Political leader Geert Wilders of the Dutch center right party PVV defending his plans during a radio interview in Enschede, The Netherlands on September 5, 2012.  Photo: Robert Hoetink.

How and why do we need preventive justice?

The saying often goes that history repeats itself. However, this is not entirely accurate. It’s people who repeat history. Not necessarily because they fail to learn from it, but rather because they refuse to learn history’s important lessons. And if too many people fail to learn from past mistakes, it will only have negative consequences for society. That is why we, as an intelligent species, need to be able to spread awareness about conduits of racism and hatred across Europe. But how can this be achieved? Through learning more about the theory and practice of preventive justice, there are several things a country can do.

By Maureen van der Kris*

Only a few years ago, during the refugee crisis of the 2010s, it looked a lot like Muslims were the Jews of the twenty-first century. Islamophobia reached new highs due to terrorist attacks from ISIS, which also sparked hate crimes against innocent Muslims fleeing from ISIS (vander Taelen, 2016), as well as inciting hostility and tensions towards Muslims living around the world. Then COVID hit, and hate crimes seemed to be redirected at the East Asian community (Aziz, 2020). In 2023, the new generation is witnessing what their predecessors before them had lived through: blatant antisemitism is retaking the spotlight (Simsek, 2022).

The saying often goes that history repeats itself. However, this is not entirely accurate. It’s people who repeat history. Not necessarily because they fail to learn from it, but rather because they refuse to learn history’s important lessons. And if too many people fail to learn from past mistakes, it will only have negative consequences for society. That is why we, as an intelligent species, need to be able to spread awareness about conduits of racism and hatred across Europe. But how can this be achieved? 

Through learning more about the theory and practice of preventive justice, there are several things a country can do. Measures of preventive justice are imperative to make sure populism cannot gain momentum and take over the political and legal structures across Europe as it did in the 1940s. This essay will explain how preventive justice can help us establish a risk-averse society and what these terms mean.

What is preventive justice and how does it work?

In most cases, preventive justice is simply a concept. It entails calculating the risks of harm, before any harm has occurred and taking measures against the would-be perpetrators (Ashworth et al., 2013). It establishes a system that can make people accountable, and thus prevent potential corruption and any other crime that can violate democratic values. Elements of preventive justice exist within criminal law. Many modern criminal law systems are centered around judging and punishing criminal acts and incorporate some preventive measures. For instance, for certain crimes, a crime attempt would be as illegal as committing a crime. These crimes vary across Europe, but the consensus is if the nature of the crime is severe, even an attempt will be punished more severely compared with other criminal attempts (Kelk & de Jong, 2019). 

The criminalization of an attempt to commit certain crimes can be considered a function of preventive justice. This simplified version explains how preventive justice works in the criminal law system, but how does it help a democratic society? It is argued here that it can help in many ways -but these need to incorporate the political and criminal justice system to produce practical solutions. One of these problems is the supposedly thin line between freedom of speech and discrimination.

Pulling the reins on democracy

The line between freedom of speech and discrimination is not very thin at all. For far-right populists, the line doesn’t exist at all, and they promote that their discriminatory ideas can only be seen as freedom of speech. This freedom of speech, they argue, has to be protected at all costs (Pennacchia, 2020). The hypocrisy of that statement will not be discussed here, but it is relevant to note the way it has led to cases of domestic terrorism. In France, for example, a Kurdish community center in Paris was attacked by an active shooter just before Christmas. It was reported that this incident was resulted in three civilian deaths, and the attacker had formerly been charged with a hate crime in the previous year (NPR, 2022). It seems that he felt safe enough to repeat his actions in the current political climate of France and is an example of the danger and progression of hate speech cloaked as ‘free’ speech. 

These incidents could have largely been prevented by limiting what constitutes as freedom of speech. One may claim that this is the opposite of preserving a democratic society. Still, history has proven time and time again that having no limits on certain democratic principles will result in populists using those exact principles for their benefit and to undemocratic ends, as seen in the case of the rise of Hitler. Due to the lack of limitations on unacceptable speech, Hitler had the freedom to use his hatred for Jewish people as a campaign point (Wilde, 2020). 

Although hate speech and hate crimes were regulated more strictly after WWII (i.e. by Germany banning the Nazi flag), there are still discussions about the line between freedom of speech and discrimination. Technically, the criminalization of specific insults is a good start. However, the burden of defining what counts as a discriminatory remark, an insult, falls on the judges. Judges could be very strict when handling lawsuits, as they have been during the Wilders trial in the Netherlands. The Wilders trial concerned a statement made by Dutch far-right politician Geert Wilders during a rally in the 2010s. Wilders asked his supporters if they wanted “more or fewer Moroccans” in the country, to which they responded by cheering “less, less, less!” The Moroccan community, in response, sued Wilders for his discriminatory remarks and racist mobilization. The Dutch supreme court responded by charging Wilders with spreading hate. However, the court also stipulated that hate speech had no associated intent to act (Wilders v. Plaintiffs, 2009).

The result of the hearing disillusioned some people in the Moroccan community, as Wilders’ specific statements were not considered when judging the case. Some contended that Wilders’ party should have been abolished after that statement. Ethically, one can request a more severe punishment after such incidences of racism. Legally speaking, it is much more complicated.

Preventive justice in the courtroom

In most Western countries, judges can only punish a suspect according to the material principle of legality. In many EU countries, this has been defined as the Nulla poena sine lege principle, or “no punishment without law.” It means a political party cannot be declared illegal and abolished for maintaining an ideology harmful to a democratic society without legal codes. It also means that a judge cannot declare that a statement constitutes an illegal insult when the verdict is riddled with violations of aspects of the legality principle. One of these aspects is prohibiting an overly extensive interpretation by a judge. For example, if the suspect has discursively targeted a person of color, this can be interpreted as an illegal insult under ideal circumstances, but the suspect cannot be charged with a hate crime. This would be different if the suspect used a racial slur to insult the person of color (de Hullu, 2021).

Laws that prevent hate crimes and the strict interpretation of these laws in accordance with the legality principle can work very well. But there are also cases in which laws have an adverse effect stemming from discriminatory policies, which should be illegal. Take the Dutch surcharge, for example. This so-called libertarian policy is aimed to combat fraud committed by people not legally entitled to childcare allowance. However, the policy culminated in a nationwide scandal. It used a self-learning algorithm to identify fraud and, in the meantime, asked inspectors to have much stricter and limiting judgement on childcare allowance specifically for individuals with a foreign last name. Following the outrage, the Dutch government resigned in 2021. However, from 2018 onwards, people have been suffering due to the racist nature of the Dutch surcharge policy (NOS, 2020).

The law does not exist in a vacuum. Democratic practices and a working legal system depend on society, political accountability, and social support. Here I want to add to my discussion the kinds of social context that can help create a safe space for all and a flourishing civil society. 

Living in a ‘risk-averse society’

According to German sociologist Ulrich Beck, a risk-averse society can be described as a society in which legal systems actively try to prevent the risk of certain crimes being committed (Beck, 2003). So, a risk-averse society supports the ideals of preventive justice. Preventive justice can establish the socio-legal infrastructure of a risk-averse society and vice-versa. Some speculate that preventive justice can establish foundations for a risk-averse society. Yet a risk-averse society might undermine democratic values (Barone, 2022). 

This would only be true if preventive justice is rooted in unrealistic fears and undemocratic practices. Like the two faces of the Janus or a fire that can both cook or burn, the concepts and ideals of preventive justice or risk-averse society can yield either positive or negative results depending on if they are in the hands of well-intentioned or selfish people. The dilemma of what counts as liberty, if it has limits, if so, how to develop policies that protect freedoms without violating principles of democracy remains a big question, which motivates us to do more theoretical and practical discussions about how to establish a safe space to realize the ideals of preventive justice and a risk-averse society. 

Conclusion

In an age where war crimes and injustice make us question the degree to which our civilization has actually evolved, the question is not whether we want to be risk-averse; we do not have a choice. This is strikingly clear when we acknowledge that nuclear power has become a staple of everyday discussions in newspapers, making us believe the doomsday is coming. The choice that falls upon us all is between whether we want to live in a society where the freedom to say whatever we want risks supporting the rise of far-right populism and encouraging hate and even violence. To keep our democracies afloat, we must invest in forming risk-averse spaces and use preventive justice to our advantage. Only then can we fight populism effectively on a more significant level and prevent the atrocities from history being repeated.


 

(*) Maureen van der Kris is studying Law at Utrecht University (UU) in the Netherlands. She is in the second year of her bachelor’s degree and at the very start of her legal career. Before joining ECPS, she wrote articles for the members’ magazine of Ad Informandum, the student association for criminal law at UU. Her main interests are women’s rights and preventive justice, while her favorite university subjects are international- and criminal law. As she has been personally confronted with various criminal offences during her childhood. Her goal is to become a criminal judge. She aspires to work at the Dutch supreme court or the ICC one day. 


 

References

— (2020).  “Commissie: Ongekend Onrecht in Toeslagenaffaire, Beginselen Rechtsstaat Geschonden.” NOS. December 17, 2020. https://nos.nl/collectie/13855/artikel/2361021-commissie-ongekend-onrecht-in-toeslagenaffaire-beginselen-rechtsstaat-geschonden (accessed on January 29, 2023).

— (2022). “Kurdish People Protested in Paris After Three Were Killed in A ‘Racist’ Shooting.” NPR. December 25, 2022. https://www.npr.org/2022/12/25/1145467662/kurdish-people-protested-in-paris-after-three-were-killed-in-a-racist-shooting (accessed on January 29, 2023).

Ashworth, Andrew; Lee, Ambrose & Zedner, Lucia. (2013, July). “Preventive Justice Project.” Oxford law. https://www.law.ox.ac.uk/preventive-justice-project#:~:text=’%20In%20its%20many%20guises%20preventive,lest%20they%20should%20do%20harm (accessed on January 29, 2023).

Aziz, Sahar. (2020). “Anti-Asian Racism Must Be Stopped Before It Is Normalised.” Al Jazeera. April 12, 2020. https://www.aljazeera.com/indepth/opinion/anti-asian-racism-stopped-normalised/ (accessed January 29, 2023).

Barone, Michael. (2022). “The Democratic Party’s Risk Aversion Is Harming Us All.” American Enterprise InstituteOctober 13, 2022. https://www.aei.org/op-eds/the-democratic-partys-risk-aversion-is-harming-us-all/ (accessed on January 29, 2023).

Beck, Ulrich. (2003). Risikogesellschaft. Suhrkamp Publishers.

Beck, Ulrich. (2003). Risikogesellschaft. 17.” Auflage München.

de Hullu, Jaap. (2021). Materieel Strafrecht. Over Algemene Leerstukken Van Strafrechtelijke Aansprakelijkheid Naar Nederlands Recht. Deventer: Kluwer Publishers.

Kelk, Constantijn & de Jong, Ferry. (2019). Studieboek Materieel Strafrecht. Deventer: Kluwer Publishers.

Pennacchia, Robyn. (2020). “Right-Wingers Hate New ‘Free Speech’ Platform Parler, You Can’t Even Own The Libs There.” Wonkette. July 6, 2020. https://www.wonkette.com/right-wingers-hate-their-new-free-speech-social-media-site-miss-trolling-us-already (accessed on January 29, 2023).

Simsek, Ayhan. (2022). “Germany’s Jewish Community Fears Rise in Antisemitic Attacks in Winter.” Anadolu Agency. November 8, 2022. https://www.aa.com.tr/en/europe/germany-s-jewish-community-fears-rise-in-antisemitic-attacks-in-winter/2732965 (accessed on January 29, 2023).

vander Taelen, Luckas. (2016). De grote verwarring: Hoe moeten we reageren op het islamitisch fundamentalisme? Antwerp: Houtkiet Publishers.

Wilde, Robert. (2020). “Hitler’s Rise to Power: A Timeline.” Thoughtco. August 27, 2020. https://www.thoughtco.com/hitlers-rise-to-power-timeline-1221353 (accessed on January 29, 2023).

Wilders v. Plaintiffs. [2009] GHAMS K08/0309, K08/0374, K08/0277, K08/0444, K08/0310, K08/0328, K08/0329, K08/0330 & K08/0353https://uitspraken.rechtspraak.nl/#!/details?id=ECLI:NL:GHAMS:2009:BH0496 (accessed on January 29, 2023).

the-light-in-the-darkness-10kcu

COMTOG Report on “The Light in the Darkness”

Tusor, Anita.(2023). “COMTOG Report on ‘The Light in the Darkness’.” Never Again Initiative. European Center for Populism Studies (ECPS). April 12, 2023. https://doi.org/10.55271/rp0038

 

Video games can be used to counter extremist ideologies by highlighting the dangers of hate speech and promoting tolerance and understanding. This can be done through educational games and by incorporating messages of inclusivity and diversity into the gameplay and storyline. Holocaust education through video games make people to learn about the events of the Holocaust more interactively and engagingly. It allows players to experience the stories of individuals who lived through the Holocaust, better understand its impact on the world and make connections to present-day political events, and understand what democracy is and why it is crucial to protect it.

By Anita Tusor*

Introduction

Luc Bernard’s The Light in the Darkness is a narrative-driven, educational game about the Holocaust written by a survivor of the 1942 Vel’ d’Hiv’ Roundup. It tells the story of a working-class immigrant family of Polish Jews in Vichy France during World War II from before the occupation up until the Vel’ d’Hiv’ Roundup. The game conveys the painful, tragic, real-life stories of Jews in vivid detail and helps to keep them alive in the hearts and minds of generations to come by teaching their stories in ways that will help others learn and help humanity avoid repeating its worst mistakes. Directed by Bernard, The Light in the Darkness can not only educate future generations but also inspire game developers to create video games about one of the darkest periods in human history.

The player experiences every step the government took to oppress Jews in France from different characters’ points of view and sees how NPCs (side characters) react differently towards the player before and during the occupation. The gameplay is a mix of adventure games without any choices affecting the story. This artistic decision is to simulate the lack of control that Jews experienced during the Holocaust and to remain faithful to the truth. 

Although this free-to-play game is still in early access, and an educational mode will be only available at full launch for use in classrooms, if someone would prefer to watch the story instead of playing it, Luc Bernard has provided a full playthrough on his Youtube channel.

With the recent rise in antisemitism and people forgetting that the Holocaust was not that long ago, the game highlights the importance of collective historical memory of mass tragedies and shows what hate can lead to. Since our Never Again Initiative’s goal is to establish a dialogue between past and present by investing in tools that raise our collective historical consciousness, the present report discusses video games as well as other tools like the Neuberger Holocaust Education Centre’s projects and Dr Alexis Lerner’s Jews by the Number course and her work with Liberation75.

This report aims to demonstrate how video games such as The Light in the Darkness can effectively raise awareness of historical events and promote the preservation of historical memory. The semi-structured interviews conducted for this purpose had the following key themes: (1) youth radicalisation and its platforms, (2) contemporary antisemitism, (3) online hate and gaming, (4) historical memory of the Holocaust; and asked crucial questions as (1) how we can learn from the dynamics of past conflicts which are casting light on threats to democracy today, and (2) what tools do we have to educate the youth about the Holocaust and to counter online hate.

As part of the The Collective Memory Through Online Games (COMTOG) Project’s goal to bring together different but complementary voices of the field, four individuals were interviewed about the game, The Light in the Darkness and its adjacent subject matters. Luc Bernard is the Co-Founder & Executive Director for Voices of the Forgotten and the director, creative and art director of the game, The Light in the Darkness. Étienne Quintal and Daniel Collen are researchers from the Sarah and Chaim Neuberger Holocaust Education Centre, who are responsible for the Online Hate Research and Education Project (OHREP) and Hatepedia project of the Centre. Finally, Dr Alexis M. Lerner is an Assistant Professor of Political Science at the US Naval Academy who has surveyed North American youth about the Holocaust and antisemitism.

Gaming and the Holocaust

Over 15 years, Luc Bernard has developed an original idea to create a video game that would teach the history of the Holocaust to a new generation who cannot listen to the testimonies of a decreasing number of survivors. Knowing the story of his maternal grandmother, who looked after a kindertransport child, he had detailed knowledge of the atrocities of the Holocaust. He also had a growing concern that the impact of the Holocaust was being progressively minimised and education about it increasingly ignored. Therefore the objective of his video game is to get the audience curious to learn about the Holocaust again and to remember those who are forever lost. The Light in the Darkness can be considered an educational and remembrance project targeting mainly teenagers and anyone who would like to play it. 

WWII games are often criticised for being solely created for entertainment purposes and not being accurate. The representation of war and the way most games glorify conflict while neglecting the victims’ perspective, especially first-person shooter games, is commonly criticised and has been mentioned by all four interviewees. Alternatively, some games avoid the mention or existence of tragedies that came from historical conflict. In this way, these games contribute to misshaping and misconstruing the collective memory of the period. 

Bernard’s game does not shy away from the subject matter and shows the player all the steps leading up to the deportation of French Jews. It starts with the failed Évian Conference, which addressed the problem of the high number of Jewish refugees who wished to flee the Third Reich and ends with the Vel’ d’Hiv’ Roundup, when the ‘unwanted’ refugees of France (foreign Jewish families) were mass arrested and later deported by the French police in a joint operation between German and collaborating French administrators. Not many know today that it was not the Nazis who rounded up the Jews (including 4000 children) in Paris but the French Vichy-government.

Regarding the artistic direction of the game, the director elaborates that animated film is viewed as the best format to tell stories and has a worldwide appeal, as studios like Pixar have proved it. Bernard has decided to go with the French comic book style since France has already published comic books on the Holocaust, confirming that animation/comics are able to transfer serious subjects. “If it were too realistic, it would discourage certain audiences, but animation has a more general allure and can convey emotions very well.” At the same time, the game shows real-life footage, photos and survivor’s testimonies to bring back some of the ‘realisticness’ of the subject, making it all the more powerful.

Accuracy and realism were key for this game. One interesting choice made by Bernard is that the game intentionally does not contain choice-based mechanics to simulate a “lack of control” feeling to emulate the powerless experience during the Holocaust. Instead, the game is more about the story and witnessing these dark times through the eyes of the family to humanise the victims and show the kind and heroic actions of those around them. In the game, you play as multiple characters, and you get to experience hatred and antisemitism (even as a child); you are fully immersed. There are a couple of choices, but the story won’t change “as everything was a bit of luck,” as explained by Bernard.

The music adapts well to the mood of the game and follows its narrative but carefully retains overly emotional tones to make the right impact. At the round-up scene, we can hear a dark-toned version of the French national anthem ‘La Marseillaise’ which represents how the government has betrayed its own citizens by deporting them and sending them to their death; a small detail which can make a great impact on the audience.

In the interview, Bernard states, “In a way, every country is responsible for the Holocaust who refused to help and accept refugees, including the United States” (the United States Holocaust Memorial Museum, n.d.). The European population went along with the Holocaust. “This is left out of history; you don’t see it in movies or games. In the US and France, people think they did well during WWII.” Although the French government has apologised, and French cinema, in general, tackled the subject with respect, the far-right still does not admit the responsibility of Vichy France in the Holocaust (Sayer, 2018; Mcdonell, 2017). This affects Holocaust survivors on a financial level, too, as they cannot claim compensation and live in poor socioeconomic conditions. Furthermore, there is a danger that Holocaust education might change if the far-right comes to power in France.

“When you study the Holocaust, you cannot be anti-refugees.”

The project’s intention has changed over time as rising antisemitism and white supremacy in the US has gained public attention. Educating people about the damage hatred can do becomes one of the focus points. Luc Bernard was determined to show where racism can lead us. 

He warns that (1) Holocaust distortion is more dangerous than denial as it’s more accepted, even amplified through the use of digital tools, and (2) when there are no more survivors left, it’s likely going to be a turning point in the rise of Holocaust denial – something which we are already experiencing. In fact, in the US, Holocaust denial is “constitutionally protected free speech” because of the First Amendment, and there is no law against it or criminalisation of the promotion of Nazi ideology or any form of hate speech (Germain, 2022). Therefore recent years’ statistics showing a growing number of young people having distorted or deficient views of the Holocaust is not surprising (Claims Conference, 2020;Pew Research Center, 2020). To address this problem, Bernard proposes to be at more cultural and social places (Twitter, TikTok) to reach wider audiences as many first encounters the Holocaust because of pop cultures like movies or social platforms like TikTok. 

In addition, most people in the world are not living close to Holocaust museums or archives, so getting them curious about the topic in the first place is the main goal of the game. People living in underprivileged areas from lower socio-economic strata can benefit the most from projects like The Light in the Darkness. In rural or urban classrooms, the game can be easily introduced as it is quite short (1-1.5h of playtime) and/or students can play it on their own as well as it has minimal requirements to run. This is reflected in Dr Lerner’s experience as well. The Assistant Professor believes that video games can address tragic events like the Holocaust; and games with historical settings and ethical considerations strictly taken into account can function as effective educational tools. 

All four of Lerner’s grandparents are Holocaust survivors; learning about the Shoah at home was natural for her, and many Jewish people acquire their knowledge about it through their family members first, as well as later in schools. “However, in Canada and in the majority of US states, genocide education is not yet a curricular requirement. While some teachers introduce Holocaust education through history or literature, many students first encounter the Holocaust and other state-sanctioned and systematic mass murders through non-traditional sources, such as comic books, social media accounts, video games, and television shows,” (Lerner, 2021: 9). Her research with Liberation75, a Survey of North American Teens on the Holocaust and Antisemitism found that 40 percent of students learnt about the Holocaust outside of the classroom on social media and  11percent of these students reported to have met with the Holocaust through video games. It is important to highlight that the age of responders was, on average, between 11 and 14 because one of the issues is that those video game players, the target demographic, are usually looking for entertainment, violence and aggression, so using video games to teach about tolerance can be complicated. Further questions we must ask are: In these games, are you saving a group of people, and if you do so, what does it imply? Are students seeking these games out on their own or is it part of the curriculum?

Lerner used video games in the classroom in the context of the Palestinian-Israeli conflict, which was found to be effective for college students who thoroughly enjoyed it. In the world of Holocaust education, new learning modalities are essential and opening for newer, more robust approaches -including video games- around the topic is much needed. 

Both Daniel Collen and Étienne Quintal, researchers of the Sarah and Chaim Neuberger Holocaust Education Centre, had positive views on Luc Bernard’s game: “I am excited for The Light in the Darkness most importantly because it does not just address the setting in a very meaningful way, not just as an atmosphere but as a main theme. And focuses on story over action and knowledge over entertainment, making it a much more accessible game to recommend. A game which is free and runs on school laptops is the best choice since top-end hardware and the latest generation of consoles are not widely available.”

The development of the game, The Light in the Darkness, relied on extensive background research, including consulting survivors and double and triple-checking every detail. Although big Holocaust organisations were careful to support projects like this given the sensitivity of the subject and some museums remained hard to approach, the Shoah Foundation (which helps similar projects) allowed access to its archives along with Yad Vashem, which provided extensive support for the game’s creator. “We had access to things on Yad Vashem’s website, and also on the US Holocaust website, but no official help. However, people at the US Holocaust Museum have given me advice not officially,” Bernard said. 

Just the development of the story took one year. To balance between personal stories and larger history, multiple survivors’ stories were melted into one story. Bernard has chosen to depict a Polish immigrant family who had integrated well into French society by the end of the 1930s, a profile describing the majority of Jewish families who were rounded up in 1942. Despite their integration effort, they were never entirely accepted; they remained the ‘others’ and the first to be deported. This experience of ‘otherness’ connects the history of the Holocaust with contemporary populism, which has achieved electoral success in the last decade in Europe while running on a platform of exclusionary policies. Actors like Orban in Hungary, National Rally in France, and Fratelli d’Italia in Italy utilise divisionary rhetoric, and their intolerant ideologies have been successful in inciting conflict between different cleavages in society while the memory of Europe’s authoritarian history remain fairly distant and passive as we forget the efforts required to keep authoritarianism and fascism at bay.

Stories like The Light in the Darkness are important because, as Bernard reminds us: 

“We never talk about the lives of Jews during WWII; we only talk about their death. We need to humanise them.”

Video games are an excellent platform for this. It has a multi-generational appeal; it can change the world as these games can reach anyone. They are interactive, live on longer and are more timeless and immersive than television. On the other hand, the gaming industry has a huge responsibility as the biggest media industry of our times. Yet subject matters like the Holocaust are being ignored, and “this ignorance is the worst on the field,” according to Luc Bernard, who believes one possible explanation behind this is the fact that in the United States, Jews are not considered traditional minorities, the Holocaust is viewed as a white on white crime and the American audience does not understand racism, particularly European racism the same way as the European one.

Collen and Quintal also see the educational potential of serious games but highlight that movies and books are more commonly understood to be useful for preserving collective historical memory. Video games are less reliable platforms as they require a computer and internet connection which is not available for everyone. Moreover, some video games do not have cutscenes, and sometimes players skip these cinematic scenes, which makes the experience much more specific for the individual than watching a movie and can affect the level of immersion. Nevertheless, as time goes on, video games are likely to be adopted for historical memory projects due to their uncovered potential and broad appeal. All together, serious historical games might be more attractive for students than traditional classroom materials. 

The Neuberger Centre has also studied the depiction of concentration camps in video games, especially in the Wolfenstein: The New Order game. Although WWII games, in general, rarely address the Holocaust, as an anti-fascist game, Wolfenstein at least tried to touch on the subject by including a segment inside a forced labour camp. According to Collen, “depictions of labour camps are not achievable for video games in a way it is really resonating with people emotionally and teaches them historically.” However, indie games (games created by independent developers) are on the rise and with these games comes a new market. As teachers and parents realise that there is a gap in knowledge and awareness about Holocaust education, and many of them have not caught up with new technologies, the need for games boosting society’s collective historical memory is on the rise.

Online Hate, Radicalization and Modern Antisemitism

Gaming has many positive economic, health, social, and psychological benefits that are often overlooked (ADL, 2019;Schrier, 2019). For adults, video games can provide a unique medium familiar and engaging to them and “can be used to deliver [empathy] training at scale” (Kral et al., 2018: 1). While for younger demographics, prosocial and interpersonal video game play was related to greater social satisfaction, peer support, and prosocial behaviour, which led to increased well-being, whereas violent video game play was related to increased school bullying, and lower social satisfaction and prosociality. Secure attachment was related to increased empathic concerns and higher levels of prosocial and interpersonal interactions in video game use (Shosani et al., 2021). Online gaming has also been particularly beneficial during the COVID-19 pandemic when people have had to endure prolonged periods of social isolation. Players have reported positive experiences such as forming new friendships, feeling a sense of belonging to various communities, discovering new interests, and gaining insights about themselves (ADL, 2019). Nevertheless, new challenges continue to arise as technology advances, and associated risks must be considered. These include online hate, radicalisation and contemporary antisemitism.

The intersection between gaming and violent extremism has become a growing concern in recent years. As stated in the EU Terrorism Situation and Trend Report by Europol (2021: 90), there has been a growing trend of using video games, gaming platforms and forums, as well as gamer channels to disseminate right-wing extremist propaganda and to spread their ideologies (Suraj, 2021). One of the most notorious examples is using online gaming platforms to recruit young people into far-right extremist groups. In these instances, individuals are drawn into gaming groups that espouse extremist views and then gradually radicalised through exposure to hate speech, propaganda, and violent imagery. 

Another concern is the use of video games by extremist groups to train their members in combat and tactical skills. Some far-right groups have created custom-built games that simulate real-life combat situations, which are then used to train members in tactics and weapons handling, while certain radical groups created exclusively antisemitic games. Luc Bernard pointed out that some of the white supremacist terrorist attacks in the US and New Zealand are examples of successful radicalisation through the latter tactic, while other commercially successful games themselves have been criticised for promoting extremist views or perpetuating harmful stereotypes. For example, games that allow players to assume the roles of terrorists or play out scenarios involving extremist violence can be seen as normalising these behaviours and beliefs. 

Lastly, gaming adjacent online platforms are also utilised by violent far-right extremists and white nationalist movements. This is why Luc Bernard has refused to release his game on Steam, where white supremacists could openly express their ideology, call for violence and deny the Holocaust for a long time with little repercussions (see in detail Vaux et el.,2021). Daniel Collen explained, “Steam has a problem (see in detail ADL, 2020), and it is a quite difficult problem to address as in gaming history Steam – up until recently – was ‘too big to fail.’ Gamers might have a bit more influence to protect themselves from hate speech over newer platforms like Epic. But we will see how it develops over the next 5-10 years because, sadly, improvements are happening slowly, especially on large platforms.”

In addition, gaming adjacent places (like Steam, Twitch or Discord) are not only used by hate movements but “a lot of their propaganda, a lot of their memes are even discussing or referencing games.” Therefore we see that video games are important to these groups and play a significant function in how these movements operate. Gaming and memes are considered mediums of ‘fun’ and ‘cool’ compared to traditional propaganda, and they offer a low threshold to interact with extremist ideas (Fielitz & Ahmed, 2021). Quintal and Collen have studied internet memes in detail and created a Guide to Online Hate, which helps to identify the symbols, terms, characters, and themes that often appear in the expression of hatred, online and off.

Hateful memes are found on all major social media platforms. Quintal talked about the Hatepedia project and its importance in detail: “Memes are considered the form of modern political pamphlets. People might not understand its political aspect and function, just find it funny.” They have conducted on and offline research since there are a lot of cross-references between both. The Neuberger Centre also organised public workshops to promote critical thought and teach people about digital literacy, the features of social media, and how memes can promote online hate. “We also point out how to differentiate between what we see and what it truly means. Hateful memes use a veil of humour to hide their intention and meaning,” stressed Quintal.

Regarding misinformation and hateful propaganda, one side is dedicated to protecting the truth; the other does not. We need to be able to learn about the tactics of hate movements. Recognise how they use humour to cover up their wrongful and harmful messages. Humour can have a political function, and the other side has a vested interest in you not being aware of their intentions in order to convince you of ‘their truth.’

The gaming community is vulnerable. It’s a ‘home’ for far-right radicals; they effectively mobilised for a long time, relying on online communities more than offline ones. Collen explained the evolution of this persuasive strategy in detail: “Since the beginning of developing video games, these games were mainly promoted for young men. So when the modern men’s movement formed its identity along with different hate activists, video games were a natural choice to rally around. Young male gamers were given the narrative that women players were taking away the identity which was theirs, and it worked. For example, Pac-Man was designed to increase the market size for video games by appealing to women in particular, drawing them into the game rooms that had in some ways seemed forbidding to female players or to opposite sex couples. Misogyny was at the root of a lot of things they believed in, and it acted as a catalyst for other types of hate.”

Regarding harassment, what we see on gaming platforms, there is a bullying aspect behind it to keep those spaces exclusive to men. Hate groups tend to attack subcultural spaces to grow their ranks. “That is true for a number of different communities we have studied,” reveals Quintal. Gaming spaces tend to be majority male, but the issue goes beyond identity; hate movements and hate-promoting individuals are not only focusing on gaming places but adjacent, surrounding places as well. 

They understand the rituals of gamers. For instance, gamers like to listen to music or stream videos while they are playing and many of the very popular -if not the most popular- hate speakers are using streaming platforms or are making music videos to get into the ears of players who are vulnerable as they are focusing on entertainment more than critical thought. As the Online Hate Research & Education Project manager, Quintal, explains: “People will be listening to this information not realising the political nature of the speeches, just internalising it in a way that completely disarms you to the message and its intent.”

Fighting Hate Effectively

In response to these concerns, some gaming companies have taken steps to combat extremism on their platforms. Theseinclude measures such as banning users who engage in hate speech or promoting positive values such as diversity and inclusivity within their games. Nonetheless, the intersection between extremism and gaming remains a complex issue that requires continued attention and vigilance.

Both Collen and Quintal emphasised the importance of culturally appropriate solutions since hate groups know how to reach out to the youth; they understand their “social bubbles and language.” At the same time, there exists a disconnection in language and culture between teachers, parents and children which helps far-right hate groups to reach younger gamers. This generates a cultural need to create educational video games that are attractive to younger generations. 

Overlap between gaming communities and hate movements is targeting the former’s demographic. They are increasingly successful at reaching younger and younger audiences. Quintal talked with teachers who brought up the issue during workshops. But “we have hard evidence/data in the Canadian context as well; young people are disproportionately represented in hate crime statistics. This is very concerning. We need to reach young people in real life and in virtual places they inhabit. And instead of listening to racist hate speeches on Twitch or DLive, we should make sure that players are listening to something more healthy, appropriate, enriching, and fun. Games should also be not only enjoyable to play but accurate and informational,” stresses the researcher of the Centre. 

Among the solutions, both Dr Lerner and the Neuberger Centre’s researchers agreed that there are new lesson plans and simply listening to the feedback of teachers and students. The Canadian Holocaust Centre’s first Evergreen presentation addressed the relationship between TikTok and the Holocaust and how content creators discuss and educate about the Holocaust – whether they are accurate or aim to misinform. This included hate propaganda and videos made for youth which tried to normalise holocaust denial as part of a radicalisation process and misinformation which was made for other reasons. TikTok was chosen because of requests from teachers and parents received by the Centre. They had fears and anxieties about how their students and children navigate on the platform. Moreover, teachers were also asking about video games and platforms like Roblox, which allows users to create their own games, making gaming and social media the two most burning concerns for online hate, radicalisation and modern antisemitism.

Quintal also mentioned that “Fighting hate in the context of video games is not necessarily a classroom task, but, when it comes to gaming culture and anti-racism in general, I think these are things we should not just react to. We should not only teach children how to fight hate, fascism and racism, but we should teach about fighting hate as a thing we should all be doing. What hate movements did quite well, unfortunately, is to treat games like Roblox and Minecraft, which are not necessarily racist or hateful, as their playground where they ‘can live their fascist fantasies’ and create alternative societies where holocaust denial is accepted.” The researcher stresses that the opposite should be done as well. “We should encourage children to be anti-fascist in the classroom but outside of it as well in the online space. The values thought should be displayed outside of the classroom.” This gamification in the classroom, however, is challenging as a lot of the games are not appropriate for educational purposes. “We have to be anti-hate even when hate is not in front of us because that is how we build a society which is better for everyone in the long run.”

Dr Lerner talked about the relationship between holocaust education and intolerance. Due to her work with Liberation75, she helped to develop a survey to monitor holocaust education and examine what students knew ahead of a two-day virtual conference called Education Days, organised by Liberation75, based on their secondary school curricula and after this training. Her other course, Jews by the Numbers, enabled students from all fields to utilise data science in Jewish Studies. Students learned to build datasets from archival material from the USC Visual History Archive and form their own arguments based on data. “Historical archives were traditionally used to help people make sense of what happened to the Jews. Today it is not necessarily the archives we rely on as there was a major turning point: now we think more in numbers, using data science.” Dr Lerner paid special attention to the ethics of doing research. “Jews were reduced to numbers, dressed off their humanity. We must avoid making this mistake.” This problem at the crossroads of data science, statistics and Jewish studies was also addressed in her paper, which helps develop statistics courses for students in non-quantitative fields (Lerner & Gelman, 2022).

The emergence of antisemitism stems from the continuous reinforcement of prejudiced beliefs, unfounded speculations, and inaccurate knowledge regarding both conventional and contemporary forms of hostility. It is of utmost importance to distinguish between the diverse expressions of antisemitism and adapt the strategy to address each one appropriately (Bjola & Manor, 2020). In the media, there are lots of catchy headlines; Lerner mentions Unz’s (2012) allegations that Jews are overrepresented at Ivy League universities in The American Conservative, but when we look into the numbers behind these headlines examining its legitimacy using data science and accurate statistics, the titles turn out to be a harmful clickbaits which are designed to provoke an emotional response from the reader, such as fear, outrage, anxiety or prejudice, often at the expense of accuracy or truthfulness.

People react to emotional experiences, and this is why until now, survivor’s testimonies have been effective. But as survivors are passing away and no longer alive, it is a major question of how we continue to build that emotional connection and reaction to the subject. One of the resolutions is what the Shoah Foundation did through their iWitness program, “which is kind of a version of a video game” since you can interact with it and ask questions. Dr Lerner suggested that this program could be developed into a video game integrating the Holocaust. Another idea is to discuss the topic in depth: it cannot be just a one-off classroom discussion. “We need to see the connection between the Holocaust and the rally-around-the-flag effect and decaying democracy, heightened polarisation and how regimes like the Third Reich come about. It has to be integrated into the curriculum and used as a teaching tool to educate about other subjects, e.g. what it means to be a democracy.”

Conclusion

With the expansion of its market, quality, and audience, COMTOG aims to uncover video games’ potential to raise historical consciousness. The discussions in the interviews of the present report have demonstrated how serious educational games such as The Light in the Darkness can be relevant in the context of Collective Historical Memory, promote it and stimulate empathetic emotions and interest in players. Moreover, the report connected issues such as online youth radicalisation, contemporary antisemitism, online hate groups, memes and gaming to the historical memory of the Holocaust, showcasing how relevant the Shoah is for the upcoming generations.

Holocaust education through video games allows people to learn about the events of the Holocaust more interactively and engagingly. It allows players to experience the stories of individuals who lived through the Holocaust, better understand its impact on the world and make connections to present-day political events, and understand what democracy is and why it is crucial to protect it. Arguments about why using video games as an educational tool for the Holocaust can be controversial were addressed during the interviews, as mainstream games may trivialise the events that took place. However, when designed and executed properly, like The Light in the Darkness, these games can be an effective way to educate people about the Holocaust and its impact on society. 

Video games can be used to counter extremist ideologies by highlighting the dangers of hate speech and promoting tolerance and understanding. This can be done through educational games and by incorporating messages of inclusivity and diversity into the gameplay and storyline. Overall, video games can be a powerful tool in the fight against antisemitism when designed with an educative purpose, well-researched, and ethics are considered. Video games can help create a more empathic, progressive and compassionate society by promoting education, representation, inclusivity, and community engagement.


ECPS’ Never Again initiative and COMTOG project

Our collective history offers stories of war, resistance, intolerance, and perseverance. ECPS’ Never Again initiative prompts us to look back at these memories of conflict and democratic backsliding so that we, citizens, can be better informed of their causes and realities. A wealth of research has highlighted how mainstream media, i.e., TV, film, radio & news, have shaped the collective memory of these conflict narratives. However, as media technology evolves rapidly, the research studying collective memory must evolve with it.

The Collective Memory Through Online Games (COMTOG) project has emerged under this Never Again initiative to showcase the educational and social potential of serious, transformative gaming (video games, LARPs, tabletop roleplaying games) relaying the realities of conflict through a nuanced, well-researched, and empathetic lens. COMTOG is set to publish a series of interviews exploring the research process, artistic direction, and dissemination of these conflict-centred games. The game creator’s insights are included in interviews alongside the experience of diverse experts in the field (i.e. historians, policymakers, activists), thus creating a resource improving historical serious games’ ability to aid active remembering.

Moreover, serious gaming can provide the population with an immersive experience that can be used for educational purposes such as raising awareness, boosting ethical values, and preserving collective memory. Existing research has found their integration into educational programmes promising and positively impactful. We aim to understand how serious games discussing and portraying the victims of the conflict were researched and developed to stimulate interest in creating similar kinds of games.


 

(*) Anita Tusor is a recent graduate of the Double Master’s Program of King’s College London and Renmin University of China in Asian and European Affairs. She also holds a M.A. in Applied Linguistics and a B.A. in Hungarian and Chinese Studies. Previously, she has worked with different think tanks and is currently working as a Research Assistant at the ECPS and the International Institute of Prague. Anita’s research interests include the processes of democratisation and de-democratisation, populist constitutionalism, political parties and their systems, and foreign malign influence operations.


 

References

— (n.d.) “How Many Jewish Refugees Came to the United States from 1933-1945?” Holocaust Encyclopedia. United States Holocaust Memorial Museum. https://encyclopedia.ushmm.org/content/en/article/immigration-to-the-united-states-1933-41 (accessed on April 7, 2023).

— (2019). “Free to Play? Hate, Harassment and Positive Social Experiences in Online Games.”Anti-Defamation League(ADL). July 18, 2019. https://www.adl.org/resources/report/free-play-hate-harassment-and-positive-social-experiences-online-games (accessed on April 7, 2023).

— (2020). “This is Not a Game: How Steam Harbors Extremists.” Anti-Defamation League (ADL). April 29, 2020.https://www.adl.org/resources/report/not-game-how-steam-harbors-extremists (accessed on April 7, 2023).

— (2020). “What Americans Know About the Holocaust.” Pew Research Center. January 22. https://www.pewresearch.org/religion/2020/01/22/what-americans-know-about-the-holocaust/ (accessed on April 7, 2023).

— (2020). First-Ever 50-State Survey On Holocaust Knowledge Of American Millennials And Gen Z Reveals Shocking Results. Claims Conference. September 16, 2020. https://www.claimscon.org/millennial-study/ (accessed on April 7, 2023).

— (2021). “European Union Terrorism Situation and Trend Report 2021 (TESAT).” Europol.https://www.europol.europa.eu/activities-services/main-reports/european-unionterrorism-situation-and-trend-report-2021-tesat (accessed on April 7, 2023).

Bjola, Corneliu & Manor, Ilan. ( 92020. “Combating Online Hate Speech and Anti-Semitism.” DigDiploROx Working Paper No 4. https://www.qeh.ox.ac.uk/sites/www.odid.ox.ac.uk/files/DigDiploROxWP4.pdf

Fielitz, Maik & Ahmed, Reem. (2021). “It’s not funny anymore. Far-right extremists’ use of humour.” Radicalisation Awareness Network. https://utveier.no/wp-content/uploads/sites/6/2021/10/ran_ad-hoc_pap_fre_humor_20210215_en.pdf(accessed on April 7, 2023).

Germain, Ellen. (2022). “Why Confronting Holocaust Distortion and Denial Matters.” U.S. Department of State. January 31, 2022. https://www.state.gov/why-confronting-holocaust-distortion-and-denial-matters/ (accessed on April 7, 2023).

Kral, Tammi R.A.; Stodola, Diane E.; Birn, Rasmus M. et al. (2008). “Neural correlates of video game empathy training in adolescents: a randomized trial.” NPJ Science Learn 3 (13): 1-10. https://doi.org/10.1038/s41539-018-0029-6

Lerner, Alexis M. (2021). “2021 Survey of North American Teens on the Holocaust and Antisemitism.” Liberation 75. https://www.liberation75.org/2021survey (accessed on April 7, 2023).

Lerner, Alexis M. & Galeman, Andrew (2022). “Build Your Own Statistics Course for Students in a Non-Quantitative Field.” Journal of Statistical Modeling, Causal Inference, and Social Science. http://www.stat.columbia.edu/~gelman/research/unpublished/lerner-gelman-build.pdf (accessed on April 7, 2023).

Mcdonell, Hugh. (2017). “The ‘grey zone’ of Vichy France: Understanding Marine Le Pen’s latest comments on the Second World War.” LSE blog. April 12, 2017. https://blogs.lse.ac.uk/europpblog/2017/04/12/the-grey-zone-of-vichy-france-understanding-marine-le-pens-latest-comments-on-the-second-world-war/ (accessed on April 7, 2023).

Mulhall, Joe. (eds.) (2021). “Antisemitism in the Digital Age: Online antisemitic hate, Holocaust denial, Conspiracy ideologies and Terrorism in Europe.” Amadeu Antonio Foundationhttps://www.amadeu-antonio-stiftung.de/wp-content/uploads/2021/10/antisemitism-in-the-digital-age.pdf

Sayer, Zach. (2018). “Court upholds fine against Jean-Marie Le Pen for Holocaust remark.” Politico. March 27, 2018. https://www.politico.eu/article/jean-marie-le-pen-front-national-france-court-upholds-fine-against-jean-marie-le-pen-for-holocaust-remark/ (accessed on April 7, 2023).

Shoshani, Anat; Braverman, Shahar & Meirow, Galya. (2021). “Video Games and Close Relations: Attachment and Empathy as Predictors of Children’s and Adolescents’ Video Game Social Play and Socio-Emotional Functioning.” Computers in Human Behavior 114 (January): 106578. https://doi.org/10.1016/j.chb.2020.106578

Schrier, Karen. (2019). “Designing Ourselves: Identity, Bias, Empathy, and Game Design.” AntiDefamation League. June 18, 2019. https://www.adl.org/resources/report/designing-ourselves-identity-bias-empathy-and-game-design (accessed on April 7, 2023).

Suraj, Lakhani. (2021). “Video games and (Violent) Extremism: An exploration of the current landscape, trends, and threats.” Radicalisation Awereness Network. https://home-affairs.ec.europa.eu/system/files/2022-02/EUIF%20Technical%20Meeting%20on%20Video%20Gaming%20October%202021%20RAN%20Policy%20Support%20paper_en.pdf (accessed on April 7, 2023).

Unz, Ron. (2012). “The myth of American meritocracy.” The American Conservative, 28.

Vaux, Pierre; Gallagher, Aoife; O’Connor, Ciaran; Thomas, Elise & Davey, Jacob. (2021). “The Extreme Right on Discord.” Institute for Strategic Dialogue. https://www.isdglobal.org/wpcontent/uploads/2021/08/04-gaming-report-discord.pdf (accessed on April 7, 2023).

Photo: Shutterstock.

Internship Positions at the European Center for Populism Studies (ECPS)

Duration: 6 months

Commitment: Part-time (20 hours per week)

Location: Remote internship

 

Description

We are looking for motivated interns to join our team. As an intern, you will have the opportunity to improve your analytical thinking, academic writing, research conducting, and organisational and networking skills in a multicultural and dynamic environment. The internship will start in May 2023 and last for six months. 

Your main tasks will be:

•           Conducting academic research (mainly desk research) and writing essays/commentaries/articles related to the topics covered by ECPS Research Programs: authoritarianism, digital populism, economics, gender, migration, environment and climate, extremism and radicalisation, foreign policy, human rights, global peace and order, leadership and persona. 

•           Prepare briefs and reports of monthly and annual activities (panels, seminars, conferences) to be published on the ECPS website. 

•           Assisting the ECPS experts in the preparation and organisation of various events (book talks, seminars, panels, summer school, symposiums).

•           Supporting the ECPS team in communication activities (e.g., preparation of online Newsletter) and in the management of social media accounts.

•           Contributing to the applications for various projects (e.g., EU-funded projects).

•           Contributing to the implementation of the ongoing projects (Depending on the ECPS role in the project, interns will assist the team in data collection, report writing, dissemination and communication activities, event organisation etc.)

Who we are

The European Center for Populism Studies (ECPS) is an independent, nonpartisan, nonprofit organization based in Brussels for research on and analysis of challenges posed by increasing political populism. ECPS promotes open society by adhering to the principles of liberal democracy, including the rule of law, human rights, pluralism, freedom of speech, gender equality, social and environmental justice, transparency, and accountability. It does so by facilitating collaboration among networks of academic experts, practitioners, policymakers, 

media, and other stakeholders, offering a platform for exploring policy solutions on issues relating to rising populism and providing insights for policy-making and critical analysis. To this end, ECPS prepares research publications, policy reports, white papers, and commentaries, conducts interviews with experts and organises events, seminars, workshops, and conferences.

Qualifications and Experience

Essentials  

•           Possess at least a master’s degree in social sciences (applications from master’s students at the stage of dissertation writing will be accepted)

•           Knowledge and/or interest in global politics and populism-related topics, particularly in, but not limited to, the European context

•           Knowledge and experience in academic writing

•           Knowledge of scientific methodology (qualitative or quantitative research methods)

•           Fluency in the English language (both verbal and written)

•           Excellent influencing, facilitation and communication skills (both orally and in writing)

•           Being able to work, organise and prioritize autonomously

•           Being competent in off-the-shelf software (MS Excel, Word, Outlook and PowerPoint)

•           A collaborative team member

•           Experience of work/study in a multicultural environment

•           Possess a creative, proactive and open mindset with high respect for deadlines.

Desirable

•           Knowledge of French and/or Flemish or a second official European language will be an asset.

What we offer

•           Enlarge your network with academics, policymakers, project experts and other stakeholders across Europe

•           Learn about populism and gain a deeper insight into contemporary issues in European and global politics

•           Publish your research product and related outputs through ECPS

•           Take part in the EU events, academic conferences, seminars, workshops, project preparation and implementation activities in Brussels

•           Improve your organisational, communication and networking skills through actively taking part in ECPS events

•           Opportunity to be a permanent member of the ECPS Youth

•           Gain invaluable experience in an international and multicultural environment

Internship conditions

•           The internship is unpaid, remote and part-time for 6 months starting in early May 2023. 

How to apply?

If you are interested in joining us and making ECPS your next professional experience, please send your CV and cover letter (1-page maximum) to Seyma Celem at her email address scelem@populismstudies.org by 30 April 2023 by 12:00 am CET, with the subject line “Internship at ECPS”.

Unfortunately, we cannot respond to every application; only short-listed candidates will be contacted. However, all applications will be kept in file, and candidates will be contacted if a suitable opportunity arises. The information provided in the applications is subject to EU legislation on the protection of personal data and confidentiality of information.

ECPS is committed to diversity and inclusion to ensure that everyone has equal opportunities for employment, advancement, and retention, regardless of their gender, age, nationality, ethnic origin, religion or belief, cultural background, sexual orientation, or disability

MyMemoryOfUs

COMTOG Report: ‘My Memory of Us’ — Boosting Historical Memory Through Implicit Visual Metaphors

Fernández, Iván Escobar. (2023). “COMTOG Report: ‘My Memory of Us’ — Boosting Historical Memory Through Implicit Visual Metaphors.” Never Again Initiative. European Center for Populism Studies (ECPS). April 3, 2023. https://doi.org/10.55271/rp0037

 

My Memory of Us is a narrative-driven puzzle-adventure video game developed by Juggler Games. The game is set in a fictional version of Poland during World War II and tells the story of a young boy and girl who must navigate through a city that has been divided into two parts: one for Jews and one for non-Jews. The game features hand-drawn art, puzzle-solving, and stealth elements, as well as a unique memory-manipulation mechanic that allows players to change the past to solve puzzles and progress through the story. The game received positive reviews for its story and art. Overall, My Memory of Us is a touching and emotional game that tells a story of friendship, love, and survival during a war.

By Iván Escobar Fernández*

Introduction

Collective memory has been approached by scholars in two main ways. One definition, put forth by Olick (1999), views collective memory as the symbols that are publicly accessible and maintained by society. On the other hand, other researchers have defined collective memory as the collection of individual memories shared among members of a community that contribute to the formation of the community’s collective identity (see Hirst & Manier, 2008 and Wertsch & Roediger, 2008). Indeed, Collective Memory plays a crucial role in contemporary societies, not only in forging individuals’ and nations’ identities (see Sierp, 2014) but also in shaping states’ foreign and security policies (Rosoux, 2019: 194). In any case, despite being defined and addressed differently, what can be seen in the existing literature is that there is a rich pluralism of mnemonic devices individuals and collectivities use to remember the past (Conway, 2010). 

The rich diversity of mnemonic devices used by individuals and organizations highlights the fact that there is no one-size-fits-all approach to addressing Collective Historical Memory (see Erll, 2022). According to the literature, it can be approached in two ways: explicitly, through the conscious and official creation of memorials, monuments, sculptures, and festivities, among others, and implicitly, by using visual symbols without directly referencing historical facts and dates (see Erll, 2022; Trodd, 2013; Keifer-Boyd et al., 2007; Schacter, 1987). This latter approach, known as implicit memory, can take different pathways, such as visual history or visual culture, which underscores the significant role that visual artefacts such as paintings, photographs, films, and video games play in shaping our perception of the past (Keifer-Boyd et al., 2007), or national narratives, which exalts some particular events or facts in order to create unconscious feelings and stories among the society (Erll, 2022). Nonetheless, approaching Collective Historical Memory as a visual subject has not been free of criticisms since it has been argued that it can lead to Manichean narratives and banalize the evil, thus distorting memory, decontextualizing suffering, and disassembling it from history (Ibrahim, 2009). 

Regarding the relationship between video games and Historical Collective Memory, the formers have become an important tool for exploring and shaping the latter through visual culture and national narratives. As interactive experiences, video games allow players to engage with historical events and characters in ways that are more immersive and personal than other forms of media. Moreover, the visual elements of video games, such as character designs and environments, can play a significant role in how players perceive, recreate, and remember history (see Lee & Probert, 2010; Parks, 2008). Furthermore, it is believed that video games can reflect and reinforce national narratives, perpetuating dominant interpretations of historical events and shaping the Collective Memory of society, playing a key role in preserving, challenging, and/or shaping how we understand and remember the past (Chapman, 2016).

The aim of the report is to analyze video games that tackle historical events from an implicit perspective and explore the potential impact of such games on historical awareness and preservation. Through the examination of a case study, namely “My Memory of Us”, the report will evaluate whether they can effectively raise awareness of historical events and promote the preservation of historical memory. The implicit approach of the games will be considered as a means to engage players and encourage them to learn about historical events in a more interactive and immersive way. Ultimately, the report aims to determine whether video games can be an effective tool for educating players about the history and contributing to historical preservation efforts.

To determine if utilizing visual metaphors in video games can enhance historical collective memory without explicitly referencing specific historical facts and dates, we interviewed four experts on the subject. Jakub Jablonski is the co-owner and co-founder, art director, and creative director of Juggler Games. Lukasz Janczuk is the co-founder and lead designer at Juggler Games and a former Design Manager at CI Games. Janczuk was My Memory of Us’ lead designer. David Kirschner is an Associate Professor of Sociology and Chair of the Department of Human Services and Cultural Studies at Georgia Gwinnett College. Wojciech Soczewica is the Chief Executive Officer of the Auschwitz-Birkenau Foundation. 

Analysis

It is worth reminding that the aim of this branch of the COMTOG Project was to assess the strengths and weaknesses of using video games to approach Collective Historical Memory from an implicit perspective. In sum, after conducting the semi-structured interviews, all four interviewees agreed that video games could be an effective tool in boosting Collective Historical Memory. However, there are some considerations that must be pointed out. 

During the interviews, both game developers, Jakub Jablonski and Lukasz Janczuk, unanimously stressed the importance of video games as a learning tool and as a medium for inspiring people and opening up avenues for further discussion. Beyond being a product meant for entertainment, they believe that video games have the power to spark imagination and creativity in players, as well as encourage critical thinking and problem-solving skills. Additionally, they have argued that video games can be used to explore complex themes and issues in a way that is engaging and accessible to a wide audience. In their point of view, video games can make players start asking questions about past and contemporary complex issues, thus opening the floor for further discussions and boosting players’ interest in the topic. In this same line, Dr Kirschner argued that games could be a priceless learning tool not only for younger generations but for all cohorts in society, being able to teach not only historical facts and events but also reasoning through experience. 

On the other hand, Wojciech Soczewica showed some concerns regarding the usefulness and applicability of video games in addressing traumatic past events like the Holocaust. Although he stressed the importance of integrating new technologies and strategies in preserving Collective Historical Memory, he mentioned that there are several ethical considerations to be borne in mind when reconstructing such a traumatic past, even digitally. In his opinion, in order for video games to properly address the past and therefore preserve Collective Historical Memory, they should focus on education rather than on entertainment. Without disagreeing with Soczewica’s statement, Dr Kirschner emphasized the necessity of integrating guidance from a teacher or professor when using video games for educational purposes. By doing so, some of the weaknesses involved in implicitly conveying historical facts through video games and visual metaphors can be overcome, thereby enhancing their potential as learning tools. This view was also shared by the creators of the game, Jakub Jablonski and Lukasz Janczuk, who argued that video games can be used for educational purposes but not in isolation. Specifically, both Jablonski and Janczuk emphasized that, while presenting “My Memory of Us” to audiences around the world, they encountered some players from different countries, especially the United States, who could not make a connection between the visual metaphors used in the game and the Second World War and the Nazi invasion of Poland. This underscores the importance of integrating guidance from an expert, as advocated by Dr Kirschner. 

Furthermore, all four interviewees agreed that individual perspectives are an important part of Collective Historical Memory and that a nuanced understanding of past events requires an appreciation of the perspectives of all those involved. This idea is particularly evident in the game “My Memory of Us,” which integrates real stories from individuals into its fictional narrative. By including these stories, the game’s creators, Jablonski and Janczuk, were able to give players a more personal and emotional connection to the events of the Second World War and the Nazi invasion of Poland. Even Soczewica, who expressed some reservations about the use of video games to address traumatic past events, acknowledged the importance of personal stories in shaping our Collective Memory. By incorporating individual perspectives into its narrative, “My Memory of Us” highlights the importance of preserving and sharing these stories as a way of enhancing our collective historical memory.

Last but not least, it is also worth noting that the game developers and Dr Kirschner put emphasis on the capacity of video games to transmit universal emotions and feelings that can travel across time and space. Beyond depicting historical events, video games also have the potential to convey emotions and feelings associated with historical events without explicitly referring to them. By immersing the player in a virtual world and allowing them to experience the narrative firsthand, video games can create a powerful emotional connection that other forms of media may not be as effective at achieving. This is especially relevant in the context of Collective Historical Memory, as it can stimulate empathetic emotions in players that can then be transmitted into the real world, helping us sympathize with past victims and recognize the traumatic nature of historical events as well as preventing future similar atrocities from happening. In this same line, while Dr Kirschner and the game developers emphasized the potential of video games in promoting empathetic connections with the past, Soczewica also recognized the importance of Collective Historical Memory in shaping the future. From a different perspective, Soczewica sees that memory and remembrance serve not only to honour the past but also to pose warnings and morally inspire us to take action in the present. By reflecting on our shared history, we can learn from the mistakes of the past and work to prevent similar atrocities from happening again in the future.

Conclusion

In conclusion, aligned with the existing literature (see Chapman, 2016; Lee & Probert, 2010; Parks, 2008), it has been found that video games have the potential to approach historical collective memory implicitly, and all interviewees agreed on the importance of video games as a tool to boost Collective Historical Memory. However, as some scholars have previously pointed out, some challenges, such as misinterpretations and decontextualization of narratives, may arise (see Ibrahim, 2009). We have found that by integrating theoretical and professional guidance, these challenges can be overcome, enhancing the potential of video games as learning tools. Furthermore, it can be said that integrating individual perspectives is essential to address Historical Memory implicitly, and this was emphasized by the creators of “My Memory of Us,” who integrated real stories from individuals in the game’s fictional story. In sum, combining the power of video games with theoretical and professional guidance and individual perspectives can be a successful strategy to promote empathy and understanding towards past events, contributing to preventing future similar atrocities from happening. The main findings of these interviews are summarized below: 

  • Video games can be an effective tool for boosting collective historical memory, even without explicitly referring to specific historical facts and dates, but some ethical considerations must be taken into account when addressing traumatic past events and the emotions stemming from them. 
  • Video games can be used as a learning tool for teaching historical facts and events, as well as critical thinking and problem-solving skills.
  • Integrating guidance from an expert or teacher can enhance the potential of video games as educational tools.
  • Video games have the potential to create a powerful emotional connection with players and promote empathetic connections with the past.

Considering the increasing popularity and outreach of video games, their potential should be unveiled to prevent new atrocities from happening, as they can help foster empathetic connections with the past, promote critical thinking and problem-solving skills, and encourage further discussions on complex themes and issues, all of which can contribute to the prevention of future similar events. Reflecting on our shared history through the use of video games can, therefore, be a valuable tool in educating younger generations and the wider public, shaping Collective Historical Memory, and creating a more empathetic and informed society.


ECPS’ Never Again initiative and COMTOG project

Our collective history offers stories of war, resistance, intolerance, and perseverance. ECPS’ Never Again initiative prompts us to look back at these memories of conflict and democratic backsliding so that we, citizens, can be better informed of their causes and realities. A wealth of research has highlighted how mainstream media, i.e., TV, film, radio & news, have shaped the collective memory of these conflict narratives. However, as media technology evolves rapidly, the research studying collective memory must evolve with it.

The Collective Memory Through Online Games (COMTOG) project has emerged under this Never Again initiative to showcase the educational and social potential of serious, transformative gaming (video games, LARPs, tabletop roleplaying games) relaying the realities of conflict through a nuanced, well-researched, and empathetic lens. COMTOG is set to publish a series of interviews exploring the research process, artistic direction, and dissemination of these conflict-centred games. The game creator’s insights are included in interviews alongside the experience of diverse experts in the field (i.e. historians, policymakers, activists), thus creating a resource improving historical serious games’ ability to aid active remembering.

Moreover, serious gaming can provide the population with an immersive experience that can be used for educational purposes such as raising awareness, boosting ethical values, and preserving collective memory. Existing research has found their integration into educational programmes promising and positively impactful. We aim to understand how serious games discussing and portraying the victims of the conflict were researched and developed to stimulate interest in creating similar kinds of games.


 

(*) Ivan Escobar Fernandez graduated in International Studies from Carlos III University of Madrid (2020) and a Master’s in Humanitarian Action and Conflict from Uppsala University (2021) and is currently pursuing a Master’s (MSc) in Social Sciences and Human Security from Aarhus University. He simultaneously works as a research assistant at the European Center for Populism Studies (ECPS) and is a member of the think tank International Youth Think Tank (IYTT). Ivan is the chief editor of the international affairs magazine The Global Vision and has collaborated with different media outlets such as The Defence Horizon Journal. His interests range from geopolitics, international relations, political science, and democratization processes to national and international security. He also collaborates with Versión Original: Revista de cine as a film analyst.


 

References

Chapman, A. (2016). Digital Games as History: How Videogames Represent the past and Offer Access to Historical Practice. Routledge, New York.

Conway, B. (2010). “New Directions in the Sociology of Collective Memory and Commemoration.” Sociology Compass 4, 442–453.

Erll, A. (2022). “The hidden power of implicit collective memory.” Memory, Mind & Media 1, 1–17.

Hirst, W., Manier, D. (2008). “Towards a psychology of collective memory.” Memory 16, 183–200.

Ibrahim, Y. (2009). “Holocaust as the Visual Subject: The Problematics of Memory Making through Visual Culture.” Nebula 6, 94–113.

Keifer-Boyd, K.; Amburgy, P.M.; Knight, W.B. (2007). “Unpacking Privilege: Memory, Culture, gender, Race, and Power in Visual Culture.” Art Education 60, 19–24.

Lee, J.K.; Probert, J. (2010). “Civilization III and Whole-Class Play in High School Social Studies.” Journal of Social Studies Research 34, 1–28.

Olick, J.K. (1999). “Collective Memory: The Two Cultures.” Sociological Theory 17, 333–348.

Parks, N.S. (2008). “Video Games as Reconstructionist Sites of Learning in Art Education.” Studies in Art Education 49, 235–250.

Rosoux, V. (2019). “The role of memory in the desecuritization of inter-societal conflicts.” In: Securitization Revisited. Routledge, pp. 194–217.

Schacter, D.L. (1987). “Implicit  Memory: History and Current Status.” Journal of Experimental Psychology 13, 501–518.

Sierp, A. (2014). History, Memory, and Trans-European Identity: Unifying Divisions First. ed, Routledge Studies in Modern European History. Routledge, New York & London.

Trodd, Z. (2013). “Am I Still Not a Man and a Brother? Protest Memory in Contemporary Antislavery Visual Culture.” Slavery & Abolition 34, 338–352.

Wertsch, J.V.; Roediger III, H.L. (2008). “Collective memory: Conceptual foundations and theoretical approaches.” Memory 16, 318–326.

BuryMeMyLove1

COMTOG Report on ‘Bury Me My Love’

Galland, Martin. (2023). “COMTOG Report on ‘Bury Me My Love’.” Never Again Initiative. European Center for Populism Studies (ECPS). April 3, 2023. https://doi.org/10.55271/rp0036

 

Bury Me My Love is a game about distance. It is a game which places front and center relationships between humans, how they interact, and what drives people to take a leap into the unknown and risk their lives in the hope of reaching safety. The eponymous phrase, ‘Bury Me My Love,’ is an Arabic expression to take care roughly meant to signify, “don’t think about dying before I do.” The game is inspired by but does not tell, the real-life story of Dana, a Syrian woman having left her country in September 2015.

By Martin Galland*

Introduction

Bury Me My Love is a game about distance. It is a game which places front and center relationships between humans, how they interact, and what drives people to take a leap into the unknown and risk their lives in the hope of reaching safety. The eponymous phrase, ‘Bury Me My Love,’ is an Arabic expression to take care roughly meant to signify, “don’t think about dying before I do.” The game is inspired by but does not tell, the real-life story of Dana, a Syrian woman having left her country in September 2015. Both the journalist who wrote the article on Dana’s story and Dana herself working as part of the game’s editorial team (Le Monde, 2015).

Developed by The Pixel Hunt in 2015, Bury Me My Love is a branching text-based narrative based around the story of people on the move during the 2015 Syrian refugee crisis. Its main characters are Nour and Majd, a young couple from Homs, Syria. The player takes on the role of Majd, having stayed behind in Syria to take care of his mother and grandfather, while his partner, Nour, goes on to attempt the journey to Germany in order to receive refugee status there. Much of the game is based on three core mechanics which impact the outcomes of choices made throughout Nour’s journey: Time; the itinerary; and finally, Nour’s own variables of morale, budget, her relationship with Majd, and what she has or does not have on her person in key moments. With this expansive and branching narrative, there are 50 different locations to go through and nineteen possible endings for Nour’s journey, with widely divergent outcomes. 

As part of the COMTOG project’s goal to bring together different but complementary voices of the field, three individuals were interviewed about the game Bury Me My Love and its subject matter. These included Florent Maurin, President of The Pixel Hunt and one of the game’s lead developers; Dr Angus Mol, a Games Studies scholar from Leiden University; and Tigs Louis-Puttick, Communications and Advocacy Coordinator for Samos Volunteers, a non-profit organisation supporting refugees and asylum-seekers on Samos. Keeping in mind the intent of the project – which was to “showcase the educational and social potential of video games relaying the realities of conflict” – I first formalised my approach towards Bury Me My Love and the interviews I conducted around two main themes. The first and most important which informed most of my questions as the interviews were conducted was the difference between authenticity and accuracy of the experience of people on the move. The second was the necessary emphasis on empathy towards people on the move and their experiences and the engagement of players in those narratives.

The discussion around authenticity is the one that is most discussed academically and theoretically in Games Studies. In this burgeoning field, scholars note that creative designers (big studios, indie developers, social media influencers) “design their versions of the past, purely or mostly, as entertainment products, where the focus is on making money through designing fun.” This becomes a three-fold issue when such actors “(1) have not traditionally been and are frequently still not taken seriously in their role in shaping our collective understanding of the past, (2) are not primarily (or at all) concerned with teaching about the past and (3), more and more, the connection many people have with the past is partly or even primarily shaped by video games, including how they learn or teach others about it” (Boom et al., 2020: 28-29). These challenges highlight the importance of bridging the gap between stakeholders beyond those in the video game-making sphere and including activists on the ground and researchers alike.

Authenticity vs Accuracy

In the interview with Dr Mol, an important theme which emerged from the conversation was the difference between authenticity and accuracy when it comes to portraying the experience of people on the move. For Dr Mol, what really interests players is this notion of an ‘authentic past’ more so than focusing on the accuracy of the past portrayed. Bury Me My Love strongly engages with the player’s sense of empathy, providing an experience that emulates the challenges, thoughts, and problems people face on the move. Of course, this experience can only go so far in accurately visualising these very issues which thousands of people faced and still face today. Part of the game’s intention, as explained by Maurin, was to replicate this sense of anxiety and distance through the text-message thread between Nour and Majd, with the player often left with information streaming in progressively, missing context until it is later explained, and no answers from Nour until a given time when she can respond back.  

In order to best showcase the sort of journey people on the move can undertake, the game developers went through numerous documentations on the subject: including testimonies, articles, news reports, and documentaries, and themselves interviewed people in refugee camps in France. Maurin comments that the first four months of production of the game were solely dedicated to documenting, reading, and watching different sources. This was in order to get a firmer idea of the game and story they wished to tell and to account for the different paths people on the move take to get to Europe. For Dr Mol, this sort of emphasis on research and fact-checking is something that has become more prevalent and noticeable in the industry in the past ten or so years. It also reflects a shift in academia with regard to video games. As Dr Mol attests, the ways to study video games and the medium, in general, have greatly advanced and evolved in recent years, and while there is still some level of disconnect between developers and academics, there is an increasing number of projects which try to bring both sides together in the research and development of games. 

One crucially important aspect brought up by Louis-Puttick is the game’s inability to truly replicate the sense of time that people on the move go experience. It is true that comparatively speaking, Nour’s (and Dana’s) journey is very short compared to the length of time now spent by people on the move in camps – where months and years go by with little to no change in their status. While the game does include both a path which discusses this major issue in the refugee camp, and an ending which does see Nour stuck in a camp indefinitely, the player does not experience these in real-time, and so this crucial part of the experience of people on the move cannot be passed on. However, the game does not shy away from portraying some of the intense hardships faced by people on the move during their journeys. Whether it is the cold realisation that death is always a possibility, or being antagonised, chased, and beaten up by a neo-Nazi group in Greece, or the lack of care shown by European authorities as they either condemn people to a camp or deport them back to Syria. 

Ultimately, what is missing the most from this report with regard to the authenticity of Bury Me My Love is a voice from people on the move and their testimony, and whether they feel as though the game reflects enough of their experience. While the game was inspired by and involved the editorial input of a person on the move, this project would have benefited far more from involving someone with the direct experience of travelling to Europe under difficult conditions. 

Empathy and Engagement

When it comes to a subject matter such as the one on the experiences of people on the move, it is difficult to discuss Bury Me My Love in terms of ‘enjoyment’ and ‘entertainment.’ Few would describe the journey undertaken by people on the move, even vicariously, as being ‘fun,’ and it was not at all in the intention of the developers to portray it as such. For Maurin, it was difficult to balance the stark tone that the game takes with the way people would cope with this experience through levity and humour. With several thousand lines of dialogue, much of the game’s focus was on the story and the characters and the ways in which they interact with the world around them as events unfold. From personal experience with the game, both main characters were truly well-fleshed-out and felt real in their emotions, thoughts, and worries for one another. Those who meet Nour along her journey also reflect a multitude of people and how they would act towards her plight.

It is difficult to assume how different players will engage with Bury Me My Love, as the game’s several endings make it so gameplay experience can wildly vary from person to person. Criticism of the game can be found on the game’s Steam (an online game distribution platform) page, where one particular comment lists that they found the game far too upbeat and treated with too much levity with regard to the subject material. When addressing feedback of that nature, Maurin comments that, while the commenter appears to be hyperbolising, it is entirely possible that they experienced the trek replicating Dana’s journey, which was comparatively easier and with fewer issues than other possible paths – which is an outlier. Dr Mol comments on this notion of making a game engaging enough for players to want to play it while respecting the subject matter enough to consider and internalise the message. In my experience with Bury Me My Love, the game is ‘entertaining’ in the sense that it does engage you with the challenges presented in front of Nour; it is also equally heart-breaking in the lowest lows of the story and does leave one with more awareness of the life of people on the move. 

Ultimately, the game is not one meant to be entertaining in the literal sense of the term. It provides a story, a human story, one that is anchored in reality, and pushes the player to learn about the hardships faced by people on the move. News cycles and mass information have been noted to desensitise individuals of distant (and not so distant) occurrences and Bury Me My Love works to try to fight that antipathy by providing a deeply empathetic experience about the Syrian Refugee Crisis and inspiring the player to do something with the feelings they feel and receive after having played the game.

Conclusion

In closing the interview, all three interviewees were asked whether or not they felt video games could contribute to helping address common memory of certain conflict-centric events, such as the Syrian Refugee Crisis. Maurin puts it best that the game and its themes of adversity, displacement, struggle, and distance, are still very much relevant today. There are still important migrant flows of people fleeing conflict and disaster, and as such, the game Bury Me My Love remains, unfortunately, relevant and contemporary. This sentiment is echoed by Dr Mol and Louis-Puttick, who both see potential in video games, though with addendums on the intent and the goals set out by the developers in making such charged games. 

This set of COMTOG interviews was designed to bring together different stakeholders and actors who have only to gain by interacting with each other. This project also placed front and center the importance of discussing and grasping the notion of ‘authenticity’ and how games can provide empathetic perspectives on still ongoing challenges for countless people. Maurin addresses it by humorously commenting on the ‘God-complex’ of developers and that their total control over the world in which the game is placed is misleading. If there was an attempt by developers to portray a very pointed perspective (in terms of values, convictions, etc.), it would feel very forced and could be spotted immediately by players. What developers like Maurin try to do is portray a collection of stories which are sourced from documentation; they do not provide a moral or a lesson but the tools for the players to internalise the experiences they have vicariously lived through and hopefully do something about it. 


ECPS’ Never Again initiative and COMTOG project

Our collective history offers stories of war, resistance, intolerance, and perseverance. ECPS’ Never Again initiative prompts us to look back at these memories of conflict and democratic backsliding so that we, citizens, can be better informed of their causes and realities. A wealth of research has highlighted how mainstream media, i.e., TV, film, radio & news, have shaped the collective memory of these conflict narratives. However, as media technology evolves rapidly, the research studying collective memory must evolve with it.

The Collective Memory Through Online Games (COMTOG) project has emerged under this Never Again initiative to showcase the educational and social potential of serious, transformative gaming (video games, LARPs, tabletop roleplaying games) relaying the realities of conflict through a nuanced, well-researched, and empathetic lens. COMTOG is set to publish a series of interviews exploring the research process, artistic direction, and dissemination of these conflict-centred games. The game creator’s insights are included in interviews alongside the experience of diverse experts in the field (i.e. historians, policymakers, activists), thus creating a resource improving historical serious games’ ability to aid active remembering.

Moreover, serious gaming can provide the population with an immersive experience that can be used for educational purposes such as raising awareness, boosting ethical values, and preserving collective memory. Existing research has found their integration into educational programmes promising and positively impactful. We aim to understand how serious games discussing and portraying the victims of the conflict were researched and developed to stimulate interest in creating similar kinds of games.


 

(*) Martin Galland is a Master’s graduate in both European Policy and History, from the University of Amsterdam and KU Leuven, after having done a Bachelor in International Studies at Leiden University. His most recent thesis analysed the presence of (banal) nationalistic discourses present in a historical theme park in France, and how a specific vision of a French identity emerges from the theme park’s various shows. His research interests lie in the banal nationalism of contemporary populist movements, and the strengthening of right-wing populist discourse in interpretations of the past and history.


 

References

— (2015). “Le voyage d’une migrante syrienne à travers son fil WhatsApp.” Le Monde. December 18, 2015. https://www.lemonde.fr/international/visuel/2015/12/18/dans-le-telephone-d-une-migrante-syrienne_4834834_3210.html (accessed on March 2, 2023).

Boom, K. H. J.; Ariese, C. E.; van den Hout, B.; Mol, A. A. A. and Politopoulos, A. (2020). “Teaching through Play: Using Video Games as a Platform to Teach about the Past.” In: Hageneuer, S. (ed.) Communicating the Past in the Digital Age: Proceedings of the International Conference on Digital Methods in Teaching and Learning in Archaeology (12–13 October 2018). Pp. 27–44. London: Ubiquity Press. DOI: https://doi.org/10.5334/bch.c. License: CC-BY 4.0.

Politopoulos, A.; Mol, A. A. A.; Boom, K. H. J. & Ariese, C. E. (2019). “History is our playground”: action and authenticity in Assassin’s Creed: Odyssey. Advances In Archaeological Practice, 7(3), 317-323. doi:10.1017/aap.2019.30.  

ECPS organised a symposium at the European Parliament in Brussels on March 8, 2023 to mark one year of Russia’s invasion of Ukraine and released a comprehensive report on the subject. Photo: Ümit Vurel.

ECPS Symposium on the Impacts of the Russian Invasion of Ukraine on Right-wing Populism in Europe

ECPS organised a symposium at the European Parliament in Brussels on March 8, 2023 to mark one year of Russia’s invasion of Ukraine. The symposium aimed to shed light on the challenges the war brought to the European political arena, particularly in the context of rising populism, and trigger a discussion on how to remedy these issues. To this end, ECPS prepared a report contributed by 30 scholars, reflecting the situation in 24 European countries. The conclusions of the report at the European level were presented at this symposium.

Moderator

Dr Simon P. WATMOUGH (Research Fellow, ECPS).

Opening Remarks

Sir Graham WATSON (Honorary President of the ECPS — via video conferencing).

Welcome Remarks

MEP Petras AUŠTREVIČIUS (Renew Europe).

Keynote Address

His Excellency Chentsov VSEVOLOD (Head of the Mission of Ukraine to the European Union and the European Atomic Energy Community).

Presenters of the Report

Dr Emilia ZANKINA (Editor of the Report, Temple University-Rome).

Dr Gilles IVALDI (Editor of the Report, Centre de Recherches Politiques de Sciences Po).

Closing Remarks

MEP Radan KANEV (EPP, Bulgaria).

African american gamer girl surprised after winning online competition on gaming pc. Photo: Shutterstock.

ECPS COMTOG Project – Interview with Moyra Turkington on gaming and women fighting on the front lines of history

Historical game studies is a young, slowly expanding interdisciplinary field which must address the challenges of designing games about the Holocaust and conflict, as well as being a woman in the gaming industry. Only 30 percent of game designers are female which results in on-screen female characters which are underrepresented, have fewer lines, have stereotypical gender roles and are over-sexualised, while nearly half of the people who are playing video games are women and these women play games as well as men do.

By Anita Tusor*

In line with this year’s Women’s History Month theme, “Celebrating Women Who Tell Our Stories,” our first The Collective Memory Through Online Games (COMTOG) interview not only focused on youth radicalisation and its platforms, contemporary antisemitism, online hate and gaming, and historical memory of the Holocaust; but closely examined educational, roleplaying games with stories about women in WWII designed by an international team of women and non-binary writers led by Moyra Turkington.** 

The 21st century has seen an impressive and considerable evolution in the capability and popularity of gaming. With the expansion of its market, quality, and audience, COMTOG aims to uncover analog- and video games’ potential to raise historical consciousness. Nonetheless, the depiction of historical events in certain games has recognizable flaws. A common thread of criticism lies in the representation of war – most notoriously, World War Two – and how most games glorify conflict while neglecting the victims’ perspective, especially first-person shooter games (Glouftsis, 2022). Alternatively, some games avoid the mention or existence of tragedies from historical conflict. In this way, these games appear to contribute to misshaping and misconstruing the collective memory of the period.

However, it must be noted that a growing number of games published in the last decade have broached the topic of war and conflict in a far more nuanced and considerate fashion. These projects tend to stem from smaller game-publishing houses, where the artistic and creative choices undertaken by the game developers are often well-researched, portraying the historical past and conflict in such a way that does not obscure the horrible realities of war while remaining instructive but considerate to the victims’ experience. Turkington and her team’s project, War Birds, provides an anthology of games about women in World War II and a fine example of how to approach Holocaust game designing issues. 

Turkington’s latest publication (2021) addresses game-designing techniques to bypass serious issues in Holocaust-related historical role-playing games, such as the potential trivialisation of the Holocaust or players learning to blame the victims. Game design challenges are exemplified through the description of Rosenstrasse, a role-playing game in which players adopt the roles of Jewish and non-Jewish Germans in mixed marriages in Berlin between 1933 and 1943. In our conversation, Turkington mentioned Rosenstrasse as an explicitly transformational game specifically designed to be a deep emotional experience. Testplays and qualitative research study with eighteen subjects proved it to be a highly effective experience (AJS Perspectives, 2019).

Historical Game Studies and Women

Historical game studies is a young, slowly expanding interdisciplinary field which must address the challenges of designing games about the Holocaust and conflict, as well as being a woman in the gaming industry. Only 30 percent of game designers are female (Guardian, 2020), which results in on-screen female characters which are underrepresented, have fewer lines, have stereotypical gender roles and are over-sexualised, while nearly half of the people who are playing video games are women (Yee, 2017) and these women play games as well as men do (Shen et al., 2016). 

Furthermore, there is an existing and serious concern about the toxicity of not only how and by whom games are developed but the player cultures as well, not to mention the marginalisation of whole groups of people (namely women, LGBTQA+, people of colour) (Wright, 2022: 177; Heron et al., 2014). Women often feel uncomfortable, maybe harassed or excluded from communal gaming spaces (Fishman, 2022). Gaming girls and women are more likely to hide their gender using voice-changing headsets than their male counterparts (Hetfeld, 2021). Abusive players face few consequences; female players are more prone to withdraw from playing certain games (Fox & Tang, 2016).

The gaming industry’s refusal and slow progress in addressing misogyny and extremism (Compton, 2019) have resulted in a dire report by the leading anti-hate organisation; ADL (2022). The latest survey shows gender was the most frequently cited reason for identity-based abuse. “In broader national movements, it is typically antisemitism that lies at the root of white supremacy movements; in games, it is misogyny” (ADL, 2022: 9). The concept of “geek masculinity and networked misogyny” (EGRN, 2021) shows similarities with populism as it is “being entrenched in heteronormative and patriarchal ideas of gender and sexuality, and is threatened by the presence of those deemed to be ‘others’” (Peckford, 2020: 67). Pöhlmann (2021) coins the term ‘ludic populism’ while investigating video games that undermine their own populist aesthetic and argues that video games can both reinforce and challenge the idea of a unified group of “the people” by using populist imagination, often through implicit or explicit essentialist means.

Live-action role-playing games (LARPs) may also utilise populist imagination, as well as perpetuate and foster misogyny and antifeminist hate speech narratives. Karner (2019) and others (Moriarity, 2019, PuzzleNation, 2018) stress that inclusiveness and acceptance of female players are gradually moving in the right direction. However, it is only possible if change begins at the game development level. Games made by women include creative, political minds who “can help break the tide of prejudicial game design and writing” as well as may enable “roleplaying to become the next stage of feminist storytelling” (Cross, 2012: 84).


 

(*) Anita Tusor is a recent graduate of the Double Master’s Program of King’s College London and Renmin University of China in Asian and European Affairs. She also holds a M.A. in Applied Linguistics and a B.A. in Hungarian and Chinese Studies. Previously, she has worked with different think tanks and is currently working as a Research Assistant at the ECPS and the International Institute of Prague. Anita’s research interests include the processes of democratisation and de-democratisation, populist constitutionalism, political parties and their systems, and foreign malign influence operations.

(*) Moyra Turkington is an award-winning Canadian larpwright, game designer and theorist with a background in Cultural Studies and Theatre. She is also the founder of the indie studio Unruly Designs and the leader of the War Birds Collective — an international community designing political games about women fighting on the front lines of history. Turkington is interested in immersive, transformative and political games, particularly in creating a multiplicity of media, design, representation and play.


 

ECPS’ Never Again initiative and COMTOG project

Our collective history offers stories of war, resistance, intolerance, and perseverance. ECPS’ Never Again initiative prompts us to look back at these memories of conflict and democratic backsliding so that we, citizens, can be better informed of their causes and realities. A wealth of research has highlighted how mainstream media, i.e., TV, film, radio & news, have shaped the collective memory of these conflict narratives. However, as media technology evolves rapidly, the research studying collective memory must evolve with it.

The Collective Memory Through Online Games (COMTOG) project has emerged under this Never Again initiative to showcase the educational and social potential of serious, transformative gaming (video games, LARPs, tabletop roleplaying games) relaying the realities of conflict through a nuanced, well-researched, and empathetic lens. COMTOG is set to publish a series of interviews exploring the research process, artistic direction, and dissemination of these conflict-centred games. The game creator’s insights are included in interviews alongside the experience of diverse experts in the field (i.e. historians, policymakers, activists), thus creating a resource improving historical serious games’ ability to aid active remembering.

Moreover, serious gaming can provide the population with an immersive experience that can be used for educational purposes such as raising awareness, boosting ethical values, and preserving collective memory. Existing research has found their integration into educational programmes promising and positively impactful. We aim to understand how serious games discussing and portraying the victims of the conflict were researched and developed to stimulate interest in creating similar kinds of games.

ECPS has inaugurated a Case Competition Series in Populism Studies and held its first competition on March 7, 2023, in Brussels with the participation of ECPS Early Career Researchers Network and ECPS Youth Group members. Photo: Umit Vurel.

ECPS launches a ‘Case Competition Series’ for early career researchers

ECPS has inaugurated a Case Competition Series in Populism Studies and held its first competition on March 7, 2023, in Brussels with the participation of ECPS Early Career Researchers Network (ECRN) and ECPS Youth Group members to provide a unique learning experience for students and young professionals and support them in learning how to transform their academic knowledge into feasible policy suggestions.

ECPS has inaugurated a Case Competition Series in Populism Studies and held its first competition on March 7, 2023, in Brussels with the participation of ECRN (ECPS Early Career Researchers Network) and ECPS Youth members. The competition focused on a pressing issue in contemporary democracies: The rise of far-right movements in Europe, disinformation, and conspiracy theories. In order to narrow our focus, we chose to situate our case in Germany, a key player in Europe’s political and economic landscape, and we expected participants to pay special attention to Russia’s role in this context. Please consult this document for detailed information. 

Photos: Umit Vural.

While case competitions are widely used and popular in consulting, finance, and risk management, we firmly believe they can also be effective tools for putting theory into practice in the fields of political science and international relations. Thus, ECPS has decided to launch the ECPS Case Competition Series, which focuses on different topics in the framework of Populism Studies. Our research has highlighted the numerous potential benefits of designing and hosting a case competition in this field, and we are confident that this series will be a valuable experience for all involved, which has been the case for the event on the 7th of March. 

Case competitions are a type of event in which teams of students or professionals compete against each other to develop and pitch solutions to a business, public administration or a political and/or international relations problem. Teams are given a limited amount of time to research, analyze, develop, and pitch their solutions.

Case competitions are based on contemporary and relevant real-world problems that challenge participants to analyze complex issues and craft innovative solutions. Participants are divided into teams to work together on solving the case, allowing them to enhance their teamwork skills. The proposals of the participants are evaluated based on criteria such as creativity, feasibility, and presentation by a panel of scholars and experts in the field.

Our main goal in carrying out a case competition in the field of political science/populism studies and international relations is to provide a platform for students and professionals to showcase their analytical and problem-solving skills while addressing real-world issues that are relevant to the field. The competition forces participants to think critically and creatively as they research and develop solutions to a complex political or international relations problem. It serves as a valuable learning experience for participants, helping them develop critical skills in high demand in today’s fast-paced and ever-changing political and international landscape. 

By contributing to the competition, participants gain a deeper understanding of the complexities of global and European politics and international relations. They will be better prepared for their future careers. Participants are able to apply their knowledge and skills in a competitive setting and are evaluated by a panel of experts in the field. The panel of experts that assessed the case presentation on March 7, 2023, was formed by the scholars who contributed to the ECPS report on “The Impacts of the Russian invasion of Ukraine on Right-wing Populism in Europe.”

Overall, our goal in launching this case competition series is to provide a unique and valuable learning experience for students and young professionals and support them in learning how to transform their academic knowledge into feasible policy suggestions.

 

 

 

The head of the Russian Orthodox Church, Patriarch Kirill and Russian President Vladimir Putin as they attended a ceremony celebrating the 1025 anniversary of the Baptism of Kievan Rus in Kiev, Ukraine on July, 27, 2013. Photo: Shutterstock.

Culture War in the War in Ukraine

Putin’s narrative of the Ukrainian government as Nazis and “junkies” is a rhetoric of legitimation of invasion and a performance of culture war. By invading Ukraine, Putin is not only taking back the land he believed to be part of Russia but also rescuing it from being the ‘puppet of the [morally corrupt] West.’ He is defending Russia’s state-civilization against globalism and liberal democracy based on plurality, human rights, and multiculturalism.

By João Ferrerira Dias 

The post-Berlin wall world was lived in the belief of the victory of liberal democracy and thus the “end of history” (Fukuyama, 1992), a promise never fulfilled. The deindustrialization of Europe, alongside the emergence of multipolar economic globalism with the reallocation of production in Asia, gave room for a growing skepticism in different European countries (v.g., Taggart & Szczerbiak, 2002) during the 90s and further resentment with the emergence of populist parties (v.g. Mudde & Kaltwasser, 2016), returning to the nativist ideology, with the defense of native identities vis-à-vis capitalist globalization (v.g. Lindholm & Zúquete, 2010). The increased migratory waves of Muslims from the north of Africa and the Middle East and a welfare crisis that came after the 2008 global economic and financial crisis empathize the appeal of anti-globalist and identitarians movements (Zúquete, 2018), which pièce de resistance is the great replacement theory. However, a significant part of the identitarians does not use the “ethnic, biological and racist discourse of white supremacists, but that of the defense of European culture against Islam pointed out as a vehicle of values irreconcilable with those of modern Western civilization, civic, secular and liberal” (Marchi & Bruno, 2016: 42).

The moral panic of an unconcealable Europe and Islam was, for instance, well explored by the German party AfD (Alternative für Deutschland) during the 2017 election after the 2015 refugee crisis. It is now widely admitted that misinformation and fake news played an important role in spreading moral panic and the appeal for nationalism. The anti-immigration propaganda was elaborated within fake news on refugees’ wave of sexual crimes in countries like Germany and Sweden. This helped people turn themselves to the parties who claimed that would stop the open-borders policies that gave free passage to “rapists.”

Russian Propaganda and Culture War

It is very liable and spotted that the growth of radical right movements in Europe is linked to Russia’s strategy of supposedly financial support and pro-Russian media propaganda (Juhász & Szicherle, 2017). The strategy is clear and effective: i) promoting moral panic; ii) driving the people to perceive right-wing radical parties as the solution against globalism and open borders; iii) weakening the European Union by growing nationalist parties; iv) strengthening the influence of Russia in Europe by presenting it as the example of moral strength and unity around the idea of ‘one nation.’ Thus, Russian civilization’s strength lies in its Christian moral and cultural unity and uniqueness.

Russian propaganda on the strength of its moral unity is related to the context of culture wars. The concept refers to a conflict about nonnegotiable conceptions embodied in cultural and moral spheres (Hunter, 1991, 1996; Wuthnow, 1996), such as moral sexuality, gay rights, gender parity, and abortion. Although literature emphasizes culture wars in the United States (US), it happens in different places around the globe, including Russia. According to Robinson (2014), Putin’s third presidential election in 2012 was marked by culture wars in the country. In that year, the members of Pussy Riot were arrested and sentenced for protesting against Putin. One year later, Putin promulgated a law forbidding gay ‘propaganda’ to minors, considering it an unacceptable moral disruption imported from Europe.

Putin’s rhetoric on Russian civilization’s uniqueness is presented in the idea that Russia is a ‘state-civilization’ carried by the Russian Christian orthodoxy and the joint of other religions in Russian territory around a common concern for preserving traditional moral values. For the Russian leader, globalization brought a different kind of international tension:“Many nations are revising their moral values and ethical norms, eroding ethnic traditions and differences between people and cultures. Society is now required not only to recognize everyone’s right to the freedom of consciousness, political views and privacy, but also to accept without question the equality of good and evil (…)” (Robinson, 2014: 28-29).

For Putin, the erosion of traditional values – which started with the collapse of the Russian Empire and the Soviet Union – is particularly evident in today’s Europe, and Pussy Riots protest sounded the alarm for him. It helps explain the urgency of invading Ukrainian territory and the long-term support of the far-right in Europe (Polyakova, 2014, 2016; Shekhovtsov, 2017). Then, Putin took new programs on the culture wars, such as the reform of school manuals, the establishment of a Military-Historical Society with the involvement of the Minister for Culture, the cultural celebration of Russian feats of arms, including new war memorials, and more prominence given to Russia’s part in World War I. Moreover, he recovered Stalin’s physical and ideological fitness program (Gotov k trudy i oborone) in 2014. He started an intense persecution of the “traitors” of the “fifth column” – the liberal intelligentsia committed to Western ideas, ethno-nationalists, and Russia’s LGBT community. 

Thereby, Putin’s narrative of the Ukrainian government as Nazis and “junkies” is a rhetoric of legitimation of invasion and a performance of culture war. By invading Ukraine, Putin is not only taking back the land he believed to be part of Russia but also rescuing it from being the ‘puppet of the [morally corrupt] West.’

Not surprisingly, Putin forced the comparison of Russia’s international isolation to ‘cancel culture,’ giving J. K. Rowling – author of Harry Potter – denunciations for her views on gender as an example. By taking ‘cancel culture’ to international relations, Putin signals the cultural dimension of the war in Ukraine. He is defending Russia’s state-civilization against globalism and liberal democracy based on plurality, human rights, and multiculturalism.


References

Fukuyama, F. (1992). The end of history and the last man. Free Press.

Hunter, J. D. (1992). Culture wars: The struggle to control the family, art, education, law, and politics in America. Avalon Publishing.

Hunter, J. D. (1996). Reflections on the culture wars hypothesis. The American culture wars: Current contests and future prospects. University Press of Virginia, 243-56.

Juhász, A. & Szicherle, P. (2017). The political effects of migration-related fake news, disinformation and conspiracy theories in Europe. Friedrich Ebert Stiftung, Political Capital, Budapest.

Lindholm, C. & Zúquete, J. P. (2010). The struggle for the world: Liberation movements for the 21st century. Stanford University Press.

Marchi, R. & Bruno, G. (2016). A extrema-direita europeia perante a crise dos refugiados. Relações Internacionais (50), 39-56.

Mudde, C. & Rovira Kaltwasser, C. (2016). Populism: A very short introduction. Oxford University Press.

Polyakova, A. (2016). “Putinism and the European far right.” Atlantic Council, Washington, D.C. November 19, 2015. https://imrussia.org/images/stories/Russia_and_the_World/Putin-Far-Right/alina-polyakova_putinism-european-far-right.pdf (accessed on March 14, 2023).

Polyakova, A. (2014). “Strange bedfellows: Putin and Europe’s far right.” World Affairs. (177, 3): 36-40.

Taggart, P. & Szczerbiak, A. (2002). The party politics of Euroscepticism in EU member and candidate states. Brighton: Sussex European Institute.

Robinson, N. (2014). The political origins of Russia’s culture wars. University of Limerick.

Shekhovtsov, A. (2017). Russia and the Western far right: Tango Noir. Routledge. 

Wuthnow, R. (1996). Christianity and civil society: The contemporary debate (Vol. 1996). A&C Black.

Zúquete, J. P. (2018). The identitarians: The movement against globalism and Islam in Europe. University of Notre Dame Press.

Symposium

The Second Annual International Symposium on ‘Impacts of Global Power Transition on Authoritarian Populism and Multilateralism’

Virtual Symposium by The European Center for Populism Studies (ECPS), Brussels/Belgium

March 30-31, 2023

 

Click here to register!

 

Day I (March 30, 2023)

14:00–17:30 (Central European Time)

 

Welcome Remarks

By Cengiz AKTAR (Professor, Senior Researcher at Foreign Policy Program of the ECPS).

Opening Speech

By Sir Graham WATSON (Honorary President of the ECPS).

 

Panel -I-

Multilateralism: The Past and the Future

14:30-16:00 (Central European Time)

Moderator: Aline BURNI (Policy Analyst on International Relations, Foundation for European Progressive Studies, Brussels).

“How international law enables great power domination and great power competition and what can be done about it,” by Mattias KUMM (S.J.D. Harvard, Research Professor for Global Constitutionalism, WZB Berlin Social Science Center).

“Mini-literalism in the Indo-Pacific as an alternative to multilateralism and bilateralism? The role of public support and populism,” by Werner PASCHA (Prof. of Economics, Duisburg-Essen University, Institute of East Asian Studies-IN-EAST).

“On the new paradigms of cooperation in the rising world of multiplexity in countering populism,” by Richard CLARK (Associated Professor, Department of Government, Cornell University).

 

Panel -II-

Power Shift, Multiplex World, and Populism

16:00-17:30 (Central European Time)

Moderator: Emilia ZANKINA (Interim Vice Provost for Global Engagement, Dean, Temple University Rome).

“Cooperation regimes and hegemonic struggle: Opportunities and challenges for developing countries,” by Sara CARIA (Research Professor at The Center for Public Economics and Strategic Sectors at the Institute of Higher National Studies).

“The Chinese perspective of multilateralism, power transition, and the so-called new world order,”  by ZHANG Xin (Associated Professor, School of Politics and International Relations, Deputy Director/Center for Russian Studies, East China Normal University, Shanghai).

“In pursuit of Xi Jinping’s dream world order: The case of the BRI,” by Ibrahim OZTURK (Professor of Economics, The ECPS Senior Researcher and the University of Duisburg-Essen, Institute of East Asian Studies).

 

 

Day II (March 31, 2023)

13:00–17:30 (Central European Time)

 

Keynote Speech

“Saving multilateralism and democracy under global power transition and rising authoritarian populism,” by Věra JOUROVA (The Vice President of the European Commission for Values and Transparency –Previously the European Commissioner for Justice, Consumers and Gender Equality).

 

Panel -III-

The ‘New Globalization’ and Countering Populism

14:00-15:30 (Central European Time)

Moderator: Helmut WAGNER (Professor of Economics, Fern Universität in Hagen).

“Economic populism and sovereigntism: The rise of European radical right-wing populist parties,” by Oscar MAZZOLENI (Political Sciences, University of Lausanne).

“Populism or embedded plutocracy? The emerging world orders,” by Michael LEE (CUNY-Hunter College, New York).

“Chinese ‘hub and spoke’ – multilateralism and the notion of populist economic policy,”  by Marcus TAUBE (Professor of East Asian Economics/China, Mercator School of Management, Institute of East Asian Studies (IN-EAST), Duisburg-Essen University).

 

Closing Keynote Speech

15:30-16:30 (Central European Time)

“Multipolar globalization, learning curves and populism,” by Jan Nederveen PIETERSE (Mellichamp Chair and Distinguished Professor of Global Studies & Sociology, University of California, Santa Barbara, CA).

Closing Remarks

16:30-16:45 (Central European Time)

By Naim KAPUCU (Pegasus Professor, School of Public Administration & School of Politics, Security, and International Affairs, University of Central Florida).

 

Click here to register!


 

Abstracts

How international law enables great power domination and great power competition and what can be done about it

By Mattias Kumm 

After WWII the UN Charter established the obligation to resolve disputes peacefully, to prohibit the use of force and establish a system of collective security. In practice this system has failed in its core mission to prevent militarily organized great power competition. Instead, the system has evolved to effectively establish prerogative powers in favor of certain great powers, who compete with one another today over the question who and within what limits these powers are to be exercised. The presentation will analyze the specific features of international law, that effectively enable the United States, China and Russia to exercise prerogative power and addresses the question what might be done to curtail and eventually eliminate those powers and the dangerous competition it produces.

 

Minilateralism in the Indo-Pacific as an alternative to multilateralism and bilateralism? The role of public support and populism

By Werner Pascha

Minilateralism has spread considerably in recent years, and the Indo-Pacific has been a pivot for this development. The Quad group, encompassing Australia, India, Japan and the US, is but the most prominent example. The trend towards minilateral initiatives is usually explained by referring to issues on the level of international cooperation, namely certain deficiencies of multilateralism and bilateralism. Another argument is related to presumed organizational efficiency advantages. In this contribution, we explore the under-researched argument that minilateralism is also related to domestic political factors of the countries involved. Namely, we look into the argument that in many circumstances it may be easier and more promising for both populist governments and for governments that need to defend themselves against populist sentiments to engage in minilateral initiatives, rather than to focus on different levels of international cooperation.

 

On the new paradigms of cooperation in the rising world of multiplexity in countering populism

By Richard Clark

A nascent literature in international relations has identified a reticence by populist leaders to engage in good faith with international organizations (IOs), including international financial institutions like the World Bank and International Monetary Fund (IMF). This is largely because such organizations are staffed by elites and experts, which populists position themselves against, and perceived by populists’ constituents as benefiting elites rather than the common people. As a result of this populist skepticism of IOs, resurgent populism in many parts of the world has corresponded to mounting attacks by populist leaders on IOs and the experts that staff them. Moreover, populists may take advantage of regime complexity, or the presence of multiple IOs in a given issue space, to select the forum that intrudes least on state sovereignty. I will specifically discuss how the IMF and its operations have been targeted by populist leaders in this way; how the Fund has reacted to the populist challenge; and the conditions under which populists may cooperate with rather than criticize the IMF.

 

Cooperation regimes and hegemonic struggle: Opportunities and challenges for developing countries

By Sara Caria

There is an increasing convergence in the international relations literature around the idea that changes in the world economy during the last decades are reshaping the international order; although the outcome of such a reconfiguration is yet unclear, many scholars argue that a dispute over global hegemony is already underway. At the same time, drawing on realist and neorealist approaches, international cooperation can be seen as a means to gain legitimacy and tighten alliances. In this framework, this article analyses three cooperation regimes as terrains of dispute to expand—or maintain—international leadership. The first, the Sustainable Development Goals (SDGs) Agenda, reflects mainly the attempt to maintain the legitimacy of the United Nations system and the multilateral institutions that make up the traditional cooperation regime. This framework still responds to Western interests, despite China’s efforts to contest and contain US influence. The second, South–South cooperation, wrapped up in the rhetoric of horizontality and common challenges, is the privileged terrain of middle powers and emerging countries, aiming at increasing regional influence. Finally, the third scheme, International Cooperation for Structural Transformation, is China’s new development doctrine and the fulcrum of its struggle to promote itself as a successful new model for global development. In my conclusions I reflect on the opportunities that the co-existence of different regimes offers for developing countries, as well as the challenges that they continue to face in their search for autonomous development paths.

 

Shifting Chinese perspectives on multilateralism and the new world order 

By ZHANG Xin

The presentation first unpacks the multiple layers of connotations within Chinese state’s discourse on multilateralism and new world order, including multilateralism vs. isolation; multilateralism vs. multipolarity; multilateralism as institutions/rule binding behavior vs. non-institutionalized behavior; genuine multilateralism vs. fake multilateralism, etc. It then traces how Chinese state’s perceptions of multilateralism have shifted over time, partially driven by the ongoing power transition in international system. Last, it briefly matches such shifting perceptions and discursive mechanisms on multilateralism and new world order with China’s key policy choices and institutional building during the past two decades.

 

In pursuit of Xi Jinping’s dream world order: The case of the BRI

By Ibrahim Ozturk

The current multipolarity and power shifts make it essential to see what kind of world order the rising powers like China want. While some experts endeavor to grasp this concerning the long history of China, in this presentation, we will try to project the future by following the strategy, institutional governance quality, policy and practices that China has put forward since 2014 in BRI, the most important vision project put before the international community. China’s selective and dual approach towards the current “global order” is the most prominent hint about China’s world order. Namely, the communist party keeps silent in reforming the existing multilateral global system’s deficiencies in matters deemed appropriate for China’s interests. It also uses the opportunities of the liberal order abroad but denies the principle of reciprocity at home and tries to legitimize it with the so-called “socialism with Chinese characteristics”. This presentation will argue that the Chinese perspective observed in the BRI can be interpreted as the reincarnation of China’s hierarchical “world systems approach”, which refers to its ancient investiture-tribute system.

 

Economic populism and sovereigntism: The rise of European radical right-wing populist parties

By Oscar Mazzoleni

The study of the ideological and policy stances of successful European radical right-wing populist parties represents important research topics in political science. Although cultural dimensions taken in a narrow sense are crucial (e.g. Norris & Inglehart 2019), scholarship has been increasingly interested to economic aspects, with a focus on welfare, redistribution and international trade. This contribution argues that the economic supply of radical right populist parties is characterized by a mix of economic populism and sovereignism, which forms the basis of a common mobilization frame. While economic populism refers to defense of the economic prosperity of the ‘heartland’ against its enemies, e.g. the elite and immigrants, economic sovereignism entails the message of “nostalgia of the old good times” by referring to an idealized or “gold” period when economic well-being was predominant among the people, and which needs to be restored” (Ivaldi & Mazzoleni 2021).

 

Populism or embedded plutocracy? The emerging world orders

By Michael Lee

What kind of foreign policy vision are populist governments likely to bring to the world stage? Conventional wisdom would suggest that populists are likely to oppose multilateral cooperation and the cosmopolitan global vision that has characterized much of the post-Cold War era. However, this does not mean that populists are intrinsically opposed to all forms of international interaction – particularly in a world order increasingly shaped by populist governments themselves. I argue that while populists are likely to oppose formal and technocratic intergovernmental organizations, populist leaders are likely to engage in bilateral cooperation with other leaders, and even in more broad-based cooperation when doing so is aligned with the divisions they would like to stoke domestically. 

 

Chinese “hub and spoke”-multilateralism and the notion of populist economic policy

By Marcus Taube 

Chinese leaders present themselves as advocators of a multilateral world order. As exemplified by the Belt & Road Initiative, however, China’s de facto (economic) external relations are modelled on a “hub-and-spoke” system, where China establishes a multitude of bilateral relations, which are then integrated in a larger (multilateral) setting in which China commands a central, leading role. The presentation discusses this phenomenon and outlines populist features of China’s external economic policies designed to promote further Chinese influence, economic leverage and soft-power in an international economic environment.

 

Multipolar globalization, learning curves and populism           

By Jan Nederveen Pieterse 

Right-wing populist parties move to the center (Italy, France, Sweden), repeat electoral rollercoasters (Netherlands), insert authoritarian nostalgia into the mainstream (Philippines), fail (Trump, Bolsonaro) or remain stuck in failure (Brexit, Freedom Caucus). Right of center parties move to the extreme right (Likud Israel, US Republicans), muddle on (UK) or nearly crater (UMNO Malaysia). Center parties may opt for ‘critical centrism’ (Macron). Other parties are in the phase of changing not just politics, phase one and policies, phase two, but laws and institutions, level three (BJP India, Likud, Erdogan Turkey, Fidesz Hungary, Justice Party Poland), a level that established authoritarian regimes have long achieved. These multi-directional trends involve crisscrossing learning curves, alongside Realpolitik, on the part of politicians, publics, media, think tanks, funders, foreign interests (Russian influencers) and so forth. For rightwing voters issue loyalty often matters more than party loyalty. Politics is constant learning, its nature changes as dynamics change and learning is multi-directional. Polycrisis focuses social attention on capable governance rather than ideological posturing. While much right-wing populism has been a response to economic setbacks, deindustrialization, 2008 crisis, austerity, immigration, now great power conflicts take the foreground and multipolar globalization takes a geopolitical turn, a shift that leaves less room at the table for right-wing populists. Overarching trends play a part in multi-directional movements, yet they are not linear and their implications are not uniform across settings. Generalizations about populism miss its diversity and diverse learning curves.