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).

LukaszJanczuk

COMTOG Interview with Lukasz Janczuk on ‘My Memory of Us’

Interviewed by Iván Escobar Fernández

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. 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 divided into two parts: one for Jews and one for non-Jews. The game features hand-drawn art, puzzle-solving, stealth elements, and 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 about friendship, love, and survival during a war.

See the Report

 

AngusMol

COMTOG Interview with Dr Angus Mol on ‘Bury Me My Love’

Interviewed by Martin Galland

Dr Angus Mol is a Games Studies scholar from Leiden University. ‘Bury Me My Love‘ is a game about distance. It is a game which places front and centre 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.

See the Report

TigsLouisPuttick

COMTOG Interview with Tigs Louis Puttick on ‘Bury Me My Love’

Tigs Louis-Puttick, Communications and Advocacy Coordinator for Samos Volunteers, a non-profit organisation supporting refugees and asylum-seekers on Samos. ‘Bury Me My Love‘ is a game about distance. It is a game which places front and centre 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.

See the Report

JakubJablonski 

COMTOG Interview with Jakub Jablonski on ‘My Memory of Us’

Interviewed by Iván Escobar Fernández

Jakub Jablonski is the co-owner and co-founder, art director, and creative director of Juggler Games. ‘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 divided into two parts: one for Jews and one for non-Jews. The game features hand-drawn art, puzzle-solving, stealth elements, and 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 about friendship, love, and survival during a war.

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.  

DavidKirschner

COMTOG Interview with Dr David Kirschner on ‘My Memory of Us’

Interviewed by Iván Escobar Fernández

Dr David Kirschner is an Associate Professor of Sociology and Chair of the Department of Human Services and Cultural Studies at Georgia Gwinnett College. 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 divided into two parts: one for Jews and one for non-Jews. The game features hand-drawn art, puzzle-solving, stealth elements, and 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 about friendship, love, and survival during a war.

FlorentMaurin

COMTOG Interview with Florent Maurin on ‘Bury Me My Love’

Interviewed by Martin Galland 

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.

See the Report

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.

Caricature of Italian politicians Beppe Grillo, Matteo Renzi and Matteo Salvini in carnival parade of floats and masks, on January 2018 in Viareggio, Tuscany, Italy. Photo: Kokophotos.

Prof. Pappas: We need creative leaders with realistic agendas against populism

Professor Takis Pappas: “I think that exactly as populism begins with some extraordinary leaders with radical ideas about how to reconstitute democratic societies, the liberal recovery requires creative leaders with realistic agendas of how to renew the liberal institutions and make them fit for contemporary political realities.”

Interview by Erdem Kaya   

Challenging ahistorical definitions Professor Takis Pappas, who is a professor and an associate researcher at the University of Helsinki, Finland, and works for the EU-funded Horizon 2020 project “Populism and Civic Engagement”(PACE), views modern populism as a phenomenon emerging against political liberalism in the post-war Europe and the Americas. Pappas referring to a minimalist definition of democracy takes modern populism simply as “illiberal democracy” which stands as an unstable category between liberalism and autocracy. Pappas designed a causal model based on a detailed comparative analysis of prominent cases to develop a theoretical explanation of modern populism. In his perspective, in order to counter populist politics, we need creative leaders with realistic agendas as well as the adaptation of liberal institutions to present-day political realities of the democratic world. 

The following is the excerpts from the interview. 

Your research underlines the necessity of the clarification of the basic concepts and exposes the conceptual and methodological errors in populism literature. To begin with, how do you outline the common problems within the growing literature on populism?

The literature on populism has grown fast but also in a haphazard way. As a result, the concept of populism is being stretched to a breaking point. It was several decades ago that Margaret Canovan, among others, warned that, the more flexible this concept would become, the more tempted political scientists and others would be to label “populist” anything that doesn’t fit into previously established categories. This is what has actually happened. Today, “populism” is everywhere and almost everything is “populist.” 

This highly problematic situation has two main causes: On the one hand, there is in the generic literature of populism a tremendous lack of empirical knowledge about the cases classified as populist and, on the other hand, there is by now a very large number of attributes, or features, that are commonly attributed to populism while in reality they are quite common in other political phenomena, as well. 

What is, therefore, necessary in order to get out of such an impasse and be able to make useful and meaningful theoretical propositions, is to first focus on the core properties that are unique to the concept “populism” and, second, to acquire detailed historical and political knowledge of the cases that fit the definition of the concept and, therefore, ought to be classified as populist.

Populism Is Time- and Space-specific

Your argument specifies the concept of populism focusing on post-war Europe and the Americas as a spatiotemporal realm instead of searching for a timeless, one-size-fits-all definition. Can you please unpack your approach and explain the rationale behind it?

Populism, like all other political phenomena, is time- and space-specific. Think about “democracy” and how this concept applies in three different spatiotemporal settings: ancient Greece, 19th century Europe, and our own times in still early 21st century. The concept is the same but the ways it materializes across historical eras and places is entirely different. The same happens if you try to compare the populism of, say, the Gracchi brothers in the late Roman republic, the 17th century Levellers in England, and Hugo Chávez in Venezuela. In more than one senses, all three are expressions of a generic populism. So what? To study them comparatively is as meaningless as studying together ancient Greek democracy and, say, Germany’s post-war and contemporary democracy! 

What my work brings into focus, instead, is modern-day populism. More specifically, my interest in populism stems from, and addresses, a real historical and political puzzle, namely, the transformation of post-war liberal democracies into populist ones. I ask why, and how, certain societies with a previous liberal tradition may allow into power populist leaders who subsequently establish illiberal democratic regimes. Obviously, my work finds empirical resonance precisely in those countries in which liberalism became established, however feebly, in the aftermath of World War II. With no exception, those countries are to be found either in Europe or in the Americas.

Modern Populism Is Synonymous to Illiberal Democracy

Your definition of modern populism as “illiberal democracy” and “the rejection of liberal democracy” is quite straightforward. Modern populism is still democratic and not autocratic though it is clearly against the liberal canon. But you also take populism as an unstable category in the liberalism-autocracy spectrum. When does a populist party cross the Rubicon and cease to be democratic in this spectrum? Should we then drop the title of populism for nondemocratic autocracies, such as the Orbán government in Hungary?

My theoretical work hinges on just two pairs of clearly defined opposites: democracy vs. nondemocracy and liberalism vs. illiberalism. Now, if you agree with me that modern populism is synonymous to illiberal democracy, then we end up with only three basic political systems, or regimes: liberal democracy, illiberal democracy, and autocracy. In this view, populism stands midway between democratic liberalism and the rejection of democratic pluralism. Which way it will go eventually depends on a large variety of reasons including structural and agentic factors, external crises, and other conjunctural events. 

Telling when a party passes from one type to another is easy when we have clear and easily operationalized definitions of the basic political systems. The United Socialist Party of Venezuela, for instance, which was conceived as a populist force under the leadership of Hugo Chávez has in more recent years transformed into an authoritarian party under its current leader Nicolás Maduro. Quite the opposite is, for instance, the case of Greece’s PASOK—a classic populist party that in more recent years (and amidst the financial crisis that befell on that country in the early 2010s) recast itself as a liberal force. There are many other similar cases.

In your recently published book, Populism and Liberal Democracy: A Comparative and Theoretical Analysis you argue that extraordinary or charismatic leadership plays a prominent role in the populist emergence. What does it take to be a successful populist leader in the first place?

Indeed, I know no case of successful populism that is not being led by a leader with charismatic qualities. To put it in a nutshell: No charisma, no successful populism. In contrast to ordinary, non-charismatic leaders whose rule is rather impersonal and procedural, charismatics display two different characteristics—the personal nature of their authority and the radicalism of the political goals they seek to achieve. Accordingly, I understand, and define, political charisma as a distinct type of legitimate leadership that is personal and aims at the radical transformation of an established institutional order. Under this definition, charismatic leaders are not identified as such by their electoral success, which would make for a tautological analysis, nor by any physical or personal characteristics, such as physical height, oratorial skills and the like. 

My definition of charisma requires leaders combining two characteristics: full personal authority and radical political aims. Come to think of it, this type of authority is both extraordinary and rare. For, in the reality of ordinary politics, most parliamentary democracies are ruled by collective decision-making processes in the pursuit of moderate and piecemeal reforms, not radical change. But then, when I looked at my cases of populism, I realized that, with no single exception, all had emerged out of extraordinary leadership action. Most typically, the charismatic populists have had founded their own parties (or, as in the case of Trump, taken full control over existing ones) and, by exercising full control over the party organizations, used them as their means to radically change liberal democratic systems into illiberal ones. 

Populist and Nativist Parties Constitute Different Classes

In your studies, you argue that nativism is often conflated or inaccurately identified with populism. What is the difference between nativism and populism? 

This question of yours takes us back to the quest for empirical data. Try to compare factually, for instance, Denmark’s Progress Party and Hungary’s Fidesz. Both parties are often classified as “populist.” But what makes them similar? The question is apparently rhetorical for the differences far exceed any similarities those parties may have. Simple comparison of the cases easily reveals that populist and nativist parties constitute different classes which should not be kept analytically separate. Populist parties depend on charismatic leaders, tend to develop in flawed liberal democracies and, when in office, pursue comprehensive illiberal political agendas. In contrast, nativist parties are mostly led by ordinary (non-charismatic) leaders, grow particularly strong in Europe’s most politically advanced and economically strong liberal democracies, aim at specific policies rather than entire political system overhauls, and, interestingly enough, have never won power singlehandedly. There are several other differences between populist and nativist parties, which I have presented in booksarticles but also in simple infographic form.

Your research on the theoretical and comparative study of populism fills a critical gap in the literature. What do you think is the main challenge in theorizing populism?

The real challenge is to understand what causes populism and how it then afflicts our liberal democratic systems. There are several gaps in our knowledge which my work tries to fill in logical order. You see, to establish causality, we need to do meticulous empirical research on the significant cases of populist occurrence. But to do so, we must previously have selected the cases carefully and organized them into coherent classificatory system. But this is a far from easy task, especially when our definitions are unclear and ambiguous. 

Everything Begins with a Charismatic Leader

You developed a causal model for the theoretical explanation of the populist emergence. How does your causal model work?

Yes, I have developed a model including the causal chain of populism informed by the detailed comparative analysis of significant cases over long periods of time. It is based on the interplay of three factors: political structures, individual agency, and the activation of micro- and meso-mechanisms that are absolutely necessary to produce the populist outcome. Everything begins with a charismatic leader who emerges against major crises of democratic legitimacy, often involving the collapse of entire party systems. That leader then is able to activate a chain of mechanisms including the politicization of resentment, the forging of “the people” as an inclusive social category, and active social mobilization against established constitutional legality. It is interesting to see how similarly this model works in ostensibly dissimilar countries with strong populism such as Italy and Venezuela or the United States and Hungary.

There is also the political significance element you refer to. You do not choose Japan or Australia as negative cases where populism has not turned into a major political force though these are liberal democracies. What makes Brazil and Spain negative cases and different from Japan and Australia?

Japan and Australia (which, not unimportantly, are island nations) are solid liberal democracies with no populism worthy of serious consideration. But Spain and Brazil present an altogether different but very interesting puzzle. Given the strong populism in other countries in their respective neighborhoods (Italy and Greece in Southern Europe, Argentina in Latin America) why did populism come so late in Spain and Brazil? Remember that the Spanish PODEMOS was founded as late as 2014 and had never had the success of contemporary populist parties in Greece or Italy. As of Brazil, it remained paradoxically free of populism at least until the 2018 election of Jair Bolsonaro in the presidency of this country. In my book, I dedicate separate chapters in each of these two countries trying to address this paradox. 

The historical phenomenon of modern populism in your perspective excludes the varieties of populism in non-Western parts of the world where liberal democracy has not turned into an overall political tradition. There are flawed but functioning democracies such as South Africa, India, Mongolia, South Korea that are outside Europe and the Americas but definitely meet Przeworski’s minimalist definition. Do you see a possibility to extend the comparative study of populism to include the non-Western cases where there is a steady progress towards liberal democracy? 

My research focus is, indeed, on western-type democracies that have already experienced modern liberalism but made a switch from liberal democracy to populism. My interest does not extend, therefore, to states which, even if they allow elections, lack any liberal tradition. Russia and Turkey are such representative cases. Also here belong the various pre-liberal faulty democracies examined by Fareed Zakaria in his 1997 essay on the rise of illiberal democracies. With the exception of South Korea, the other cases that you mention would belong in this group of non-western and non-liberal countries along with the cases mentioned by Zakaria including Belarus and Kazakhstan, Sierra Leone and Ethiopia, the Islamic republics of Iran and Pakistan, the Palestinian National Authority and Haiti. 

Liberal Democracy Needs to Remodel Itself

Liberal democracy in the post-war period has spread and gained global acceptance under the US hegemony. So, in a similar way, how do you think a possible unraveling of democracy in the US would affect of the fate of liberal democracy in the Western world?

Unsurprisingly, populism tends to grow strong where liberal democracy becomes weak or inefficient. After decades of continuous self-advancement and expansion, liberal democracy has reached a point at which it needs to remodel itself. Institutions need both to be respected and become more congruous with new social realities, including identity politics; politicians must find new ways for achieving consensus on critical issues rather than serving polarized policies; and markets also have to become more controlled by benevolent states intent to fend off inequalities. Populist leaders, like Trump and his political kin, thrive precisely in environments of institutional inefficacy, political polarization, and economic inequality. In such situations, liberal democracy may indeed unravel, as it happened in the US under Trump’s presidency. It is perhaps no coincidence that it was during his presidency that some of the biggest countries in the world—including India, Brazil, Turkey—saw their electoral democracies deteriorate and even turn to authoritarianism.

And, as my last question, I am wondering how you would define the best way to counter populist politics. Do you think “liberal mind” or liberal democracy the only antidote to modern populism?

Populism is not inevitable, of course. But nor has liberal democracy been carved in history’s marble. In fact, history has never ended and is full of surprising twists. I believe that today we are living through an era in which democratic states reconsider whether they want to stay liberal or take an illiberal path without abolishing their democratic semblance. I also believe that the liberal states are reconsidering their “liberalism.” Immigration has posed to them a real challenge, which is how to stay liberal while also accommodating within their national borders (and their societies, their economies, and their politics) significant numbers of illiberal others. In short, the real question is: What are the limits of liberalism? Or, put in another way: How much of illiberalism are liberal states able to bear? In all those cases, it would be naïve to say that the “liberal mind” or some liberal ethos would be sufficient to counter the foes of liberalism. I think, instead, that, exactly as populism begins with some extraordinary leaders with radical ideas about how to reconstitute democratic societies, the liberal recovery requires creative leaders with realistic agendas of how to renew the liberal institutions and make them fit for contemporary political realities.

Who is Takis Pappas?

Takis Pappas is a trained political scientist with a Ph.D. from Yale University and an expert on populism, democracy, and political leadership. Currently, he is a professor and an associate researcher at the University of Helsinki, Finland, and works for the EU-funded Horizon 2020 project “Populism and Civic Engagement” (PACE). Having extensively published on populism in English and Greek, Pappas is a frequent keynote speaker at many academic and non-academic events, and a regular op-ed contributor in Kathimerini, Greece’s major newspaper.

Pappas has authored five books, the last of which is Populism and Liberal Democracy: A Comparative and Theoretical Analysis (Oxford University Press, 2019) and coedited two. He has also authored Populism and Crisis Politics in Greece (Palgrave 2014; also translated in Greek), and co-edited European Populism in the Shadow of the Great Recession (ECPR Press, 2015). 

His articles have appeared in American Behavioral Scientist, Comparative Political Studies, Constellations, Government and Opposition, Journal of Democracy, Party Politics, West European Politics, and the Oxford Research Encyclopedia among others.