Beyond the Four Walls: Rediscovering the Church’s Influence in Culture
When we look at the history of the Church—especially through the lens of the patriarchs like Abraham, Isaac, and Jacob—we see something striking: they weren’t focused on building churches or temples. Their priority wasn’t architectural structures—it was life. Their focus was on building families, cultivating land, stewarding wealth, and, most importantly, nurturing a strong relationship with God.
The first time we see any formal place of worship constructed is during the days of Moses. Even then, it wasn’t a “church” as we understand it today, but a tabernacle—a mobile tent of meeting where the people could atone for sin and commune with God (Exodus 25:8-9). It was a place of divine encounter, not just routine gathering.
The early patriarchal faith was not about sitting in pews; it was about walking with God. Abraham, for instance, was a man of immense influence—so much so that he could raise an army from his household to rescue Lot (Genesis 14:14). His strength was not just in worship but in wisdom and strategy. He understood his times and occupied space accordingly.
Yet somewhere along the line, the Church’s focus shifted. From building people, we began to build structures. From cultivating culture, we became comfortable in cloisters. Our pews grew in number, but our voice in the world diminished. We forgot that Jesus said, “You are the light of the world. A city set on a hill cannot be hidden” (Matthew 5:14). Light has no value if it remains hidden.
We have, in some ways, lost our place of influence because we narrowed our definition of ministry. We’ve assumed that as long as we gather in temples and sanctuaries, we are fulfilling God’s mandate. But true impact happens when the Church steps into every sphere—technology, education, media, business, and yes, even gaming.
I once heard some kids talking about their favorite video games. One of the kids said you level up until you become a “Leviathan” — which in the game means the highest level or strongest character. And it struck me the church may lose a generation because we are not in those areas: What if we, as believers, created games that modeled spiritual growth—where the highest level wasn’t demonic powers or darkness, but maturity in Christ or Angelic Host?
Why don’t we have Christian-made games, films, and cartoons that children can love—and that also shape their identity in righteousness? Hollywood doesn’t wait for permission to influence minds of our kids they flood screens with twisted truths and reimagined narratives. Meanwhile, the Church often tells parents, “Just read your children the Bible.” But what if they’re not engaged by reading the bible and hearing bible stories ? Should we not create new ways to draw them into the wonder of Scripture?
David used songs and psalms—culturally relevant tools—to bring people closer to God. Paul used letters, the most cutting-edge form of communication in his day, to reach the Church. Why should we be any different? “I have become all things to all people, so that by all possible means I might save some” (1 Corinthians 9:22).
Being a Christian is not about being confined to four walls. It’s about following Christ—into the streets, into the schools, into the screens, and into the systems that shape the next generation. Our calling is not to preserve old wine skins but to pour new wine into vessels that can hold it.
We must return to building people—not just buildings. If we build up believers with skill, wisdom, and the Spirit, the Church will once again become a force that cannot be ignored.
My prayer is that we, as the Church, do not lose our position in this world. May we rediscover the calling to be salt and light in every sphere, and may we boldly reclaim the places we've abandoned. As it is written, “Arise, shine, for your light has come, and the glory of the Lord rises upon you” (Isaiah 60:1).