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Article
Transformation
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Virtual Reality Church as a New © The Author(s) 2020
Article reuse guidelines:
Mission Frontier in the Metaverse: sagepub.com/journals-permissions
DOI: 10.1177/0265378820963155
https://doi.org/10.1177/0265378820963155
Exploring Theological journals.sagepub.com/home/trn
Guichun Jun
Oxford Centre for Mission Studies, Oxford, UK
Abstract
The combination of COVID-19 and the Fourth Industrial Revolution has brought an unprecedented new
normal, which has affected all aspects of human life, including religious activities. As a consequence, church
mission and different ministries have found themselves more dependent on media. Furthermore, the
convergent digital technology continually develops augmented reality and virtual reality, in which churches
are planted and continue to carry out their mission and ministries. Although virtual reality churches are new
mission frontiers in the digital age, there are several theological issues from the conventional perspective of
church ministry and mission. This paper aims to address the controversial theological issues and reflect on
them from an ecclesiological perspective to explore a theological possibility to overcome the issues and to
justify their mission and ministries in virtual reality.
Keywords
Church 4.0, Church and media, Mission for digital natives, Virtual reality church, Church’s mission in the
metaverse, Ecclesial nature of virtual reality church, Ecclesiastical practices of virtual reality church, Future
mission of the church in the digital age, Cybersociality and future church
Corresponding author:
Guichun Jun, Oxford Centre for Mission Studies, St. Philips and St. James Church, Woodstock Road, Oxford OX2
6HR, UK.
Email: gjun@ocms.ac.uk
2 Transformation 00(0)
at the forms of the Church in various scopes of historical context, we can also find the essence of
the church reflected in its historical forms. The second principle implies that the constant concept
of the church has been expressed relevantly in the constantly changing circumstances so that it is
natural to understand the essence of the church in the variability of its historical forms.
The church was born in Jerusalem through the outpouring of the Holy Spirit. This was the
moment the church 1.0 was launched in its historical form with its identity as a community of
believers and its great mission to make disciples of Jesus through preaching the Gospel. The church
was growing in persecution by both Judaism and the Roman Empire. The era of the church 2.0
began when Christianity became the dominant religion of the Roman Empire under Constantine
the Great. The church began to be institutionalized by clericalism emphasizing the ecclesiastical
authority during the medieval period. The religious reformation opened the era of the Church 3.0
within Western Christianity in the 16th century when Protestantism was born as a reaction to the
medieval Roman Catholicism. During each era, the church expressed the essential nature of it in
diverse forms and images based on their own ecclesiological understandings. Now, we are facing
new dawn of significant paradigm shift in both ecclesiological concept and its expression as we
enter into the period of the church 4.0 due to the combination of COVID-19 and the Fourth
Industrial Revolution (hereafter, FIR).
packed-out virtual congregations, according to The Economist (4 June 2020). A quarter of Britons
have attended an online religious service since lockdown began, providing a boost to a faith that
has seen dwindling church attendance (The Economist, 4 June 2020). This is another good example
that churches have adopted cutting-edge technology and taken advantage in their mission through
online platforms. However, there is a fundamental question at this point. Are churches going back
to their traditional forms in a post-COVID-19 era or will they continually developing digital min-
istries to become a new form in the new normal? Here is an answer predicted by Canon Mark
Collinson, who is the principal of the school of mission in the Diocese of Winchester: “Those who
have found God in digital church may want to keep God there rather than discover transforming
participation in the physical Body of Christ” (Collinson, 2020).
values for a constructive civilization, in particular for God’s mission. Unfortunately, gaming and
pornography are at the forefront of developing VR content at present (Snijders et al., 2020: 13). This
reveals both the significance and urgency of the cyber mission of the Church in VR.
and experienced in the physical church contexts. One example is that people often think of various
things so that their minds are traveling to various places while their physical presence is in the
church building on Sundays. The other example is that people can present themselves via online
worship services, although they are physically on the other side of the globe.
The second ecclesiastical issue of VR church is that there may be no true sense of community
in several aspects. People may watch online service in VR and believe that they are part of the
church (Brown, 2019). According to research, factors to foster a sense of belonging in higher edu-
cation within virtual worlds are immediacy, interactivity and group cohesiveness (Wankel and
Blessinger, 2012: 5). These findings are not much different from the factors for increasing a sense
of belonging in virtual church contexts. These factors require more than attendance or participa-
tion, which may increase the level of religious consumerism for just spiritual satisfaction through
acquisition of what they desire. The factors require a high level of commitment to and involvement
in the vision and mission of the church in VR. In this contemporary postmodern society, it is hard
to see believers fully committed to the vision and mission of their local churches because hyperin-
dividualistic lifestyles have become a cultural norm, and this seriously weakens the sense of com-
munity in the local churches. Thus, it is not an overstatement to say that VR churches would face
more serious problems caused by an atomistic sense of self-connected with an excessive form of
individualism pursuing self-indulgence (Randels Jr., 2000: 167). Another aspect to theologically
wrestle regarding the sense of community within VR church is how does the avatar-mediated vir-
tual church community can build credibility and trust among the members? Research reveals that
perceived anthropomorphic images of avatars in VR influences the level of credibility and trust in
people’s virtual relationships without having a clue about others’ physical attributes and identity
(Nowak et al., 2008: 83). One can wear an avatar of any gender, age, race, species, or shape, and
meets others superficially with their created form of self-presentation (Blascovich and Bailenson,
2011: 5). It is likely that people are better able to predict the trustworthiness of humans than the
trustworthiness of avatars, for the majority of interaction among people has taken place in face-to-
face settings throughout human history (Riedl et al., 2014: 83). However, there may be a theologi-
cal clue in the origin of the word “avatar” and its contextual theologizing to know whether it is
possible for people to build trustworthy relationships through their avatars in VR. The word “ava-
tar” is derived from a Sanskrit word ava-tri, which means “descent” (Hess, 2016). Ava-tri (avatar)
is used in religious contexts to describe “divine descent” (Kuruvila, 2002: 54). Interestingly, Indian
Christians used the concept of the avatar to understand the incarnation of Christ for generations
(Boyd, 1975: 127–128). The biblical truth that Christ gave up His equality with God and became a
man and lived among His people can give a glimmer of theological hope for the possibility that
people may be able to build a trustworthy Christian community in VR through their embodied
avatars. The Son of God, a spiritual being, became the Son of Man, a physical being. Jesus was a
fully divine being and a fully human being. In other words, incarnation expresses a dialectical
relationship between Man who needs God and God who needs Man (Schade, 2017). The relation-
ship between a user made of material atoms and his or her avatar made of code and pixels could be
viewed from the same perspective. Research reveals that users regard their avatars as shared agen-
cies through emotional intimacy while they practice self-differentiation in their relationships with
their avatars (Banks, 2015). It means that the user–avatar relationship (UAR) is not always one-
way that an avatar represents its user as a created and controlled being but dialectical as they share
experiences, moral decisions, and responsibilities of their behaviors (Banks, 2015).
Finally, there is no ecclesiastical authority in VR church to deal with the sins of individuals and
discipline to censure and restore them from their sins. Church discipline is one of the primary bibli-
cal practices that God is honored when it is rightly administered and dishonored by its absence
(Adams, 1974: 19). Some theologians deliberately include church discipline as one of the
Jun 7
non-negotiable elements along with the preaching of the word and the sacraments, without which
the church cannot be the church (McAlpine, 2011: 6). The final ecclesiastical issue in light of sense
of community is that VR church lacks the corporate aspects of discipleship. The church is not only
a place of worshippers but also a community of disciples. Christ is present not only in the encounter
of word and faith in the life of the individual believer but especially in the living memory of the
church (Lorenzen, 2004: 49) where believers grow steadily to learn how to live the way that Jesus
lived from the exemplary lifestyle of mature disciples (Kim, 2020: 14). This kind of radical meaning
of Christian discipleship seems to be only possible through physical interactions among believers in
the physical reality. This is a particular challenge that VR church needs to overcome as some of VR
churchgoers are already describing themselves as “bedside Baptists” and “pillow Presbyterians”
since their spiritual journey with Christ in VR may be at a slack pace (Brown, 2019).
Funding
The author received no financial support for the research, authorship, and/or publication of this article.
8 Transformation 00(0)
ORCID iD
Guichun Jun https://orcid.org/0000-0001-6233-1743
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Author biography
Guichun Jun completed his doctoral study at Oxford Centre for Mission Studies and became a research tutor
in 2016. His research interests are in the area of Congregational Studies, in particular, in church conflict and
futuristic church ministry in the era of the fourth industrial revolution from the perspective of multi-academic
disciplines.