Judie Brown
Social media, dehumanization, and first words
By Judie Brown
God has instructed us to take care of our fellow man. The Golden Rule instructs us to do unto others as we would have done to us. Yet time after time people think not of others, but only of themselves. Selfish wants and needs come before anything or anyone else. It's time we get away from this "me" culture and begin to truly understand and live what it means to put others before ourselves – and this must include each and every preborn child.
In a profound analysis of the inherent problems with "advance directives" and other such statements of how one wishes to be cared for at the end of life, Brother John Luth writes in an e-mail:
As an example, we need only look to this news report on the latest video game currently under development in the state of Texas. In the game "Choice: Texas,"
When the choice is killing and the object is to desensitize the gamer as he or she perhaps subconsciously begins to see child killing as sport, those first words come back to haunt us. How low can you go? Perhaps this is a suggestion of where we are headed as a culture – as a human race eerily close to being totally divorced from those profound first words.
© Judie Brown
September 3, 2013
God has instructed us to take care of our fellow man. The Golden Rule instructs us to do unto others as we would have done to us. Yet time after time people think not of others, but only of themselves. Selfish wants and needs come before anything or anyone else. It's time we get away from this "me" culture and begin to truly understand and live what it means to put others before ourselves – and this must include each and every preborn child.
In a profound analysis of the inherent problems with "advance directives" and other such statements of how one wishes to be cared for at the end of life, Brother John Luth writes in an e-mail:
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In philosophy, we are taught that the first words are the most important in an argument. As Christians, we can see so readily how this applies to our theology and to our beliefs. For, in the Bible, we are first told that God is man's creator, and in the same opening chapters that man is his brother's keeper. Thus in God's first words to man, God informs us of our need to [revere] what is greatest of all – the Creator of all created – and that we are to care for our brother, our equal, as ourselves; for, in a very real way, our brothers are, in fact, ourselves. And so, as part of God's first law we are charged to keep our brother safe, protected, fed, clothed, cared for in every way. Our devotion to our brother's life is to be treasured second only to our devotion to God Himself.
As an example, we need only look to this news report on the latest video game currently under development in the state of Texas. In the game "Choice: Texas,"
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players hunt for abortion access in Texas via the "choose-your-own-adventure" technique – and confront obstacles such as geography and healthcare.
Gamers live vicariously through characters such as 35-year-old Latrice who, despite a long-time boyfriend, "has never planned to have children, and between her career and family obligations, she feels she has her hands full enough." Another, 19-year-old Leah, bartends as she "save[s] up money and think[s] about what she would like to do."
. . . Besides teaching "awareness and empathy," Kocurek and Whipple hope the game provides "a sex education tool for older high schoolers." Whipple explained their intent in an interview, highlighting how "Many people, including privileged pro-choice people, do not realize the extent to which people with less privilege struggle with geography, time, and money to obtain abortions."
Their IndieGoGo, which asked for donations, advertised the game in further detail:
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The game "Choice: Texas" is an educational interactive fiction game which will be freely available on the web. Players will explore the game through one of several characters, each of whom reflects specific socioeconomic, geographic, and demographic factors impacting abortion access in Texas. Although billed as interactive fiction, Choice: Texas is based on extensive research into healthcare access, legal restrictions, geography, and demographics, and is reflective of the real circumstances facing women in the state.
Yeah, a thrill-a-minute experience. If you're going to trivialize infanticide with a video game, shouldn't it at least be fun?
When the choice is killing and the object is to desensitize the gamer as he or she perhaps subconsciously begins to see child killing as sport, those first words come back to haunt us. How low can you go? Perhaps this is a suggestion of where we are headed as a culture – as a human race eerily close to being totally divorced from those profound first words.
© Judie Brown
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