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.

MyMemoryOfUs

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

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

 

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

By Iván Escobar Fernández*

Introduction

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

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

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

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

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

Analysis

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

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

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

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

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

Conclusion

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

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

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


ECPS’ Never Again initiative and COMTOG project

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

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

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


 

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


 

References

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

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

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

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

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

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

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

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

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

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

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

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

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

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

BuryMeMyLove1

COMTOG Report on ‘Bury Me My Love’

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

 

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

By Martin Galland*

Introduction

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

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

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

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

Authenticity vs Accuracy

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

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

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

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

Empathy and Engagement

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

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

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

Conclusion

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

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


ECPS’ Never Again initiative and COMTOG project

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

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

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


 

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


 

References

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

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

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

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.

Indian Prime Minister Narendra Modi being welcomed at the exhibition of 'Digital India week 2022', in Gandhinagar, Gujarat on July 04, 2022. Photo: Shuttersttock.

Hindutva civilizational populist BJP’s enforcement of digital authoritarianism in India

Yilmaz, Ihsan & Saleem, Raja M. Ali. (2022). “Hindutva civilizational populist BJP’s enforcement of digital authoritarianism in India.” Populism & Politics (P&P). European Center for Populism Studies (ECPS). December 8, 2022. https://doi.org/10.55271/pp0017

 

Abstract

The largest democracy in the world is now moving towards authoritarianism under the Hindutva civilizational populist prime minister Narendra Modi-led Bharatiya Janata Party (BJP)’s rule. This article focuses on digital rights in India that have seen a sharp decline in recent years. It explores the transformation of the internet and social media, from a relatively open and liberal space to a restricted one. This survey of India’s digital landscape finds that the rise of civilizational populist Modi and his eight years long rule have led to an upsurge in digital surveillance and control and has fostered an environment of online harassment and bullying for those who are critical of the BJP’s views and politics. The article uses a four-level framework (Full Network, Sub-Network, Proxies, and Network Nodes) to explore digital authoritarianism by the BJP government. At each of these levels, the Hindutva populist government has closed avenues of open discussion and exchange of views by enforcing new rules and regulations.

By Ihsan Yilmaz & Raja Ali M. Saleem

Introduction

The rise of populism has slowly hijacked the digital space as a medium for forming a strong relationship with public opinion. This practice is not particular to authoritarian states or democratic ones as these boundaries are increasingly being blurred by attempts to control and influence the digital space by all governments, irrespective of their ideology or types. Over the decade, the relationship between digital space and politics has evolved from a one-dimensional relation where one endangers or compliments the other to an interplay of different social, political, and economic forces determining the outcome. This essay aims to understand this interplay by focusing on the case study of India analyzing the nature of right-wing populist digital authoritarianism. The inquiry is also useful in understanding how formal and informal changes to cyberspace enable a system where authoritarianism is maintained by the creation of an ecosystem that supports its political survival. Narendra Modi’s eight years rule provides an opportunity to study not only the formal tools of cyber authoritarianism but its justification – a toxic nexus of populism and religion. 

Human civilization entered the twenty-first century with a promise of a democratic, liberal global space where digital technologies were seen as tools that would ensure people-centric governance, improve access via e-governance, and foster connections with the citizens (Shirky, 2011). After two decades, the hopes and optimism regarding democratic development, based on the availability and easy access of digital technologies to all, have been dashed to the ground. The increase in the use of digital technologies has been accompanied by concerns regarding the misuse and manipulation of digital tools in the political space, specifically after incidents such as the Cambridge Analytica Scandal. In 2019, the Pew Research Center conducted a survey among 979 technology experts asking them about the impact of the use of technology on citizens, civil society groups, democracy, and democratic representation. Nearly half of the respondents (49 percent) said that the use of technology will mostly weaken core aspects of democracy as the misuse of digital technology to manipulate and weaponize facts will affect people’s trust in institutions and each other, impacting their views about integrity and value of democratic processes and institutions (Anderson & Rainie, 2020). 

According to Freedom House’s The Rise of Digital Authoritarianism Report, during 2017-18, 26 of the 65 countries assessed experienced a deterioration in internet freedom. Reductions in half of these countries were related to a rise in disinformation, censorship, technical attacks, and arrests of government critics in the lead-up to elections. Governments in 18 countries have increased state surveillance since June 2017. They have often avoided independent oversight and weakened encryption to gain unrestricted access to data. Thirteen countries have also blocked at least one social media or communication platform due to political and security reasons. There has also been a rise in governments manipulating social media content with pro-government commentators, bots, or trolls manipulating online discussions and content in 32 out of 65 countries. 

These alarming figures from cyberspace are in line with political realities. With growing social and economic pressures democracies around the world are struggling to remain true to their fundamental principles. Populism in its various forms is on the rise and authoritarian and illiberal practices are no longer limited to ‘fragile’ and weak democracies. Western Europe, Europe in general, the United Kingdom (UK), and the United States (US) are facing a multitude of challenges on these fronts. India, the world’s largest democracy was a symbol of progression and promise when its founding fathers, including Jawaharlal Nehru and Dr. Ambedkar, framed the construction in a secular and democratic spirit. However, India, like many other countries, is on a dangerous trajectory with its leading party, the BJP, exhibiting clear hallmarks of authoritarianism. This reality is replicated in cyberspace as well. 

In this study, digital authoritarianism in India is explored using a four-level framework: Full Network, Sub-Network, Proxies, and Network Nodes. This framework is based on the research done by (Howard et al., 2011). 

India’s Political Landscape

Bharatiya Janata Party (BJP) supporters celebrates for partys victory in the 2019 Lok Sabha polls, in Guwahati, Assam, India on May 23, 2019. Photo: Talukdar David.

Cyberspace usually mirrors the realities of the physical world. Those who are powerful in the physical world tend to dominate the virtual world too. The once celebrated status of India’s democracy is now tarnished as its large, diverse population is under constant psychological and physical threat. In Freedom House’s 2021 Democracy Under Siege report, the country has dropped from “Free” to “Partly Free” status for the first time primarily due to legal and vigilante violence against people’s right to freedom of speech and expression, escalating violence and prejudiced policies against Indian Muslims. India’s score on the Freedom of the World index, measuring civil and political liberties, dropped from 71 to 67 (Freedom House, 2021). In 2022, India’s score dropped further and declined for the fourth consecutive year to 66 (Freedom House, 2022a). While the Indian government decried the report and termed it biased, the Freedom House was not the only organization to document the decline in democratic rights in India (Scroll, 2021). According to the 5th Annual Democracy Report by the V-Dem Institute, India has been downgraded to the status of electoral autocracy (2021). This deterioration has primarily been enabled by the popularity of the right-wing Hindutva. 

While it seemingly looks attached to Hinduism, it is more of a political derivative which is roughly equivalent to Islamism. Hindutva, as mobilized by populists, is quite different from the actual faith of Hinduism itself. Hinduism is the third largest religion in the world and its followers term their devotion as Sanatana Dharma (translated as eternal order, way, or duty) rather than classifying to a strict Hindu identity. Even traditions, behaviors, and identities that are linked with a Hindu identity such as karma (causality of good actions/ideas leading to good and bad leading to bad consequences), samsara (cycle of life, death, and rebirth usually referring to the seven cycles until the final stage of release), veganism, cow-worship, idol worship, etc are not the key features of what it means to be a Hindu. There are no parameters set by the faith itself or even by the government of India that make a person Hindu on the bases of customs and traditions being practiced, rather the definition of a Hindu citizen by the government of India is one who is born of Hindu parents or who does not identify with other local religions such as Christianity, Islam, Zoroastrian, etc. This makes Hinduism both a pluralist and fluid religion, more so in comparison to the Abrahamic faiths since it is not exclusive and has a centuries-old history of inclusively embracing the edicts and principles of other religions from a higher, holistic perspective (Saleem, 2021). Hindutva, on the other hand, is an exclusive and closed ideology.

The advent of Hindutva comes from V.D Savarkar who wrote a book in the early 1920s, titled Hindutva: Who is a Hindu? which defines a Hindu as someone “who considers India to be his motherland (matrbhumi), the land of his ancestors (pitrbhumi), and his holy land (punya bhumi)” (Tharoor, 2018). Savarkar claimed that Hindus as the rightful and hereditary owners of the land, thus excluding Christians, Muslims, Jews, etc. and degrading them to the status of outsiders and enemies. This transition occurred over time under the influence of the Rashtriya Swayamsevak Sangh (RSS), a hundred years old religio-militant organization and its various affiliated bodies called the Sangh Parivar which was focused on the revival of the old “Hindu” traditions and encouraging people to adopt the Hindutva way of life. The RSS also builds a successful cultural identity of the group making its members long for a lost glorified Hindu age which came to an end due to “tyrant invaders” such as the Muslims and British. 

The Hindutva Civilizational Populism

Volunteers of Rashtriya Swayamsevak Sangh (RSS) on Vijyadashmi festival, a large gathering or annual meeting during Ramanavami a Hindu festival in Ghaziabad, Uttar Pradesh on October 19, 2018. Photo: Pradeep Gaurs.

Harnessing the multi-layered insecurities, the Modi-led BJP has rooted its politics in Hindutva-driven populism. BJP’s populism is based on Hindutva and embraces not only the Hindus of India but also those living in other countries. It also draws its symbols, heroes, villains, culture, holy books, etc. from ancient Hindu civilization. Therefore, one can argue that BJP’s populism is not national but civilizational. ‘Civilizational populism’ is “a group of ideas that together considers that politics should be an expression of the volonté générale (general will) of the people, and society to be ultimately separated into two homogenous and antagonistic groups, ‘the pure people’ versus ‘the corrupt elite’ who collaborate with the dangerous others belonging to other civilizations that are hostile and present a clear and present danger to the civilization and way of life of the pure people” (Yilmaz & Morieson, 2022a; Yilmaz & Morieson, 2022b).

Under Modi’s rule, India is becoming highly discriminatory and at times violent towards “the others.” This hostility is manifested in formal authoritarianism enabled by the instrumentalization of state institutions. In this part of the article, the civilizational Hindutva populism propagated by the BJP is explained. 

Narendra Modi’s success in India has a lot with his Hindutva populist leadership and BJP’s expertise in digital media. Modi is a classic populist as he divides the nation into two groups of pure and impure people and claims that the pure people have been victims for centuries as impure people have used their innocence, purity, and good nature to subjugate them. He presents himself as someone that will make the pure people “Vishwaguru” (teacher, guru, or mentor of the world). The distinguishing feature of the pure group of people is Hinduism; impure people are non-Hindus, primarily Muslims (Yilmaz, Morieson & Demir, 2021). This deadly nexus of religion and populism is peculiar to Modi. Hindutva leadership, under various parties (Hindu Mahasabha, Bharatiya Jan Sangh, Bharatiya Janata Party, etc.) had been gradually gaining ground since the 1950s but populism was not part of its repertoire until Modi emerged on the political scene (Saleem, 2021). 

Modi won his first election in his home state Gujarat in 2002 after an anti-Muslim pogrom. Although the Indian Supreme Court acquitted Modi of all charges, there is widespread evidence of Modi’s acts of omission, if not commission, in allowing the pogrom to continue (Jaffrelot, 2003; Ghassem-Fachandi, 2012; Nussbaum, 2009). In November 2022, Amit Shah, the current Home Minister of India, Modi’s right hand man for more than two decades and co-accused in the Gujarat pogrom, gave further evidence of a planned massacre by saying in a public rally, “They tried to create a problem for Narendra Bhai [Modi] but he taught them such a lesson that they have not dared to do anything till 2022” and “But after they were taught a lesson in 2002, these elements left that path (of violence). They refrained from indulging in violence from 2002 till 2022. The BJP has established permanent peace in Gujarat by taking strict action against those who used to indulge in communal violence.” Since Muslims were the primary victims of the 2002 pogrom, it was obvious Amit Shah was referring to Muslims (Hindu Bureau, 2022). The old anti-Muslim message was given a populist twist by Modi in 2010-11 when he started concerted efforts to become the Prime Minister of India. Fortunately, for him, India had already experienced a digital revolution and was ready for a new kind of campaign.

Other political parties were no match to BJP’s successful digital campaign in 2014. Since then, during elections and at other points of political significance, the BJP has used digital alternatives along with the mainstream media (Schroeder, 2018). With extensive outreach, large funding, and little to stop them from airing controversial views, the party has gained significant clout on social media. This clout allows Modi to cultivate Hindutva populism which legitimizes the authoritarian actions of the state and creates a loyal supporter base that is not bothered about the rapidly deteriorating state of democracy and human rights. Gaining a favorable supporter base in cyberspace is important for the BJP as, according to data by the Telecom Regulatory Authority of India (TRAI), the total number of internet subscribers in India has risen to 825.30 million while broadband subscribers are 778 million at the end of March 2021 (TRAI, 2021). 

The BJP leadership has a long history of hate speeches and propaganda against religious minorities such as Muslims and Christians. This is now practiced on social media too. Social media contributes 87.4 percent of the fake news spread in India, with mainstream media only contributing 12.6 percent, producing around seven times more fake news compared to mainstream media (Al Zaman, 2021). The BJP constantly portrays minorities as enemies of the Hindu nation and casts doubts about their loyalty. When such narratives are mainstreamed, they become “truths” and legitimize the government’s questionable actions such as the passage of laws restricting inter-faith marriage or citizenship that target Muslims and poor Indians with threats of deportation. 

Similarly, News Laundry reported on the telegram network of Kapil Mishra, a BJP leader, and his ‘Hindu Ecosystem’ network that creates propaganda material and manufactures trends across social media platforms to whip up communal hatred and bigotry, and support for Hindutva (2021). The network began with Mishra tweeting the link to a membership form to join the team. The group was joined mostly by upper-caste Hindu men, growing to around 20,000 members. Mishra asked the members to subscribe to Organizer and Panchjanya, house journals of the RSS boosting the reach of the supremacist group. The Hindu Ecosystem picks up a theme to trend on Twitter each week, ready with mass propaganda and a bunch of fake news with bad aesthetics, to put the Hindutva ideology, along with a bunch of tweets that only had to be copy-pasted by the members to start a campaign. The group has been growing exponentially since then, with over 30,000 members working in a coordinated way to incite communal hatred, complete with readily shareable images, videos, and forwards to tap into the hate-network effect (Thakur & Meghnad, 2021). 

The Hindutva populist message of hatred, oppression, and discrimination embraced and mainstreamed by the BJP has also found its way into the hearts of millions of people. Exposed to these ideas many segments of the public mirror the state’s overt aggression towards “the others” within the cyber realm. There are many instances where things go beyond cyberbullying leading to actual physical attacks taking place due to the spread of news on social networking sites. In India, hate speech, false news, and misinformation shared on social media have been linked to increased violence and hatred towards non-Hindu religious groups. Specifically, WhatsApp users among a section of rural and urban upper- and middle-class Hindu men are predisposed both to believe populist disinformation and to share misinformation about “othered” and “impure” groups in face-to-face and WhatsApp networks. This discrimination culminates in the form of widespread, simmering distrust, hatred, contempt, and suspicion towards Muslims, Dalits, and non-Dalit Hindu dissenting citizens (Banaji & Bhat, 2020). 

An example of such social media-led violence can be found in incidents of lynching of Muslims and Dalits that are fueled by rumors spread on social media. Since 2015, there have been more than a hundred instances of lynching, targeting individuals from the discriminated groups (Dalits, Muslims, Christians, Adivasis) based on allegations of cow slaughter, cow trafficking, and cattle theft leading to further instances of extreme mob violence and lynching that have resulted in death and trauma. Although these victims are targeted for different reasons, these incidents have in common mobs of vigilantes who use peer-to-peer messaging applications such as WhatsApp to spread lies about the victims and use misinformation to mobilize, defend, and in some cases to document and circulate images of their violence (Banaji & Bhat, 2020). 

There is a “thematic alignment” between those who propagate and believe in conspiracy theories and populists. Both do not believe in mainstream media or the government and are paranoid – afraid of minorities, refugees, and other groups plotting against them. Their basic assumption is that the government and media are in cahoots to deceive the majority group, who are the victims (Krasodomski-Jones, 2019). Unsurprisingly, one sees conspiracy theories promoted by the Hindutva against Muslims. During the COVID-19 pandemic, conspiracy theories became viral on social media blaming Muslims for the spread of the novel Coronavirus in India. As reported by The Guardian, Mehboob Ali from Harewali was beaten mercilessly by a Hindu mob after a conspiracy theory became viral nationwide that linked the spread of the COVID-19 virus in India to a Tablighi Jamaat gathering in New Delhi. Hundreds of Tablighi Jamaat members were arrested all over India and remained in jail for months before being declared innocent by courts. There was also a concentration of attacks on Muslims in Karnataka state after an audio clip began to be shared widely over WhatsApp, urging people not to allow Muslim fruit and vegetable sellers into their areas, claiming they were spreading the virus through their produce. The hatred reached such a level that some hospitals denied treatment to Muslim Covid-19 patients (Pisharody, 2020). 

Similarly, there have been incidents of lynchings and beatings of Muslims after allegations of ‘love jihad’, whereby Muslims are accused of luring/grooming Hindu women to deceitfully convert them to Islam, spread on social media. This conspiracy has been referenced in more than 2000 tweets on social media prompted by Hindu nationalists, fueling violence and unrest since 2013, resulting in the killing of 62 people and forced displacement of over 50,000 Muslims in the northern Indian town of Muzaffarnagar (Dotto & Swinnen, 2021). 

The scope and themes of discussion in this Indian, anti-Muslim network hijack global conversations as well. As the conflict in Israel and Palestine broke out, thousands of anti-Islam and pro-Israel messages flooded Indian social media, using the conflict as a vehicle to promote Islamophobia. On May 12, 2021, an open call was launched on social media to get the anti-Muslim #UnitedAgainstJehad trending, accompanied by graphics with detailed instructions to retweet at least 40 times, alleging that radical Islamic Jihadis were much more dangerous than any pandemic. In a few hours, the likes and shares poured in and by May 13, the hashtag had already appeared over 11,000 times, producing nearly 70,000 interactions on Twitter (Dotto & Swinnen, 2021). 

This core support base for Modi and the party aids in creating an environment where authoritarianism inspires vigilantism and supports the extreme formal measures of the state. Cyberspace populated by pro-Hindutva advocates and shaped by the BJP narratives is a highly oppressive place for “the others.” Actual incidents are animated and inspired by Twitter trends and viral videos (Mirchandani, 2018)  

Digital Authoritarianism in India 

An old Indian villager login into Twitter account in smart phone at district Katni Madhya Pradesh, India on August 2019. Photo: Neeraz Chaturvedi.

Despite widespread internet access, internet freedom in India, however, remains compromised. According to Democracy Watchdog by Freedom House, internet freedom in India declined for four consecutive years until 2021. The internet freedom score improved slightly from 49 to 51 in 2022 but India is still designated as ‘Partly-Free’ (Freedom House, 2022b). During the last five years, the Indian government regularly shut down the internet to suppress protests the Citizenship Amendment Act, scrapping of the special status of Jammu and Kashmir state, Farm laws, and targeted critical voices with spyware. It also pressured international social media platforms to remove content that was critical of the government’s Hindu nationalist/populist agenda (Freedom House, 2021). This signals an increasing effort on part of the government to regulate the digital space and limit, block, and penalize those who question or oppose the party.  

Sahana Udupa (2018) argues that the Hindu nationalist BJP was the first major political party to have a social media campaign strategy. During the 2014 national election campaign, the BJP used numerous new mobilization tactics on social media that were not seen before. The branding on social and print media projected Modi as a “populist messiah of New India.” His complicity in the 2002 Gujarat massacre was downplayed. After winning the elections, the BJP established an IT cell that is the envy of other parties. Amit Shah, the then BJP President, claimed in 2018, that “it is through social media that we have to form governments at the state and national levels, by making messages going viral” (Basu, 2019). 

Swati Chaturvedi (2016), in her book “I am a Troll: Inside the Secret World of the BJP’s Digital Army” gives useful insights into the workings of the social media cell of the BJP led by Arvind Gupta, the same BJP official who was responsible for leading BJP’s 2014 election campaign. The cell runs from BJP’s headquarters located at 11 Ashoka Road in New Delhi and comprises members who ensure that certain hashtags, decided by the head, are made to trend on social media on a particular day. Each day has a different tweet agenda that is sent out to a large network of social media workers across India, mostly standard PR containing tweeting routine addresses by PM Modi, Amit Shah, and BJP Chief Ministers or creating the BJP or Modi-related trend topics. Over the years, the BJP has built a reservoir of thousands of dormant Twitter accounts to be used when needed for synchronized tweeting, along with bots controlled by the party’s central IT cell which tweet out identical messages simultaneously.

The following section explores India’s digital authoritarianism using the four-level framework.

Full Network Level Governance

Full network governance refers to a complete internet shutdown or substantial degrading of the internet (e.g. from 4G to 2G or 3G) in a region. Between 2014 and November 2022, there were 680 government-imposed internet shutdowns across India, resulting in the highest number of internet blocks in the world. In 2021, there were 101 forced internet shutdowns in India. This is a significant increase from only six and 14 shutdowns in 2014 and 2015 respectively (Internet Shutdowns, 2022). The worst example of an internet shutdown in India was the internet shutdown in Kashmir, for almost a year, after the stripping of its special status on August 5, 2019. This was done ostensibly to end violence, militancy, and online extremism in the region, however, according to most observers, it was clearly done to stifle criticism and dissent against the highly unpopular decision. Internet shutdown was imposed despite objections from human rights organizations, civil society, political parties, and even retired security officials (Shah, 2020). The shutdown continued despite concerns raised by many residents on the additional challenges it posed during the COVID-19 pandemic. 

Sub-Network or Website Level Governance 

When it comes to Sub-network level governance, the government has introduced a panoply of digital surveillance measures, normalizing the shift from targeted surveillance to mass surveillance (Mahapatra, 2021). This has been justified on the account of rising terrorism in India, especially after the Mumbai attacks of 2008. The most recent development in this realm has been the induction of a Central Monitoring System (CMS). The CMS is a surveillance system that monitors most of electronic and other communications, including phone calls on landlines and cell phones, text messages, and social media engagement. It was primarily introduced post the 26/11 terrorist attacks in Mumbai, after which a need was felt for a greater coordinator between law enforcement and security agencies. This system puts the privacy of the public at risk as a person will not know if and when their data has been intercepted and when turned into a mass surveillance practice. Large groups of people will have their data intercepted without a valid reason (Internet Freedom Foundation, 2020). 

Other than CMS, in the past few years, police have routinized the use of fingerprint and facial recognition technology (FRT) to stop and screen people on grounds of suspicion, without any evidence. Such digital surveillance enables dragnet surveillance, which makes everyone a suspect. Secondly, it also leads to datafication of individuals, turning the identity and activity of human beings into quantifiable data for governance and business purposes (Mahapatra, 2021). 

The next level of analysis is the sub-network level where websites and webpages are banned by governments. In India, websites are blocked by the central government, under Section 69A of the IT Act and the 2009 Blocking Rules, which allows the reasons for the ban to be kept confidential too. There has also been an upsurge in the number of websites blocked. A total of 6096 websites were blocked in 2021. This is low as compared to the 9849 websites banned in 2020 but considerably higher than to 633 websites banned in 2016. (Qureshi, 2022). It is worth noting that censorship and digital surveillance in India are not only limited to blaming and censoring Muslims. During the Farmer Protests, hundreds of Indian Twitter accounts that voiced support for the farmers were suspended as India’s Ministry of Electronics and Information Technology directed the company to take down accounts that had used “incendiary” hashtags during the January 26 violence, raising questions about the neutrality of Twitter when it comes to free speech in India (Rej, 2021).

Proxy or Corporation Level Governance 

The next level of analysis is proxies and corporations, especially social media websites or intermediaries, all while keeping in mind India’s powerful position as having the third-largest Twitter users in the world (behind the US and Japan), the largest number of Facebook users in the world, and largest WhatsApp market in the world (Buchholz, 2021). Such a big consumer base puts India in a dominant position in the international market, forcing intermediaries to accept its advice even if it goes against their rules and individual privacy.

Under the recent restrictive Information Technology Rules 2021, social media platforms’ freedom to operate and immunity from prosecution (because of what someone has written or posted on their websites) have been greatly reduced. Social media intermediaries are now required to remove content identified as illegal by the government within three days. They are also required to provide user information to law enforcement officials. For this, they need to increase their data retention period to 180 days, increasing the costs of noncompliance for these global firms, thereby putting end-to-end encryption at risk. 

Pal (2021) elaborates that the intermediaries are required to appoint three officers: a) a Chief Compliance Officer who shall be responsible for compliance with the Information Technology Act and the rules framed there under, b) a Nodal Contact Person who shall be responsible for communication with law enforcement agencies, and c) a Resident Grievance Officer who shall be responsible for the grievance redressal mechanism. All these officers are required to be residents of India. Another obligation cast upon these intermediaries is to enable the identification of the ‘first originator’ of any information on their platform. Simply put, this means that an intermediary, like Facebook or Twitter, would be open for liability if a third-party user posts unlawful content on their platforms (The Wire, 2021; Pal, 2021). 

Apart from endangering the privacy of users, these rules directly put the users’ freedom of expression at risk. These rules also restrict companies’ discretion in moderating their own platforms and create new possibilities for government surveillance of citizens, threatening the idea of free and open internet (Rodriguez & Schmon, 2021). The 2021 Rules also require all intermediaries to remove restricted content within 36 hours of knowing of its existence by a court order or notification from a government agency, with noncompliance resulting in penal consequences (Rodriguez & Schmon, 2021).

The manifestation of this law can be seen in the following examples. During the COVID-19 crisis in 2021, the Indian government made an emergency order to censor tweets criticizing the government for its negligence and inefficiency in combating the virus. This specifically referred to a tweet from a politician in West Bengal holding Prime Minister Modi directly responsible for Coronavirus deaths, and from an actor criticizing PM Modi for holding political rallies while the virus raged, raising concerns about the government`s obsession with political supremacy and censorship during a public health crisis (BBC, 2021). Such requests by the government to block content on Twitter peaked in the aftermath of the revoking of Articles 35A and 370, related to Kashmir, as already discussed, with Modi’s government issuing its highest-ever number of monthly blocking orders to Twitter, with all of the censorship requests aimed at Kashmir-related content. On August 11 and August 12, 2020, Twitter was asked to take down eight accounts, including some Pakistani and Kashmir-based accounts claiming that they were “circulating fake news” and that the language used was a “clear indication” that they were either being run by the ISI or the Pakistan Army” (Srivas, 2020). The tensions also escalated due to the recent mass protest movement by farmers against three farm laws that renewed criticism of Modi’s regime, to which the government responded with hundreds of takedown orders to Twitter. The platform initially resisted, but later complied with many of the requests and blocked some 500 accounts permanently (Christopher & Ahmad, 2021).

Twitter and other intermediaries have faced increasing pressure, many call it intimidation, from the Indian government to comply. In a November 2022 article, Time magazine called it “Twitter’s India problem.” There have been raids, court cases, and the threat of arrests. Twitter has tried to walk a thin line in India. It has increased its compliance but has also tried not to become too servile. Since the implementation of new rules, it has deferred to Indian government “requests” for the removal of posts, blocking of accounts, revealing user information, etc. According to Twitter’s transparency report, it complied with only 9.1 percent of requests to remove the content in the six months before the new rules came into force. Since then, Twitter has compiled with 19.5 percent of requests, more than double the previous percentage. During the same period, Twitter became much more amenable to revealing user data. It complied with almost ten times as many government requests for private information. However, Twitter has also tried to remain independent by filing a lawsuit in July 2022 against the demand of the government to remove 39 tweets and accounts (Perrigo, 2022). In 2022, the Indian government has also come up with a new Digital Personal Data Protection Bill that further increased the government’s power on the transfer of data and virtual communications (Saran, 2022).

Network-Node or Individual Level Governance 

India is the world’s third largest Twitter market. Photo: Koshiro K.

Coming to individual-level internet governance in India, the primary targets are journalists and social media activists resulting in arrests under terror or treason charges. India’s rank on the World Press Freedom Index has decreased from the 133rd position in 2016 to the 142nd position in 2021 and the 150th position in 2022 (The Quint, 2022). India is among the countries categorized as “bad” for journalism and is considered one of the most dangerous countries for journalists (Kaushik, 2021). In July 2021, India was engulfed in the Pegasus spyware scandal. Pegasus is a spyware, made by an Israeli company, that was used to spy on journalists, political opponents, foreign leaders, military officials, etc. It was sold only to governments to supposedly control terrorism and other illegal activities. However, Modi’s government, like many other governments, bought this spyware to spy on anyone it considered a threat (Basak, 2022). 

Journalists, particularly Muslim journalists, are under consistent threat of arrest and courts have provided constitutional protection in a few cases. National and state governments regularly file cases against Journalist Rana Ayyub for disturbing communal harmony when she exposes BJP’s Hindutva cadres’ excesses. In June 2022, Delhi state police arrested Zubair, owner of Alt News, a prominent fact-checking website, over a four-years old post. Siddique Kappan was arrested in October 2020 when he was trying to cover a murder and rape case. After struggling through lower courts for two years, he was granted bail by the Supreme Court of India but before this verdict, the state filed another lawsuit, and he is still in jail (Freedom on the Net, 2022; Mamta, 2022). In March 2022, three Kashmiri students remained in jail for five months under sedition charges for allegedly sending anti-India WhatsApp messages after Pakistan’s victory in a cricket match. They have been granted bail, but their future remains precarious as the case is still to be decided (Jaiswal, 2022).

Conclusion

The article analyzed and examined the law, rules, and regulations which the BJP government uses to control cyberspace. This was carried out by using the four levels of network analysis. In India surveillance, blockage, censorship, and legal actions for cyber activities are all regulated under legal frameworks that have been tailored to support the BJP’s undemocratic transgressions. The article focused on analyzing the multifaceted and layered populist usage of cyberspace by the BJP in India and its impact on their Hindu base as well as on “the others.” We find that civilizational authoritarian populism in India has spread like wildfire which makes it quite a volatile society both offline as well as online. Both these spaces intersect and influence each other. The once democratic and plural country has transformed into a breeding ground for extremism, repression, and violence. 

Targeting religious minorities has now become the most dominant theme on Indian social media. As discussed, the virtual hate, propagated by the BJP, eventually transcends into real life in instances of violence targeting these groups. The state-led cyber oppression emboldens many to not only embrace these narratives online but also to be violent against “the others.” This violence or vigilantism is not limited to online harassment but frequently results in the death of the intended targeted communities. 

Overall, our analysis has shown that civilizational populist digital authoritarianism in India has recently become more prominent. Since Modi’s ascend, India has experienced a decline in internet freedom and has also lost its status as a vibrant democracy. Modi has built a strong digital presence around the country in four main ways:

  • The BJP has established a top-down, organized social media presence model, controlled by the BJP IT Cell in New Delhi. The IT Cell commands thousands of paid and unpaid volunteers and bots who share posts and tweets. These posts/tweets follow specific themes that are decided by the party leaders and involve targeting political opponents, harassing religious minorities, and spreading propaganda and fake news. 
  • The BJP government has introduced a set of rules and regulations to increase its digital oversight which augments its control over social media networks and coerces the latter into complying with the government’s narrative if they are to thrive in India. Some recent developments in this regard include the introduction of the Central Monitoring System (CMS) and the new rules Information Technology Rules, 2021. 
  • As India has one the largest number of social media users in the world, the BJP government enjoys preferential treatment from social media platforms that have a history of giving in to BJP’s concerns and removing content that is undesirable to the BJP.
  • As a spillover of the BJP authoritarianism, the Hindutva voter base has also accepted and enacted the state’s populist authoritarianism in both online and physical space.

Emerging from these factors, the digital landscape in India has become increasingly intolerant.


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