and seeking a rational defense of the
faith. They are caught up in an Enlightenment dualism that separates mind
and body and places the emphasis on
right beliefs with little regard to the fact
that transformative religious experience
may involve all the senses, not just cognition. The attempt by the Resisters to
reclaim the faith has legitimacy, but its
appeal will only be to a small group of
intellectuals or philosopher wannabe’s.
It has the feeling of a sectarian response—trying to create a “pure” form
of Christianity—without respect to the
complex ways in which Christian faith
and practice have always been culturally
and politically embedded. Furthermore,
the Resisters may use computers to write
their tomes and send e-mail, but they
have little appreciation for the potential
of digitally generated art or music in
worship.
Reclaimers
The Reclaimers are reacting to the
sterile worship locations of most mega-churches and the emphasis on entertaining worship. They happily forego the
skits and jokes and Hawaiian shirts of
Appropriator clergy in favor of a gothic
cathedral, flowing incense, candles on a
well worn altar, robed priests and dim
light streaming in through stained glass.
They believe that tradition has value—
that the saints of ancient times developed liturgical and meditation practices
that have the potential to bring one
closer to God. While they are backward
looking, they are surprisingly postmodern in their desire to unite mind and
body in mystical union with the Holy.
Although some Reclaimers seek out Orthodox churches (e.g., Greek, Russian,
etc.) in which to worship, a much larger
group of people are turning to the Anglican tradition and especially to those
congregations that prize the sensuality
of “high church” liturgy. In terms of
the digital revolution, Reclaimers typically see the church as a refuge from the
bombardment of the commercial world.
Worship is a time to shut out the external buzz of contemporary life and move
inward to a place where God’s presence
can be felt more than proclaimed in
words.
continued on page 24
H ere are some stats about the Millennial generation as found on Wikipedia, and in
U SA Today, LA Times and CNBC News Articles.
GENERATIONAL STATISTICS:
■ Born roughly between 1977-2000.
■ Millennials are the largest generation since the Baby Boomers
(about 76 million people).
■ They are the newest group to enter the professional workplace.
■ They are racially and ethnically diverse.
■ Sociologists define Millennials as those youths raised in the sensory-inundated
environment of digital technology and mass media at the Millennium.
EVENTS THAT HAVE DEFINED THE GENERATION:
■ The Challenger explosion on January 28, 1986 is one major event that separates
Generation X and Millennials, as most members of Millennials were either not
yet born or too young to remember this major national event.
■ The fall of the Soviet Union and the First Gulf War are both midway events for
members of Millennials, occurring in 1991, as many members were old enough
to remember these events as children, but many had not yet been born.
■ The Columbine High School Massacre.
■ The date of the September 11 attacks is an often-proposed end-point for the
generation. Those that were not yet born in 2001 and those that were otherwise
too young to remember and/or understand the events of that day
(about 1997 up) would thus be grouped into the Millennial Generation.
■ Hurricane Katrina, Indian Ocean Tsunami, and other disasters that occurred
in a very close span of each other.
■ The Columbia explosion.
■ The Virginia Tech Massacre.
■ The rising global awareness of climate change.
TECHNOLOGY:
This generation was the first generation to use or witness the following technology
from an early age:
■ The Internet, especially the World Wide Web.
■ Sophisticated computer graphics in many video
games, animated movies and television shows.
■ Cellular phones
■ Instant messaging
■ DVDs
■ Digital Audio Players
(most commonly MP3 players)
■ TiVo and other such DVR devices
■ HDTV
■ Broadband Internet
■ Digital Cameras
■ Camera phones
■ Text Messaging
■ Social Networking
■ 3D virtual worlds
such as Second Life,
Entropia Universe,
and There
■ Web 2.0
■ GPS
■ Multi-use multimedia
devices