July, 2005,
accessed 25/05/2009.
harry potter vs. the roman catholic church in poland 367
6
Internet site, Current concerns. “Harry Potter: A Global, Long-term Project?” At http://
www.currentconcerns.ch/archive/2004/05/20040513.php. Accessed 24/06/2009.
368 krzysztof olechnicki
7
MP. “Szatan istnieje widziałem go.” At http://www.egzorcyzmy.katolik.pl/index
.php?option=com_content&task=view&id=503&Itemid=0. Accessed 4/09/2009.
8
E. Pielas SM CSC. “Prawa Harry’ego.” At http://apologetyka.katolik.net.pl/content/
view/809/89/. Accessed 1/05/2006.
harry potter vs. the roman catholic church in poland 369
9
A. Kowal. “Harry Potter—dzieło szatana?” At http://apologetyka.katolik.net.pl/
content/view/805/89. Accessed 15/04/2008.
10
“Odczarować Pottera.” At http://apologetyka.katolik.net.pl/content/view/806/89/.
Accessed 15/05/2007.
11
“Harry, Frodo i Jezus Chrystus.” Trans. K. Olechnicki. At http://apologetyka.katolik.net
.pl/content/view/808/89/. Accessed 15/05/2007.
370 krzysztof olechnicki
Let us now come back to the sacred, because I would like to suggest that
hyper-real religions are one of numerous attempts to re-enchant the
world, alongside such phenomena as the New Age, new religious move-
ments and new religiosity or new spirituality. However, this process takes
the shape of the revenge of the sacred on the secular culture.
According to Max Weber, the disenchantment of the world (Entzauberung
der Welt) is a historical process which took Western civilisation from the
period of absolutism to capitalism. During this process, the old culture
is untied (becomes disenchanted) from the prevailing impact and rule
of irrational, supernatural and unexplainable phenomena, and enters the
era of reason, which spreads to all dimensions of social reality—econ-
omy, politics, science, everyday life and religion. The consequence is the
desacralisation and demytholisation of culture, and all the sacred, mystery
and magic disappear. Weber thought that modernity was the highest form
of human thinking, but that the return to previous phases is possible. This
re-enchantment of the world, the revival of an irrational religion, is pos-
sible, but the price is loss of individual autonomy and independent judg-
ment (see Krasnodębski 1999). The re-enchantment of the world is the
key success factor for hyper-real religions, and for all new religious move-
ments. The people who are joining these groups are those disappointed with
the effects of scientific (technological) progress, discouraged by the petrified
structures of organised religion and established churches, and looking for
their own path leading to the sacred.
The process of re-enchanting the world, including the onset of the
hyper-real religions, has many causes, but I think that the most important
one is the decreasing impact of the process of secularisation, by which soci-
ety and culture are set free from the domination of religious institutions
and symbols, thus making human life de-sacred. It is connected with ideo-
logical pluralism, rationalisation, industrialisation and urbanisation. Lothar
Roos (1990) writes that in the heyday of secularisation, around the 1970s, it
was widely accepted among people that society can work smoothly without
religious ideas. However, nowadays the opposite opinion is gaining more
and more credibility. It seems that society without religion is an illusion, and
that religiosity is an immanent characteristic of the human condition. The
success of hyper-real religions and other forms of alternative and innova-
tive religiosity proves that after a relatively short period without religion or
after replacing it with secular myths and religions like scientism or Marxism,
people are again looking for a religious, meaningful life (Roos 1990). A simi-
lar thesis on the return of the sacred was formulated, for example, by Daniel
Bell (1980) and also by Thomas Luckmann (1967) in his concept of invis-
harry potter vs. the roman catholic church in poland 371
12
Internet site http://www.amazon.com/Karma-Cola-Marketing-Mystic-East/dp/ 0679754334.
Accessed 18/07/2011.
harry potter vs. the roman catholic church in poland 373
Finally, what are the chances for hyper-real religions, or, at least, hyper-
real religious inspirations? Will they be successful or will they remain a
colorful but marginal phenomenon? Western civilisation has passed the
‘magical’ year of 2000, but people are no more rational or indifferent to
supernatural phenomena. Even if one thousand years ago, in medieval
Europe, people expected the Day of God’s Anger and the end of the world,
people still expect today the end of the world as we know it. Now, that the
Millennium Year has passed, many other people, in contrast, still await the
advent of the New Age, the Golden Age of humanity.
While discussing Harry Potter in the context of hyper-real religions one
cannot escape Jean Baudrillard and his notion of hyper-reality. It would
be easy to point out that hyper-real religions co-constitute the hyper-real-
ity, a reality without reference, in which signs of consumer culture (‘sim-
ulacra’) are so ‘real’ that people have problems distinguishing between
hyper-reality and reality. However, I think that what we observe is more
complicated. Let me recall what Dumbledore says to Harry in one of the
final chapters of Harry Potter and the Deathly Hallows: “Of course it is hap-
pening inside your head, Harry, but why on earth should that mean that
it is not real?” (Rowling 2007: 579). Precisely. Why on earth should one
treat hyper-real religions as less authentic, inferior, worse? Is it because
most people believe in the historical reality of certain religions? Is there a
rational reason to take Jediists with a pinch of salt? If so, we should treat
Catholics, Mormons or Buddhists in the very same way and acknowledge
that all religions are hyper-real.
References
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The Dynamics of the Challenge.” Journal Of Alternative Spiritualities And New Age
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Piwowarskim rozmawia Józef Wołkowski.” In J. Wołkowski, ed., Oblicza katolicyzmu w
Polsce. Warszawa: Instytut Wydawniczy PAX, 9–45.
——. 1996. “Od Kościoła ludu do Kościoła wyboru.” In I. Borowik, W. Zdaniewicz, and
Z. Wydawniczy Kraków, ed., Od Kościoła ludu do Kościoła wyboru. Religia a przemiany
społeczne w Polsce. Kraków: NOMOS, 9–16.
Posacki, A. S. J. 2002. “Harry Potter i Gabriel Amorth.” Trans. K. Olechnicki. Nasz Dziennik.
16, 16–17.
——. 2005. “Ezoteryzm, okultyzm. Inicjacja-w strukturze ruchu New Age.” In A. Białowąs,
ed., ABC of New Age. Tychy: Maternus Media, 33–56.
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czeństwem, ethosem i religią we współczesnej sytuacji kulturowej.” Studia Theologica
Varsaviensia. 1.
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Szaniawski, E. 2006. “Zmagania z duchem nieczystym. Zks. Edmundem Szaniawskim MIC
rozmawia Witold Nowak.” Źródło. 11, 16.
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——. 2006. Harry mary. Któż jak Bóg. 1, 9.
Wronka, A. 2003. Od magii do opętania. Polskie Wydawnictwo. Radom: Encyklopedyczne.
Załęcki, P. 2001a. Miedzy triumfalizmem a poczuciem zagrożenia. Kościół rzymskokatolicki
w Polsce współczesnej w oczach swych przedstawicieli. Studium socjologiczne. Kraków:
Zakład Wydawniczy NOMOS.
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in Central Europe Today. Pink, Purple, Green. New York: Columbia University Press,
66–80.
Contemporary Atheism as Hyper-real Irreligion:
The Enchantment of Science and Atheism in This Cosmos
Alan Nixon
Introduction
Sundry authors have noted that Atheism often reacts to the particular
theism of its time, and that this will shape its form within an era (Martin
2007). In the case of the late modern/postmodern West, it has been
argued that there is an emergent culture in which science’s authority to
legislate truth has evaporated and in which the Christian churches have
lost much of their former credibility. This kind of world cannot leave
forms of meaning creation unchanged (Cusack 2010; Possamai 2005).
Possamai describes the contemporary West as a world largely influenced
by consumption, popular culture and new forms of media. In these cul-
tures there has been a communal move away from strict rationalisation
the new atheism as hyper-real irreligion 377
to spaces that re-enchant public and personal issues via popular culture
(Possamai 2005). Contemporary Atheism can be understood as one of the
results of this move. As it will be argued, works of contemporary Atheism
have enchanted science and secularisation through popular culture.
Religion has not so much disappeared in late modernity, but has
been transformed, continuing to evolve into a number of forms in the
West after the 1960s. On one end of a spectrum, there is a proliferation
of spiritual actors that create subjectively authored bricolages of various
religions that may include elements of popular culture. On the other end
of the spectrum, there is an increasing public presence of monotheistic
fundamentalisms that resist these cultural changes or harness them to
promote their own agendas (Possamai 2005). Thus Possamai (2005) argues
that the secularisation thesis, or the assumption that religion would simply
die out as modernity progressed, had become a ‘blind spot’ for secular
sociology and secular culture in general.
The rise of fundamentalisms (connected to right-wing politics) in the
1980s and 1990s, and the events of 11 September 2001, arguably made
religion more salient to these religion-blind secular actors. Despite being
the most commonly cited influence for the books comprising the New
Atheism, to claim that 9/11 is the sole cause is a simplification. Figures such
as Richard Dawkins held these views well before this time. Furthermore,
the events of 9/11 do not explain the continued propagation of the New
Atheist movement (Geertz and Markússon 2010). The large sales of books
concerned with Atheism and ‘religion as the root of all evil’ clearly indi-
cate a Western vein of public discontent with religious fundamentalisms
(Dawkins and Clements 2006; Hay 2007).
Atheistic thinkers have a stake in the shape of the religious landscape, as
this landscape restricts or enables the possibility of openly holding Atheist
or non-religious views, and is composed of religious systems impacting
on an Atheists’ right to be religion free. From this perspective, the recent
uprising of popular, science based Atheism could also be seen as a defence
against the perception that religion is encroaching on secular society and
the ‘domain of science’; the very factors that had previously been discounted
by the popularity of the secularisation thesis (Borer 2010; Locke 2011).
Religion in the late modern era is also providing a much higher level of
enchantment due to marketing, theological and methodological shifts,
378 alan nixon
Contemporary Atheism
they have become the figureheads of a popular movement that has often
been termed the ‘New Atheism’.
It is significant that these books promoting Atheism and arguing against
religion have made bestseller lists, and their popularity should pique the
curiosity of researchers in the history and social dynamics of science and
religion (Amarasingam 2010; Geertz and Markússon 2010; Zuckerman
2010). From a sociological point of view the importance lies not in the
ideas but the reception and social effect of those ideas. The large sales of
the New Atheist literature indicates a receptive section of the public, who
are cynical about organised religion and institutions in general, and happy
to be entertained and informed by their decline (Bullivant 2010). Love it
or loathe it, public Atheism is a newly visible player in the marketplace of
popular worldviews (Eller 2010; Pasquale 2010).
The term ‘New Atheism’ was initially a media phenomenon used to
describe the works of the Four Horsemen. It was first used in a Wired
magazine article entitled “The Church of the Non-believers” (Wolf 2006).
Since then, New Atheism has become an umbrella term to describe the
more vocal forms of Atheism and has increasingly been used as a form of
Atheist self-identification. However, this term raises definitional problems
as authors refer to a ‘New Atheism movement’ (Wolf 2006) and enumer-
ate characteristics of the ‘New Atheist’ worldview (Stenger 2009), yet it
is unclear that any ‘New Atheist’ organisations exist (Cotter 2011). Until
the term receives wider acceptance it would be inappropriate to use it
uncritically (Cotter 2011). Many Atheists dispute the ‘new’ part of the label,
suggesting that there is in fact nothing new within the movement (Eller
2010). Due to this, some Atheists use the humorous term ‘Gnu Atheism’
to suggest this redundancy. There are also those who disagree with the
more aggressive tactics employed by this movement and therefore refuse
to be a part of it or to label themselves this way (Koch 2008). My own
experience of using the term ‘New Atheism’ on an Australian Atheist
forum reinforces this impression. I was quickly asked “What is this ‘New
Atheism’?”, with many people giving their own (often comical) definitions
of the ‘New Atheism’ in relation to the ‘old’ version. Due to these issues,
the term ‘New Atheism’ will not be used as an umbrella term in this
chapter, but will only refer to the literary works of the Four Horsemen.
For the purposes of distinguishing the vocal and public movement from
previous eras of Atheism I will follow Christopher R. Cotter (2011) in using
the term ‘Contemporary Atheism’.
380 alan nixon
Possamai (2005: 83) argues that hyper-real religion, with its affinity to
postmodernism, “wants to stay away from any structure and is a form
of escapism and contestation, but also an affirmation of life in this risk
society.” In light of these three criteria we can begin to evaluate the con-
nections between the contemporary Atheism and hyper-real religions.
Employing the works of a range late modern/postmodern social
theorists, Possamai (2005) argues that the changes occurring in Western
society since the 1960s have opened up a range of religious/spiritual
options for post-World War II generations. Consumerism, information
access and social mobility have all added to this increase in freedom.
One consequence of this is a proliferation of personal spiritualities where
the individual is the authority, creating their own subjective myths and
meanings about life. Through this individualisation of worldview, hyper-
real religion can be seen as a form of escapism that allows consumers to
move away from the perceived violence of ‘real’ institutionalised religions
(Possamai 2005: 82).
Many have noted the Atheist urge to stay away from institutions,
organisations, and structure (Manning 2010). As Dawkins (2006) himself
famously stated in The God Delusion, organising Atheists is “like herding
cats” due to their independent nature. Agreeing, Bullivant (2008: 364) argues
that Atheists do not “tend . . . to join specifically Atheistic organisations.”
He creatively spins Grace Davie’s “believing without belonging” thesis, to
introduce a norm of “disbelieving without belonging” within the Atheist
‘community’ (Bullivant 2008: 365). Representing this view, Dawkins derides
the need for an outside authority to give one’s life meaning.
There is something infantile in the presumption that somebody else (par-
ents in the case of children, God in the case of adults) has a responsibility
to give your life meaning and point (Dawkins 2006: 360).
This preference for distributed and networked structures of information
and authority is reminiscent of Possamai’s (2007) description of the struc-
ture of New Age networks. Cotter (2011) also notes this connection to
the New Age movement through Contemporary Atheism’s focus on the
individual, and the diffuse societal popularity of the ideas within both
movements. These similarities include a democratic attitude towards
knowledge, a focus on the individual and a holistic concern with the envi-
ronment (Cotter 2011: 96). He argues that this may be the reason that the
movement has failed to articulate plans for group action; the focus has so
the new atheism as hyper-real irreligion 381
far been on herding the cats so that they might have sufficient numbers to
“make a lot of noise” (Dawkins 2006: 5). Cotter (2011) also goes on to sug-
gest that the different focus audiences for the various New Atheist books
would make the articulation of a single agenda difficult. Whether such a
unified agenda will be articulated remains to be seen.
Thus the impulse to escape institutionalised religion is clear in the
Contemporary Atheist movement, where a narrative of violent and indeed
evil institutionalised religion is well established (Borer 2010; Stahl 2010;
Cotter 2011), and a narrative of the individual/group shy atheist is often
rehearsed (Bullivant 2008; Cotter 2011).
A Form of Protest
Ontological Security
and purpose in life. In this study, after being asked to contemplate either
their death or dental pain (control), subjects were asked to evaluate two
similar passages from an Intelligent Design advocate (Michael Behe) and
an advocate of evolution by natural selection (Richard Dawkins). Those
who had contemplated their death were inclined to evaluate Intelligent
Design in a more positive light compared to controls.
The choice of a disenchanted interpretation of science via Dawkins
(excerpted from his 1976 scientific text The Selfish Gene, not his New
Atheist or other popular science texts) was shown to be important later
in the study when a third text was introduced to subjects. The third text
consisted of excerpts from Carl Sagan’s Cosmos (1980) (cited in Tracy, Hart
and Martens 2011), a text argued by Locke (2011) to be a form of enchanted
science. When this text was introduced as an option, subjects were more
inclined to support science and not Intelligent Design, even when faced
with their own mortality. In a later study it was found that biology students
were also inclined to support evolutionary and naturalistic worldviews
when faced with mortality. The authors argue that this is because biology
students are already trained in naturalistic meaning-making (Tracy, Hart
and Martens 2011). Thus the authors suggest that people can learn to find
meaning through naturalistic interpretations of the cosmos and that these
meanings can help ease feelings of ontological insecurity.
In resonance with this insight, Stahl (2010) compares fundamentalism
and the New Atheism and argues that they “are attempts to recreate
authority in the face of a crisis of meaning in late modernity” (Stahl 2010:
98). Both groups are searching for certainty. He goes on to say that the
failure of this quest generates a crisis in authority, which involves both
social and political arenas; “for both the fate of western civilisation is
at stake” (Stahl 2010: 106). For Stahl, Atheism and fundamentalism are
attempts to impose belief as an external authority. Thus both groups are
an “expression of a larger crisis of meaning in late modernity and a protest
against it” (Stahl 2010: 107). They can be viewed as an attempt to recreate
meaning in a world perceived as having lost its way (Stahl 2010). As will
be discussed later, charismatic figures such as the Four Horsemen can tap
into enchanted images of science to support scientific authority in the
face of this late modern crisis.
In example, marketing activities supporting Contemporary Atheist
ideas and worldview have become increasingly common in recent years.
These campaigns are intended to let the non-religious individual know
that they are not alone in their ideas and thus support the ontological
384 alan nixon
security of the audience they are aimed at. For example, in 2008–2009
the British Humanist Association supported the Atheist Bus Campaign,
which utilised advertisements on the sides of hundreds of London buses
(Jon 2009), which stated, “There’s probably no god. Now stop worrying
and enjoy your life.” In a recent turn of events the advertising company
responsible for the buses has rejected the slogan, “If you’re not religious,
for God’s sake say so,” intended for the 2011 census campaign (Hasteley
2011). It was apparently the inclusion of the phrase “for God’s sake” which
was deemed offensive. The bus campaign has been recreated worldwide in
Germany, the United States, the Netherlands, Finland, Canada, Italy, Spain
and Australia with phrases such as “Don’t Believe in God? Join the Club” and
“Are you good without God? Millions are” (Jon 2009). A similar campaign
began in New York on 26 October 2009, utilising the subway system and its
five-million-people-a-day potential audience (Buxbaum 2009).
These campaigns were augmented by the Global Atheist Convention
held in Melbourne, from 12 to 14 March 2010 (Nicholls 2009a). The theme
of the conference was “The Rise of Atheism” and the conference organisers
claim that it was the largest gathering of Atheists in Australia’s history. The
timing of this conference was significant in that it was approximately three
months after the Parliament of the World’s Religions (2009) in Melbourne
from 3 to 9 December 2009. This view is supported by the Atheists’ call
to receive the same funding from the government as was being received
by the Parliament of the World’s Religions (Nicholls 2009b). Another
convention, the World Atheist Convention (2011), was held in Dublin,
Ireland in June 2011 and the next Global Atheist Convention has just been
announced for Melbourne, Australia in 2012, with the ‘Four Horsemen’
as the main speakers. This time the convention has been granted state
funding, due to its possible economic and tourism value for Melbourne
(Global Atheist Convention 2011).
Other supporting organisations and individuals include: a growing
number of blogs (i.e. Pharyngula [P.Z. Meyers]),1 Friendly Atheist,2
Unreasonable Faith,3 Common Sense Atheism,4 Debunking Christianity,5
and Atheist Revolution.6), university and college campus groups of secular
1
Internet site. At http://scienceblogs.com/pharyngula. Accessed 20/10/2010.
2
Internet site. At http://www.patheos.com/blogs/friendlyatheist/. Accessed 20/10/2010.
3
Internet site. At http://unreasonablefaith.com/. Accessed 20/10/2010.
4
Internet site. At http://commonsenseatheism.com/. Accessed 20/10/2010.
5
Internet site. At http://debunkingchristianity.blogspot.com/. Accessed 20/10/2010.
6
Internet site. At http://www.atheistrev.com/. Accessed 20/10/2010.
the new atheism as hyper-real irreligion 385
The word ‘mundane’ has come to mean boring and dull, and it really
shouldn’t. It should mean the opposite because it comes from the Latin
‘mundus’, meaning the world, and the world is anything but dull; the world
is wonderful. There’s real poetry in the real world. Science is the poetry of
reality (Dawkins 2007).
Locke (2011) suggests that this public veneer of ‘Science’ is presented
discursively through the ‘priestly voice’. Lessl (1989, cited in Locke 2011)
states that the priestly voice expresses the charismatic within science by
articulating it as a total cosmological vision that enchants science. This
presentation is at once both near and remote and offers a sense of iden-
tity “with respect to the wholly other, the gods or the cosmos at large”
(Locke 2011: 62). It defines the cosmological order and situates humanity
within it. Thus Locke suggests, in the popularisation of science, scientists
often use partial representations of the universe to forge cosmic connec-
tions between the human and the universal order. To Locke this enables
the new atheism as hyper-real irreligion 389
ghosts include greater poets than Keats, scientists greater than Newton. We
know this because the set of possible people allowed by our DNA so mas-
sively exceeds the set of actual people. In the teeth of these stupefying odds
it is you and I, in our ordinariness, that are here . . . After sleeping through a
hundred million centuries we have finally opened our eyes on a sumptuous
planet, sparkling with colour, bountiful with life. Within decades we must
close our eyes again. Isn’t it a noble, an enlightened way of spending our
brief time in the sun, to work at understanding the universe and how we
have come to wake up in it? This is how I answer when I am asked—as I
am surprisingly often—why I bother to get up in the mornings. To put it
the other way round, isn’t it sad to go to your grave without ever wonder-
ing why you were born? Who, with such a thought, would not spring from
bed, eager to resume discovering the world and rejoicing to be a part of it?
(Dawkins 1998: 1).
Dawkins draws on poetic imagery to express our connection to the
universe and the ‘magic’ (expressed via probabilities) of simply having
the chance to be alive and ‘a part of it’. He scientises by suggesting that
scientific understanding is a ‘noble’ and ‘enlightened’ use of life, it would
be ‘sad’ to miss such an opportunity. He humanises via the use of poetic
and descriptive language that makes our connection to the universe
feel “sumptuous . . . sparkling with colour, bountiful with life.” This is the
meaning of existence, this is the reason “to get up in the mornings.” We
have the power to investigate the universe and it is a noble cause that
will endow humanity with a better future. As Dawkins himself says in an
interview with Beliefnet:
[m]y book, Unweaving the Rainbow, is an attempt to elevate science to the
level of poetry and to show how one can be—in a funny sort of way—rather
spiritual about science. (Dawkins 2005)
to be the defining features of all humans and the best path towards our
collective future (Locke 2011).
The optimism about Atheism/science is found in all Contemporary
Atheist books, which contain a lot of constructive, life-affirming mate-
rial (Bullivant 2010). They tell readers that one can “be an Atheist who
is happy, balanced, moral and intellectually fulfilled” (Dawkins 2006: 1)
and that science, rationality, open intellectual enquiry and an inquisitive
respect for nature (see Cotter 2011 for a discussion of Romantic Naturalism
and Contemporary Atheism) are the paths to achieve this. Thus providing
the consumer of Contemporary Atheism with a positive subjective myth
on which to hang their views.
Possamai (2005: 104) argues that “Super Hero comics may also contrib-
ute to re-enchantment narratives by posing the superhero as an archetypal
expression of greater human potential.” Combining this with the insights
from Locke (2011), for Contemporary Atheists, science as an idea could
act as the superhero/archetypal expression of greater human potential,
an idea colourfully expressed by Borer (2010: 137) as “Science is the New
Atheists’ new God, and Charles Darwin is their Patron saint.”
In contrast to Borer’s (2010) statement, science and evolution are not the
only things that give meaning to the lives of Atheists, even if a big part.
Many Atheists have their own (non-religious) ideas on what makes life
worth living, often interpreted via the worldviews of science, arts, and
popular culture (Manning 2010). Pasquale (2010) found that the values of
atheist group affiliates were similar to those of religious ‘moderates’ and
that they found meaning through friends, family, experiences, productive
work and positive contributions. Pasquale’s (2010) research gathered data
on secular group affiliates to identify the shared and distinctive charac-
teristics of people involved in such groups. There is evidence of increas-
ing diversity in secular existential and metaphysical worldviews (Pasquale
2010). The majority of the secular individuals interviewed rejected the
ideas of a transcendent God and spirituality, though a significant minority
(38%) were willing to see spirituality in a psychological and ‘this worldly’
way. This spirituality can be described as a naturalistic enchantment of
this world. Many Western Atheists take issue with the term ‘spirituality’
due to the supernatural loading that it often entails (Comte-Sponville
2008; Hay 2007). It is avoided by some altogether, but others show signs
of a softening in this regard (Comte-Sponville 2008; Dawkins 2006; Harris
392 alan nixon
2004; Hay 2007) with some, such as Harris (2004), even suggesting that
forms of Eastern religious ideas are compatible with Atheism.
The idea that the natural world should be enough for any human is
repeated throughout the writings of the New Atheists (Cotter 2011). This
is reflected in the type of spirituality that Atheists are interested in; if any.
It appears to be a spirituality devoid of supernatural forces and in some
ways ironically deserving of the term ‘hyper-reality’. The above points
are illustrated in the following interview with actor, comedian and open
Atheist Ricky Gervais (2011):
Interviewer: What do you think will happen to you when you die?
Gervais: People that liked me will remember me . . . Some people say you
can’t believe in love if you’re an Atheist. Of course I believe in love; of course
I believe in the beauty of nature, I just believe that the Earth was made over
four and a half billion years and not by design in six days. I’m not being
disrespectful but I believe I have the right to say I’m not a believer in God
just like everybody has the right to believe in God, and spirituality is very
different to religion let’s not forget that . . .
Interviewer: Are you a spiritual person would you say?
Gervais: Well not in that sense, but I get a funny feeling when I see a friend
or a mountain or an animal, it fills me with joy. My first love is science and
nature. (Gervais 2011)
In this interview Gervais represents the feelings of many Atheists. They
do not feel that their world is disenchanted by science (Pasquale 2010); in
fact many, such as Gervais (2011) and Dawkins (2011), express a profound
feeling of awe and joy at the beauty of the world that they believe science
makes visible to them. However, many people insist that this awe and joy
should not and does not need to be expressed in supernatural terms. As
Gervais (2011) continues in this interview, “I don’t believe there is a spirit.
I think the spirit is an upshot of all your inputs, your beliefs.”
Cotter (2011) suggests that this quality of the Contemporary Atheism is
related to the Romantic reaction to Enlightenment ideals that appeared
in the nineteenth century which was characteristically expressed as an
‘idealisation of nature’. This form of ‘naturalistic’ spirituality has been
spoken about in a number of blogs. The following is a representative
example.
Practically, we might see a spiritual Atheist as highly empathic, aware of his
or her connection to others, concerned with equality and social justice, reg-
ularly awed by the beauty of nature, etc. Such descriptors apply in varying
degrees to all persons, theist and Atheist alike (Atheist Revolution 2008).
the new atheism as hyper-real irreligion 393
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CONCLUSION
Introduction
God damn it, an entire generation pumping gas, waiting tables; slaves with
white collars. Advertising has us chasing cars and clothes, working jobs we
hate so we can buy shit we don’t need. We’re the middle children of history,
man. No purpose or place. We have no Great War. No Great Depression.
Our Great War’s a spiritual war . . . our Great Depression is our lives. We’ve
all been raised on television to believe that one day we’d all be millionaires,
and movie gods, and rock stars. But we don’t. And we’re slowly learning that
fact. And we’re very, very pissed off (Fight Club, Fincher 1999).
These are the words of Tyler Durden (Brad Pitt), the hero in the movie
Fight Club. These words summarise his discontents with modern society:
the alienation experienced by people in factories and offices, the never-
ending consumption of superfluous goods, and the unrealisable desire,
nourished by advertising and media, for fame, status and success. The
movie thus discusses typical modern problems of meaning: the characters
in this story have lost any sense of the meaning and purpose of life. They
do not know why they live and who they are. Driven by his dissatisfaction
with modern life, Tyler Burden started Fight Club, a weekly gathering of
men who beat each other up, so as to feel something that is ‘real’: some-
thing beyond the rationalised and routinised modern order.
Fight Club’s critical message resonates in many other cultural products
of our times, among which are a number of well-known films that were
released in the very same year, 1999—American Beauty (Sam Mendes),
The Matrix (Andy and Larry Wachowski) and Magnolia (Paul Thomas
Anderson)—all films that explicitly discuss problems of meaning related
to modern, (sub)urban life. These films thus deal with a notion that has
been central to the sociological tradition from its very beginnings: that
modernisation brings with it cultural problems of meaning. Modern indi-
viduals, it is often held, experience their lives less and less as solidly rooted
in ‘natural’ or ‘firmly grounded’ social worlds and meaning is therefore no
longer ‘self-evident’ or a ‘given’. This is what Jean Baudrillard writes about
402 johan roeland, stef aupers & dick houtman
The counterculture of the 1960s and the 1970s was in many respects
akin to Romanticism, since it shared its critical stance against the dis-
ruptive aspects of modernisation, as well as its nostalgic longing for an
idealised past and its utopian dreams of a better future (Campbell 2007;
Doorman 2004). There were, however, many differences as well. The
counterculture, in the first place, was not the product of a relatively
small elite of artists, intellectuals and philosophers, as was the case with
Romanticism, but a cultural movement that had broad public support
among educated middle-class young people. The counterculture was, in
other words, a mass manifestation of Romanticism, as Daniel Bell rightly
observed (1996). Secondly, the counterculture of the 1960s and the 1970s
contained, much more evidently than eighteenth and nineteenth century
Romanticism, an explicit, theoretical-sociological articulated criticism
with respect to modern society. This criticism, which echoed Weber’s,
Marx’ and Durkheim’s classical analyses of modern cultural discontents,
was loudly propagated by the social sciences of that time, in particular by
the neo-Marxist Frankfurt School (Horkheimer, Adorno, Fromm, Marcuse
and Benjamin).
Theodor Roszak’s The Making of a Counterculture (1995), as much
a countercultural pamphlet as a social scientific analysis, is one of the
most influential examples of this “double hermeneutics” (Giddens 1984).
Roszak argued that the old Enlightenment dream of progress, rationality
and freedom was degenerated into a society that he characterised as ‘tech-
nocratic’; a society that is defined by scientific-technological ideals such as
efficiency, productivity, control and progress, which are reached by tech-
nological and scientific means and systematically deployed by the power-
ful agents of this system: the science-trained experts (see Roszak 1995).
As Roszak argued, the technocratic society is supported and legitimated
by a tremendous trust in science and technology and the efforts to imple-
ment the knowledge and products of both in all domains of society—even
the most personal, subjective and intimate domains. The consequence of
this, according to Roszak, was the disruption of ‘real’ community, ‘natural’
social bonds and ‘spontaneous’ solidarity.
Roszak gave voice to a deeply-felt dissatisfaction with modernity that
was shared by those who identified with the counterculture. Participants
of the counterculture believed that something had been lost in the mech-
anistic and instrumental worldview of rationalism. From this stance, they
expressed the anomic complaint that technocratic society undermines
man’s union with nature, real forms of sociality and authentic identities.
There was, all in all, a widely shared conviction that modern, rationalised
fantasy, conspiracy and the romantic legacy 405
final example, poets (such as Alan Watts and Allen Ginsberg) and musi-
cians alike composed litanies of complaints about the estrangements of
modern life.
In all these cases, modern society and its overly rationalised institu-
tions were depicted as powerful, alienating agencies, held to repress peo-
ple and to integrate them in the broader project of modernity. Moreover,
the countercultural discourse highlighted concepts like ‘false conscious-
ness’, ‘brainwashing’ and ‘subliminal seduction’, concepts that indicate a
paranoid conspiracy culture imagining the social system as a powerful
and malicious agent that threatens the free individual.
The 1960s counterculture has had a lasting impact on Western cul-
ture (Aupers, Houtman and Roeland 2010; Houtman 2008; Houtman,
Aupers and Hüzeir 2010), even though the revolutionary vigor and the
fierceness of the countercultural criticism have subsided in the course
of time. As Marwick (1998: 13–15) points out, the counterculture was not
so much an “attempt at political revolution that eventually failed” and
that is meanwhile “over and done with,” but rather an acceleration in an
ongoing process of cultural transformation. The criticism of the counter-
culture has transformed many societal domains, such as religion (Aupers
and Houtman 2010; Campbell 2007), the social sciences (Gouldner 1970;
Lemert 2004; Seidman 2008), and politics (Inglehart 1977; Weakliem 1991).
Several studies point out that, ironically, even modern domains that in
the 1960s and 1970s were criticised as being exponents of the ‘technocratic
system’, such as corporate life, have appropriated the countercultural dis-
course (Houtman 2008). Thomas Frank (1998: 32), for instance, argues that
since the 1960s, companies and advertisers have created a consumer cul-
ture that “promises to deliver the consumer from the dreary nightmare of
square consumerism.” Joseph Heath and Andrew Potter (2004: 98) even
claim that “the critique of mass society has been one of the most powerful
forces driving consumerism for the past forty years.”
As we will explain in more detail below, a similar conclusion can be
drawn with respect to the cultural industry, which has adopted the cul-
tural discontents that were loudly articulated by the counterculture half a
century ago. At that time, the counterculture was extremely suspicious of
the cultural industry, which was seen as the ultimate source of alienation
and false consciousness. As Horkheimer and Adorno (2002: 115) argue,
“the culture industry . . . can do as it chooses with the needs of consum-
ers—producing, controlling, disciplining them.” The same cultural indus-
try, however, has made the cultural discontents that were vented by the
counterculture into a commercially successful source of entertainment
408 johan roeland, stef aupers & dick houtman
The core example is undoubtedly Tolkien’s The Lord of the Rings. Not
only has it attracted a vast population of fans since its appropriation by
the participants of the counterculture; it can easily be understood as the
archetype and blueprint of the entire genre. In this work, Tolkien cre-
ated a detailed, medieval-like ‘secondary world’ called Middle-earth, pop-
ulated by hobbits, orcs, elves and wizards. This world is worked out in
great detail and by a lively imagination. Tolkien elaborated extensively
on the landscapes and geographical characteristics of this world, the aes-
thetic qualities of the products made by the populations inhabiting this
world (clothing, architecture, things, etc.), the languages spoken by those
populations, their typical customs and behaviors, and so on and so forth.
The main story line of the book deals with a young hobbit named Frodo
who, together with a couple of friends (the “Fellowship of the Ring,” which
includes hobbits, men, elves and the white wizard Gandalf), goes on a
long and hard journey from the safe, warm community of the Shire to
the dangerous barren lands where the dark lord Sauron reigns, in order
to destroy an extremely powerful magical ring in the fire of the mount
Doom. During this journey, Frodo is confronted with powers that are far
beyond his own capacities, yet a strong drive to succeed and the help and
bravery of Gandalf and the great warriors of his fellowship help him fulfill
his mission.
Striking about Tolkien’s world is the combination of realism and the dis-
play of moral values and worldviews that break with the modern anomic
world. Clear-cut moral dichotomies embodied by a juxtaposition of good
characters (e.g. Frodo, Gandalf) versus bad characters (e.g. Sauron); good
places (the Shire) versus bad places (Mordor) and good virtues versus
bad morals, are contextualised in a pre-modern world brimming with
meaning, mystery and enchantment. The display of such values, allegedly
eroded in the modern anomic world, is arguably part of the attraction of
Tolkien’s world. His own hermeneutic key to reading his work confirms
this. In an essay entitled On Fairy Stories (1939), he admitted that his own
work is driven by a “desire to escape” from “self-made misery”—a misery
he relates to the modernisation he saw reflected in worlds produced by
industrialisation: the factories and the products developed in factories.
More generally, he argued that good fantasy functions like religion since
it offers existential answers, hope and consolation in times of suffering.
Describing The Lord of the Rings as an “implicit diagnosis of modernity”
that compensates experiences of “homesickness,” Patrick Curry (2004: 15)
furthermore argues that it bestows on the reader “empowering nostalgia.”
Visiting Middle-earth, from these perspectives, is like visiting a genuine
‘home’.
410 johan roeland, stef aupers & dick houtman
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Doubleday.
——. 2000. The Institutional Imperative: The Interface of Institutions and Networks.
Amsterdam: Amsterdam University Press.
Conclusion: The Future of Hyper-real Religions?
Adam Possamai
Introduction
1
Internet site, “Grey School of Wizardry.” At http://registered.greyschool.com/index.php?
module=About&func=view&name=school. Accessed 25/01/2011.
424 adam possamai
group in March 1997, and that believers from this new religious move-
ment had envisioned death as the ultimate Trekkie (from the Star Trek
franchise) trip to the final frontier, and also religiously watched The
X-Files and Star Wars (Robinson 1997; Zeller, this volume). Also around
this time period, two Goths who were deeply interested in horror fictions
and Gothic spirituality committed suicide after meeting via the Internet
(Lamont 2005). However, these events on the fringe of the phenomenon
are far from representative of all hyper-real religions.
Newspaper articles mentioning my work attracted the attention of
some Christians who commented on this phenomenon (hyper-real reli-
giosity) in their cyber-sermon and expressed concerns. Following a dis-
cussion of my work on a Christian forum,2 a cyber-user wrote about the
“enemy trying to win his converts through these movies and music,” and
another claimed that
[p]eople are hungry for spirituality, period. Problem is they are seeking in
paths of deception and untruths. This is a time where us Christians need
to make a great mark on society. Show God’s light to the world. We want
the lost to go to the light of life, rather than the light of Luke Skywalker’s
sword.
The opposite reaction has also occurred; some secular fans of Buffy the
Vampire Slayer found it incomprehensible that their television programme
could be used for a spiritual purpose.3 Although this volume has argued
that hyper-real religions have been in existence in the Western world
since at least the 1950s and 1960s, the Internet has given the phenomenon
a cultural boost. Via cyberspace, more people can find out about these
marginal groups, be inspired by and even join them, for however long it
suits them. If our world is fluid (Bauman 2000), these groups epitomise a
state of flux, as members play with their identities in forums/chat rooms
and are able to express themselves more openly than in the offline world.
This consumerist approach of mixing and matching religion and popu-
lar culture is a clear example of cultural fluidity; consumers (in this case,
spiritual consumers) set their own goals and design their own lives guided
principally by values of the self. Contemporary consumers eschew avail-
able macro-identities. They are mobile and their taste fluctuates. They are
2
Internet site, http://scotwise.blogspot.com/2005/05/emergent-church.html. Accessed
14/11/2005.
3
Internet site, http://forums.bducommunity.com/archive/index.php/t-2063.html. Accessed
14/11/2005.
426 adam possamai
References
Anon. 2002. “Bad Movie Hurts Jedi Down Under.” Wired News. At http://wired-vig.wired
.com/news/print/0,1294,54851,00.html. Accessed 25/01/2011.
Associated Press. 2008. “ ‘Darth Vader’ spared jail in Jedi attacks.” MSNBC.com. At http://
www.msnbc.com/id/24604338. Accessed 17/07/2008.
Bauman, Z. 2000. Liquid Modernity. Cambridge: Polity Press.
Cusack, C. M. 2010. Invented Religions. Imagination, Fiction and Faith. Aldershot: Ashgate.
Carter, H. 2009. “Jedi Religion Founder Accuses Tesco of Discrimination Over Rules on
Hoods.” Guardian, 18 September. At http://www.guardian.co.uk/world/2009/sep/18/jedi-
religion-tesco-hood-jones/print. Accessed 21/09/2009.
Habermas, J. 2006. “Religion in the Public Sphere.” European Journal of Philosophy. 14:1,
1–25.
Lamont, L. 2005. “Young and Troubled—Two Lives Destroyed in a Gothic Tragedy.” Sydney
Morning Herald. 26 October.
Netburn, D. 2009. “Struggling in Life? Get Guidance from Albus Dumbeldore.” Sydney
Morning Herald. 28 July.
Possamai, A. 2005. Religion and Popular Culture: A Hyper-Real Testament. Brussels, Bern,
Berlin, Frankfurt am Main, New York, Oxford, Vienna: P.I.E.-Peter Lang.
Robinson, W. G. 1997. “Heaven’s Gate: The End?” Journal of Computer and Mediated
Communication. 3:3. At http://jcmc.indiana.edu/vol3/issue3/robinson.html. Accessed
25/08/2004.
Contributors’ Biographies
Eileen Barker, PhD, PhD h.c., OBE, FBA, is Professor Emeritus of Sociology
with Special Reference to the Study of Religion at the London School of
Economics. Her main research interest is ‘cults’, ‘sects’ and new religious
movements, and the social reactions to which they give rise. Since 1989
she has also been investigating religious changes in post-communist
countries. Her 275 publications (translated into 27 languages), include the
award-winning The Making of a Moonie: Brainwashing or Choice? and New
Religious Movements: A Practical Introduction. In 1988, with the support of
the British Government and mainstream Churches, she founded INFORM
(www.Inform.ac).
Massimo Introvigne was born in Rome, Italy, in 1955. A law and philosophy
graduate, and a member of the Italian Association of Sociologists (AIS),
he has been a part-time lecturer in several Italian universities, including
the European University of Rome. He is the author of some forty books in
Italian (some of them translated into English, German, French, Spanish
and Czech) and more than one hundred articles in peer-reviewed inter-
national journals in the field of the sociology of religions.
Alan Nixon is a PhD candidate in the Centre for the Study of Contemporary
Muslim Societies at the University of Western Sydney. His thesis is investi-
gating the societal impacts of the new atheism. His research interests are
Sociology of Religion/Irreligion, complexity theory, popular culture and
online research methods.
Aden, Roger, 115, 121, 123–124 Black culture, 321, 324; American, 334–334;
Advaita Vedanta, 303–305, 314–315 American ghetto gang, 335; street, 335
alien, 49–50, 64, 67–72, 80–81, 99, 105–106, black man, 325, 326, 331–332, 334–335
119, 121–122, 196, 208, 261, 414 body, 71, 78, 93, 96–98, 100–104, 130, 135,
alienation, 401, 407, 412; and anomie, 9, 236, 250, 259, 275–277, 284, 325, 331; of
402, 403; and Baudrillard, 25, 78, 281; knowledge, 131; of data, 146–147, 151, 411;
and hip-hop, 329, 336; and technology, new body, 313; Muslim body, 322
406 Bothered about Dungeons and Dragons
android, 72, 87, 91, 97–98, 104, 107 (BADD), 210
anomie, 9, 402–403, 405, 412 boundary-work, 386
Apolito, Paolo, 307–309 Bourdieu, Pierre, 123, 321, 333–334, 336
ARPANET, 168 Brahman, 304–305, 313–314
Asimov, Isaac, 63–65, 100–102, 104 brain, 54, 74, 85–86, 90–107, 236, 327, 393;
Atheism, 91, 214, 375–376, 378, 382, 384, brainwash, 93, 407, 413
390, 392; Common Sense Atheism, 385, bricolage, 39, 44, 50–51, 238, 281, 376
393; contemporary Atheism, 375–376, Brown, Dan, 9, 12, 267–268, 270, 281, 326,
378, 380–381, 385–386, 391–392, 394; 402
New Atheism, 9, 378–379, 383 Buddhism, 45, 112, 167, 173, 177–178, 238,
authentic, 78, 239, 242, 269–270, 277, 293, 276–277
332, 373, 402, 404–405; —ity, 51, 133, 179, Buffy the Vampire Slayer, 5, 225, 229, 408
229, 237, 242, 256, 337
authority, 17, 46, 131, 147, 159, 181, 192–194, canon, 173, 177; —ical, 173, 294
212, 216, 288, 375, 380, 383, 386, 388 Carter, Nick, 273, 275–277
automaton, 97 Castells, Manuel, 310–311
autonomous, 97, 98, 281 Catholicism, 8, 165, 255, 307, 309, 359,
avatar, 31, 233, 235, 239–240, 243, 275, 362–363
279–280, 283, 285, 287 Census, Australian National, 14, 180–182;
Ayodhya, 279–280, 283–284, 287, 290–291 U.S. Bureau, 179; British campaign, 384
Azathoth, 5, 258 cerebral, 85, 94–95, 98, 100
charisma, 17, 33, 248, 389; —tic, 17, 154,
Babri Masjid 279, 290–291, 293 383, 388–390, 394
Bahá’í faith, 113 Chikhalia, Deepika, 280, 285, 293
Baudrillard, Jean, 23, 32, 34; theory of Christian, 3, 6, 8, 10, 17–18, 27, 50, 59–60,
commodity culture, 1; hyper-reality, 19, 64, 79, 81, 92, 112, 116, 119, 126, 147, 154,
23–28, 33; integral reality theory, 2–29, 169, 179, 185, 194–195, 197–198, 211,
31, 33; Marcuse, Herbert, 30, 33 220–222, 233, 238, 241, 249, 276–277,
believing without belonging, 363, 380 281, 288, 292, 335, 342, 350, 352–355,
Bellaluna, Linda, 247–248, 251 357–360, 362, 364, 366, 368–369,
Berger, Peter L., 364, 402, 412 377, 382; —ity, 2, 6, 17–18, 61, 113,
Bhakti, 282, 287–289, 292, 303 116, 154, 192, 195–196, 220, 225, 228,
Bharatiya Janata Party (BJP), 280, 290, 293 236, 238, 277, 281, 292, 339, 362,
Bible, 27, 62, 67–69, 89, 112, 168, 179, 214, 366–367; anti-Christian, 364, 366, 369;
221, 225, 236, 326, 342–345, 365, 369; Anti-Christian conspiracy, 368; belief,
belt, 148; Champions, 344–345; study, 61, 342; churches, 371, 375; computer
185, 351; Thee Psychick Bible, 52; The games, 342–347, 355; gamers, 208,
Vampire Bible, 154 213–222, 352–353, 355; game developers,
biological robots, 96–99 341, 343, 346, 354–355; Game Developers
biology, 63, 85, 95–97, 99, 106, 235, 383, 387 Foundation, 339, 346; Gamers Guild, 7,
436 index
fanzines, 171 Harry Potter, 8–9, 11, 79, 161, 225, 350, 359,
fiction, 2, 4, 8, 75 81, 90, 98, 100, 102–103, 360–361, 364–369, 371
113, 129, 131, 133–135, 137, 141, 143, 161, 171, hegemony, 294
177, 187–188, 238, 256–257, 261, 327, 415; Heinlein, Robert, 3, 42, 185, 229, 261
based-religion, 19, 185, 202, 226, 241; and hermeneutic, 62, 404, 409
Da Vinci Code, The, 12, 14–16; Dungeons Hexham, Irving, 115–119
& Dragons, 209; fantasy, 225, 228–229, Hinduism, 8, 173, 177–178, 282, 292,
405; popular, 49, 185, 199–201, 225–226, 300–309, 312, 314–316, 372
232, 241; pulp, 258; and reality, 5, 78, 242, hip-hop, 9, 321–325, 327–337; activism,
268; science, 3–4, 6–7, 46, 59–72, 77–80, 328–329, 331, 336
86, 89–91, 98–101, 104–107, 111, 115, 117–119, homology, 333
120–121, 124–126, 178, 229, 289, 325, 408, horoscope, 250
410; Tolkien, 185, 187–189, 191, 194, human being, 4, 66, 68–70, 80, 85, 92,
228–230; Valar, 192; vampire, 142, 153, 156 101–105, 111, 114, 118–119, 187, 189, 236, 282,
Five Percenters, 323–325, 327–328, 331–332, 288, 349, 365, 406, 408, 413–415
334, 337 hyper-real religion, 8, 19, 23–26, 28, 33,
Force, The, 166, 169, 173, 176–178, 185 40, 119, 201, 336, 370–372, 394; irreligion,
Freemasonry, 268–271 385
fundamentalism, ontological, 242; hyper-reality, 19–20, 23–26, 28, 33, 79,
religious, 23, 29, 31–33, 279, 286, 376, 383 91, 112, 114, 227, 281–282, 288, 300–302,
future, 3, 62, 66, 85, 89–92, 98–99, 102, 106, 306–307, 309, 311, 315–317, 336, 341–342,
126, 180, 283, 311, 321, 390–391, 404, 413 350, 353, 360, 373, 375, 392, 394
hypo-consumption, 32–33
Gandhi, Mahatma, 283, 288
global, —isation, 328, 336; Atheist I Ching, 250–251
convention, 384; communication, 171, identity, Christian gamer, 221–222;
181; community, 173; culture, 9, 168, contemporary Atheist, 375, 378, 381–382,
321; economy, 321; message, 329, 333; 385, 394; Hindu, 292–293; hip-hop, 321,
Muslim hip-hop groups, 330–332, 324, 328; national, 280, 329; Pagan, 161,
334–335 238; personal, 29, 53, 61, 78, 131, 410; Real
God, 3, 5–7, 24, 26, 29, 65, 68, 132, 167, Vampires Group, 141, 144–148, 151, 155,
178, 188, 190, 195, 218–221, 225, 228, 158–159, 160–161; spiritual/religious, 2, 13,
236, 238, 247, 255, 258, 261, 324, 327, 61, 152, 154, 162, 170, 240, 248, 252, 271;
363–364, 367, 373, 377–378, 380–381, virtual, 239–240, 341
384, 387–388, 391–392; —dess, 195, 228, IDIC ethic, 3, 122, 124
238–239, 247, 249, 251, 259, 314–315, 349; Illuminati, The, 45–46, 268–270
—s 132, 178, 185, 232–233, 256, 258, 261, Ilsaluntë Valion (The Silvership of the
280, 282, 408; Apollo, 64; artificial, 105; Valar), 193–194, 196
elder, 49; extraterrestrial, 64, 69, 71; and immortality, 72, 98, 102–103, 107
gaming, 339, 343, 346, 350–352; Hindu integral reality, 23–25, 28–29, 31–34
gods, 19, 279, 283, 284–285, 288–289, integral religion, 23, 31, 33
294, 300–301, 303–306, 313, 315–316, 389; integrism, 32
Judaeo-Christian, 50, 195; Kingdom of, intelligent design, 383, 386–387
75; —like, 3, 262; messengers from, Internet, 2, 6, 8–9, 17–18, 20, 29–30, 39, 41,
113; Muslim, 325–326, 328; Pantheon of 44, 47, 59–60, 76, 78, 86, 112, 118, 129, 131,
Gods, 4–5; and Raelian movement, 92; 136, 138, 145, 148, 151, 159–161, 166, 168,
and Satan, 4, 25, 214, 221 171–172, 181, 187, 194, 199–201, 226, 231,
gospel, 60, 177, 225, 267, 344–345, 369 235, 252, 281, 302, 307, 309–312, 316–317,
Govil, Arun, 280, 285, 293 346, 349, 352, 377, 410
Great White Lodge, 268, 275, 277 invented religion, 19, 185
irony, 28, 43, 80, 295
habitus, 115, 121, 123–125, 230, 321, 333, irreligion, 378, 385, 394
335–336, 412 Islam, 61, 113, 146, 236, 270, 292; hip-hop,
Hanuman, 250, 283, 293 321–336
haptic, 247 Islamophobia, 329–330
438 index
mytho-cosmological belief, 198 242, 262, 280, 294, 299, 302, 317, 375–377,
mytho-historical belief, 198 380, 382, 386, 391, 393–394
mytho-poeic, 190, 229–231, 408 post-modernity, 378, 382
Pottermania, 359, 366
narrative frame approach, 195–196 praxeum, 173–174
nasheed, 330, 332, 337 Priestley Voice, The, 388–389, 393–394
Nation of Islam (NOI), 61, 323, 326 Priory of Sion, The, 268, 270
naturalism, 391 problems of meaning, 401–403
Natyaśastra, 285, 288, 289 prophecy, 86, 89–90, 95, 97, 106, 113, 248,
Necronomicon, The, 4, 255–262 360
neurobiology, 85, 95, 107 protest, 323–324, 381–383, 394
neuroscience, 85–86, 94, 106–107 Protocols of the Elder of Zion, 271
New Age, 28, 30, 44, 59, 61–62, 67, 76, 197, Pulling II, Irving ‘Bink’, 209
217, 250–252, 254–255, 281, 362, 364, 366, Pulling, Pat, 209–213, 216, 223
368–370, 372–373, 380
New Religious Movement (NRM), 32, 34, Qur’an, 168, 323
61–62, 86, 112, 115, 118, 137–138, 144, 154,
165, 167–168, 181, 393 Raël, 86–90, 92–93, 95–96, 105–106
Nyarlathotep, 4, 258 Raelian, 61, 87, 89, 90–96, 98–99, 105–106;
—ism, 86, 93; message, 87, 89–90, 92,
occult, 9, 52, 117, 142, 148, 153, 157–158, 208, 96–99, 105; movement, 6, 86–88, 90–92,
210–211, 217; —ic, 8, 350; —ism, 48, 130, 95, 97, 105–107
153–154, 211–212, 214, 252, 361, 364–366, Rakshas, 291; —as, 292
368–369, 371; —ist, 44, 46, 157–158, 256, Ram, 280, 283–286, 288, 290–293
261, 359, 366; —ural, 39, 44–46, 49–50, Ram Janmabhumi, 290–291, 293
52; —ure, 44, 49 Ram Rajya, 283
Ogham, 251 Ramayan, 279–280, 282, 284–286, 288–295
ontological, security, 375, 382–385, 394; Ramayana, 279–280, 282–285, 289, 295,
insecurity, 382–383 300–301, 306, 316
Opus Dei, 268 Ramcharitmanas, 283
Order of the Red Grail, 192, 198 Ramlila, 285, 287
Order of the Rosy Cross, 274, 276–277 Rasa, 288–289, 292
Otakukin, 133, 137, 161 Ravan, 286, 291–292, 294
Otherkin, 6, 42, 129, 130–138, 158, 161–162, re-adaptation, 23, 25–26
185, 189, 191 reality, 1, 5, 19, 24–26, 28–29, 31, 34, 53–54,
63–64, 69, 73, 77–80, 89–90, 98, 111–114,
Padawan, 173, 179 118–119, 124–125, 133, 135–136, 142, 149,
performance, 28, 30–31, 33, 52, 54, 94, 252, 152, 156–157, 194–195, 198–200, 202, 209,
287, 292, 322–323 212, 217, 221, 227, 230, 235, 241–243, 251,
pilgrimage, 115, 121–126, 287, 289–290, 307, 257, 260–262, 268, 281, 288, 294–295,
313 299, 310, 331, 364–365, 371, 373, 386, 388,
poetic jihadis, 321–323, 330–331, 336 393, 402, 413; social, 201, 330, 334, 370,
Poewe, Karla, 115–117 412; virtual, 4, 29, 311, 342, 353
Poland, 359–363, 366–367 re-enchanting the world, 370
popular culture, 1–3, 5–9, 11–13, 15, 17–20, re-enchantment, 130, 185, 229, 370–372,
25, 28, 39–44, 46–56, 60, 67, 71, 78–81, 391, 405
94, 116, 118, 120, 124–125, 129–130, 141–143, re-interpretation, 23, 25–26, 28, 33
166, 168, 170, 200, 207–208, 222, 249, 256, reconstructionism, 194, 196–198
260, 262, 267–268, 271, 281–282, 294, religious affordances, 188
299, 302, 328, 329, 339, 341, 360, 362, 371, religious practice, 7, 9–10, 47, 55–56, 66,
376–377, 388, 391, 394, 403, 412 68, 72, 74–75, 79, 81, 129, 187, 194, 248,
popular science, 85–86, 90, 100, 106, 383 251, 255, 260–261, 281, 293, 303, 363
Possamai, Adam, 6, 15, 23–26, 28–30, remix, 42, 48–52, 55
32–34, 40, 79–80, 91, 187, 200–201, 226, Renfrew, Colin, 249
440 index
Turner, Victor, 121, 124, 249, 334 Vedic hymns, 301–302, 316
Tyson, Donald, 257–262 Vishwanath, 309; temple, 308–309, 314
UFO, 50, 59, 61, 67–69, 72, 75, 187, 195, 326; Weber, Max, 3, 9, 17, 23, 34, 154, 235–236,
religion, 87, 90, 92, 281 360, 370, 393, 402–404
Ufology, 48, 59, 62, 67, 72, 76 World Wide Web, 129, 138
Valmiki, 283, 295 X-Files, The, 4, 60–61, 67–68, 81, 124, 225,
vampires, 6, 130, 141–161, 185, 195, 199, 254, 237, 412, 414–415
255, 276
Varanasi, 307–308, 314 Zell, Tim, 3, 261
Vedanta, 284, 303–305, 313–315 zines, 47, 8, 145, 169, 171