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There’s more than one way to lose our humanity

How we treat immigrants and how AI might treat humans weighs on the mind of George Pitcher.

George is a visiting fellow at the London School of Economics and an Anglican priest.

A grey multi-story accommodation barge floats beside a dock.
The Bibby Stockholm accommodation barge in Portland Harbour.
shley Smith, CC BY-SA 4.0 , via Wikimedia Commons.

“The greatness of humanity,” said Mahatma Gandhi, “is not in being human, but in being humane.” At first glance, this is something of a truism. But actually Gandhi neatly elides the two meanings of humanity in this tight little phrase. 

Humanity means both the created order that we know as the human race and its capacity for self-sacrificial love and compassion. In the Christian tradition, we celebrate at Christmas what we call the incarnation – the divine sharing of the human experience in the birth of the Christ child.  

Our God shares our humanity and in doing so, shows his humanity in the form of a universal and unconditional love for his people. So, it’s an act both for humanity and of humanity. 

This Christmas, there are two very public issues in which humanity has gone missing in both senses. And it’s as well to acknowledge them as we approach the feast. That’s in part a confessional act; where we identify a loss of humanity, in both its definitions, we can resolve to do something about it. Christmas is a good time to do that. 

The first is our loss of humanity in the framing of legislation to end illegal immigration to the UK. The second is the absence of humanity in the development of artificial intelligence. The former is about political acts that are inhumane and the latter goes to the nature of what it is to be human. 

We have literally lost a human to our inhumanity, hanged in a floating communal bathroom. It’s enough to make us look away from the crib, shamed rather than affirmed in our humanity. 

There is a cynical political line that the principal intention of the government’s Safety of Rwanda (Asylum and Immigration) Bill, voted through the House of Commons this week, is humane, in that it’s aimed at stopping the loss of life among migrants exploited by criminal gangs. But it commodifies human beings, turning them into cargo to be exported elsewhere. That may not be a crime – the law has yet to be tested – but it is at least an offence against humanity. 

Where humanity, meaning what it is to be human, is sapped, hope withers into despair. When a human being is treated as so much freight, its value not only diminishes objectively but so does its self-worth. The suicide of an asylum seeker on the detention barge Bibby Stockholm in Portland Harbour is a consequence of depreciated humanity. Not that we can expect to hear any official contrition for that. 

To paraphrase Gandhi, when we cease to be humane we lose our humanity. And we have literally lost a human to our inhumanity, hanged in a floating communal bathroom. It’s enough to make us look away from the crib, shamed rather than affirmed in our humanity. 

That’s inhumanity in the sense of being inhumane. Turning now to humanity in the sense of what it means to be human, we’re faced with the prospect of artificial intelligence which not only replicates but replaces human thought and function.  

To be truly God-like, AI would need to allow itself to suffer and to die on humanity’s part. 

The rumoured cause of the ousting of CEO Sam Altman last month from OpenAI (before his hasty reinstatement just five days later) was his involvement in a shadowy project called Q-star, GPT-5 technology that is said to push dangerously into the territory of human intelligence. 

But AI’s central liability is that it lacks humanity. It is literally inhuman, rather than inhumane. We should take no comfort in that because that’s exactly where its peril lies. Consciousness is a defining factor of humanity. AI doesn’t have it and that’s what makes it so dangerous. 

 To “think” infinitely quicker across unlimited data and imitate the best of human creativity, all without knowing that it’s doing so, is a daunting technology. It begins to look like a future in which humanity becomes subservient to its technology – and that’s indeed dystopian. 

But we risk missing a point when our technology meets our theology. It’s often said that AI has the potential to take on God-like qualities. This relates to the prospect of its supposed omniscience. Another way of putting that is that it has the potential to be all-powerful. 

The trouble with that argument is that it takes no account of the divine quality of being all-loving too, which in its inhumanity AI cannot hope to replicate. In the Christmastide incarnation, God (as Emmanuel, or “God with us”) comes to serve, not to be served. If you’ll excuse the pun, you won’t find that mission on a computer server. 

Furthermore, to be truly God-like, AI would need to allow itself to suffer and to die on humanity’s part, albeit to defeat its death in a salvific way. Sorry, but that isn’t going to happen. We must be careful with AI precisely because it’s inhuman, not because it’s too human. 

Part of what we celebrate at Christmas is our humanity and, in doing so, we may re-locate it. We need to do that if we are to treat refugees with humanity and to re-affirm that humanity’s intelligence is anything but artificial. Merry Christmas. 

Article
Culture
4 min read

Fun is dead

When video games turn play into work, we need to play without fear of consequences.

Simon Walters is Curate at Holy Trinity Huddersfield.

A woman stand in front of a large video screen displaying the Space Invaders title, hold her hands out in front of her.
Photo by Andre Hunter on Unsplash.

Imagine there’s been a sudden change in plans. The evening meeting is cancelled at the last minute, or your friend is sick and can’t come round. There are no looming tasks that need doing, so you set out to have some fun. What do you do? 

Karen Heller’s recent article in the Washington Post suggests that we don’t really know how to answer that question. ‘Fun is dead’, proclaims the headline, and her analysis is simultaneously insightful and depressing. Weddings have become stressful extravaganzas, holidays require a constant stream of activity, retirements should have a purpose and a plan. Our fun, our play, requires a reason to exist. Can we have fun without it having some larger purpose? Can we play without needing to post it on social media? Everyone else, it seems, is having much more fun than we are. 

Take video games. You might think this ought to be the very definition of a playful activity, one with no particular end or purpose in mind. But even here, it seems we don’t know how to have fun without some type of incentive. Conversations about video games online are frequently so self-serious and toxic that you’d be forgiven for thinking that it was a matter of life and death, not differing preferences about fun. Some of the world’s biggest games – things like Fortnite, Genshin Impact, and EA Sports FC – give rewards to players who turn up to play every day. It sounds generous until the psychological hooks of these methods grip you far past the point of fun. Players talk about not being able to sustain more than one of these types of games, because otherwise they won’t be able to keep up. What starts as play quickly turns into a form of work. 

The world of play is a world of grace, where we are free to find pleasure in an activity on its own merits. 

I am as much a sucker for this method as the next person. I find myself drawn to games which start out as free and fun, but the fun inevitably seems to turn into a chore that I cannot dislodge. There is an unwritten pressure to turn up to play every day to complete daily tasks and keep up with the competition. I end up feeling guilty for wasting my time playing games, and anxious to keep up with what’s required when I do. No wonder, with all these contradictory pressures on play, I find myself more often than not vegetating in front of Netflix rather than really playing. 

This is all a bit of a first world problem and might seem like another depressing indictment of modern society, but perhaps it shouldn’t be that surprising. As humans, we are always looking for some way to justify ourselves, some way of finding proof that what we do matters. Play, by contrast, demands that we step into a different sort of world. The world of play is a world of grace, where we are free to find pleasure in an activity on its own merits, and not for anything we might get from it in the end. Play, in its best sense, is purposeless apart from the joy of playing. "When we try to give our playful activities some wider purpose for why they matter, we are turning them into something else." 

The world of the Christian faith is not often seen as a playful one. It seems so very serious, dealing as it does with matters of life and death. But within the serious world of the Church, a space for play emerges. After all, it is first and foremost a world of forgiveness from what we have done wrong in the past, present, and future. This forgiveness takes away the fear of failure. Whether I am greatly successful or not I am loved and forgiven by God. This is God’s gift, which cannot be earnt and cannot be lost. 

The result, perhaps surprisingly, is that I am free to play, because I do not need my play to achieve anything for me. As the theologian Simeon Zahl puts it,  

In play a person is free to engage with the world creatively, actively, energetically, but without fear of ‘serious’ consequences. The Christian is free to play with things that once seemed deadly serious, to find delight in what were formerly objects of fear, and to take themselves much less seriously. 

In the world of video games, this idea is perhaps most clearly seen in the games produced by the Japanese game developer Nintendo. Their games, from Mario to Zelda, epitomize a vision for gaming which is driven by creating joy for whoever is playing, and not unnecessarily burdensome tasks. One of their best games of last year, The Legend of Zelda: Tears of the Kingdom, doesn’t offer a prescriptive path for how players should approach its challenges. Instead, the player is given a toolkit and set loose to use it in the world as they see fit. The result is a sense of joyful freedom, a feeling that its world is full of delight and even silliness. It gave me some of the most fun playing games in recent years, without me even coming close to finishing it. 

It's this playful attitude that I want to take into the rest of my life. What would it look like for us to see the world as a playground rather than an exam hall? The result wouldn’t just be a lot more fun. I think it would also be deeply Christian.