On October 22, 2024, the Adventist Church will launch the game 1844. This game aims to help players understand the "Great Disappointment," which refers to October 22, 1844, and the challenges surrounding the expectation of Jesus’ return that did not occur.
As the Adventist Church marks 180 years since this significant historical event, the game emphasizes hope in the imminent return of Christ. It also represents a milestone in the denomination's technological development, using this tool to spread a message of faith to a broader audience.
To enhance discovery and engagement, the game can be played in groups, providing opportunities for dialogue, reflection, and interaction among players. For those unfamiliar with the Adventist Church or the history of the Great Disappointment, the game offers Bible studies to deepen understanding of the prophecies regarding Jesus’ return.
Set in a Metaverse environment, 1844 allows teenagers and pre-teens to explore the events of that historic day. In this way, the game not only presents the events of 1844 but also utilizes modern technology to engage new generations in an interactive experience.
Young People and the Church
Professor Gláucia Korkischko, the director of the Children and Youth Ministry for the South American Division of the Adventist Church, explains that the idea for a new project emerged from a survey she conducted about young people's retention in the Church. The study's results highlighted the need for improved connections with the Bible and its doctrines to help reduce dropout rates among youth.
Gláucia emphasizes that this audience "needs to understand their history and the history of the Church, as this knowledge strengthens their faith and commitment, reinforcing their identity." She notes that the interactive nature of the proposed game can more effectively engage new generations. With a stronger sense of identity, young people are likely to feel more motivated to actively participate in the Church's mission as well.
Technology and the Church
One of the questions raised in the research was why many young people distance themselves from the church. The results indicated that one reason is the lack of a sense of belonging, stemming from not knowing the church's history and its pioneers.
However, games can serve as a tool to provide pre-teens, teenagers, and young adults with the historical context of the church and its identity. Thus, one of the goals is to foster understanding and engage them in a story full of challenges.
Adventist Aline Carvalho, 35, grew up in an Adventist family that was estranged from the church. After her son fell ill and she prayed for his recovery, she sought to return to church when her request was granted. However, she initially lacked interest in attending in-person services.
Everything changed when she discovered the Adventist Church's presence in the Metaverse and began participating in virtual activities. This experience prepared her for physical involvement in a local temple.
“When I saw the Week of Prayer in the Metaverse, it caught my attention because I like technology. I preferred to follow it there rather than attend a physical church. It touched me deeply, and I started going more often on Saturdays to a physical church,” she reflects.
She also discovered Novo Tempo TV, the Adventist Portuguese television and radio channel in Brazil, and chose to be baptized. Aline is grateful that technology led her to a physical temple. “The Metaverse gave me a significant push to get closer,” she emphasizes.
The History Behind 1844
On October 22, 1844, the event known as the Great Disappointment occurred. A group of American religious individuals from various denominations, studying the Bible, believed that Jesus would return on this date. However, this event did not take place.
William Miller, a Baptist preacher, played a significant role in announcing this imminent event based on his prophetic interpretations. Along with others, he set the date for Jesus' return.
Following this disappointment, the Millerite movement, as it became known, divided into three groups: those who gave up hope, those who continued to set new dates, and those who committed to deeper biblical study. Interestingly, the latter group was primarily composed of teenagers and young people who were seeking the truth about Jesus' return.
This third group concluded that while the date was accurate, the event itself was not as they had anticipated. Through their studies on various topics, they derived doctrines that led to the establishment of the Seventh-day Adventist Church, which officially began in 1863.
About the Metaverse
Derived from Greek, Meta means beyond/transcendence, while Universe refers to everything that already exists. Thus, Metaverse can mean the term beyond the universe. It thus indicates a digital space beyond physical realities.
The Metaverse is a “digital world”, which combines elements of virtual reality, augmented reality, and the internet.
The Seventh-day Adventist Church has opened a virtual space in this environment, using the spacial.io platform, which offers immersive experiences for people around the world. In addition, it allows participants to interact with each other with simulated objects and environments, using personalized avatars.
The original article was published on the South American Division Portuguese website.