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.

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

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

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

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

Photos: Umit Vural.

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

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

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

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

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

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

 

 

 

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

Culture War in the War in Ukraine

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

By João Ferrerira Dias 

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

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

Russian Propaganda and Culture War

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

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

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

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

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

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


References

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Symposium

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

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

March 30-31, 2023

 

Click here to register!

 

Day I (March 30, 2023)

14:00–17:30 (Central European Time)

 

Welcome Remarks

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

Opening Speech

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

 

Panel -I-

Multilateralism: The Past and the Future

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

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

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

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

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

 

Panel -II-

Power Shift, Multiplex World, and Populism

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

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

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

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

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

 

 

Day II (March 31, 2023)

13:00–17:30 (Central European Time)

 

Keynote Speech

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

 

Panel -III-

The ‘New Globalization’ and Countering Populism

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

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

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

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

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

 

Closing Keynote Speech

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

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

Closing Remarks

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

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

 

Click here to register!


 

Abstracts

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

By Mattias Kumm 

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

 

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

By Werner Pascha

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

 

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

By Richard Clark

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

 

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

By Sara Caria

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

 

Shifting Chinese perspectives on multilateralism and the new world order 

By ZHANG Xin

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

 

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

By Ibrahim Ozturk

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

 

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

By Oscar Mazzoleni

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

 

Populism or embedded plutocracy? The emerging world orders

By Michael Lee

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

 

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

By Marcus Taube 

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

 

Multipolar globalization, learning curves and populism           

By Jan Nederveen Pieterse 

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

Refugees, asylum seekers protest immigrants' deportation at Rautatientori Railway Square in Helsinki, Finland on March 11, 2017. Photo: Shutterstock.

Migration diet of populism versus migrant attraction in Finland

Populist movements and parties have been successful in gaining support by tapping into people’s emotions, fears, and grievances, and by promoting simplistic and often divisive solutions to complex problems. As long as these underlying factors exist and are not effectively addressed, populist movements are likely to continue to emerge and gain support.

By Ilkhom Khalimzoda

Contemporary populism has become a prevalent and polarizing topic in modern-day politics. Populist movements and parties have gained significant momentum in recent years, and their impact on the political landscape is undeniable. Populism has risen to prominence in several countries, such as the United States, Italy, Hungary, and Finland, as a response to globalization, inequality, and economic crises (Mudde, 2019). The topic of populism represents a significant shift in political dynamics, characterized by a rejection of political elites, a focus on emotions and identity, and a disregard for democratic norms (Weyland, 2018). 

In Finland, the populist movement gained momentum with the formation of the Finns Party, formerly known as the True Finns Party, in 1995. The party is primarily known for its anti-immigration stance, Euroscepticism, and opposition to globalization (Kuisma, 2019). The party’s early success was limited, but it experienced a significant surge in popularity during the European migrant crisis in 2015 (Salmela & Jungar, 2019). The Finns Party received 17.7 percent of the votes in the parliamentary election in 2015, making it the second-largest party in the parliament (Kuisma, 2019). 

Anti-migration discourse is a central theme of populist movements and parties in Finland. Populists use anti-migrant rhetoric to appeal to voters’ fears of losing their jobs, cultural identity, and safety (Kuisma, 2019). Some parties have been particularly vocal about its opposition to immigration, advocating for strict immigration policies and the expulsion of migrants with a criminal record (Kuisma, 2019). Party’s anti-immigrant stance has also been criticized for being xenophobic and racist (Jungar & Peltonen, 2018). 

Populist movements and parties benefit from the fear of the “other” by capitalizing on people’s anxieties and grievances. Populists use identity politics to create a sense of belonging among their followers, and they often blame migrants and minorities for the economic and social problems facing the country (Mudde, 2019). This strategy allows them to deflect attention from the underlying causes of these problems and instead offer simple solutions that appeal to voters’ emotions.

Polls have suggested that there is a significant level of anti-immigrant sentiment among the Finnish public, while others have shown a more positive attitude towards immigrants. For example, a survey conducted by the Finnish polling firm Taloustutkimus in 2019 found that a majority of Finns believed that immigration had a negative impact on Finland. The survey found that 55 percent of respondents believed that immigration had a negative impact on the economy, while 65 percent believed that it had a negative impact on social cohesion. Additionally, the survey found that 62 percent of respondents believed that the number of refugees and asylum seekers in Finland should be reduced. However, other surveys have suggested that Finns are generally more positive towards immigrants than these results might suggest. For example, a survey conducted by the Finnish National Agency for Education in 2020 found that 72 percent of respondents believed that it was important to promote multiculturalism in Finland, and that 70 percent believed that the country should be more open to accepting refugees and asylum seekers. Anti-migrant parts of the population are more likely to vote for populist parties. According to a survey conducted by the Finnish National Election Study, voters who expressed negative attitudes towards immigrants were more likely to vote for the Finns Party (Jungar & Peltonen, 2018). The study also found that the Finns Party had the highest share of anti-immigrant voters among all political parties in Finland. 

The anti-migration discourse in Finland has created a negative perception of the migrant population, leading to discrimination and exclusion in society (Salmela & Jungar, 2019). In the recent study, it was found that immigrants believe they are perceived more as a threat than a benefit to Finnish society (Nshom et al., 2022). The discourse has also contributed to the stigmatization of migrant communities, which has resulted in a lack of integration and social cohesion (Jungar & Peltonen, 2018). This dynamic perpetuates a cycle of fear and resentment, leading to further polarization and division. 

What Does Populism May Do to the Talent Attraction Attempts of Finland?

Finland has introduced a new immigration act, which is intended to make the immigration process more efficient and straightforward for migrants. It has launched a global marketing campaign to attract talent to the country, called “This is Finland” (Business Finland, n.d.). The campaign showcases the country’s quality of life, innovation, and business opportunities (Business Finland, n.d.). Additionally, various programs aimed at integrating willing residents with foreign backgrounds into mainstream society have been taking place. One potential explanation for Finland’s continued efforts to attract skilled workers is that the government is attempting to balance the economic benefits of migration with the political challenges posed by populist movements. Some researchers argue that policies promoting economic growth through migration can help mitigate populist backlash by addressing the underlying grievances of voters, such as job insecurity and economic inequality (Givens & Luedtke, 2020). These attempts have been affected by the populist rhetoric, as the anti-immigrant discourse has created a negative image of the country in the eyes of the potential migrants, argues Jylhä & Leinonen (2021). 

Discussion

Populist movements and parties have been successful in gaining support by tapping into people’s emotions, fears, and grievances, and by promoting simplistic and often divisive solutions to complex problems. As long as these underlying factors exist and are not effectively addressed, populist movements are likely to continue to emerge and gain support.

The dilemma of growing populism and skilled worker attraction is not unique to Finland alone, as many other countries also face similar challenges. What is different is the specific context and characteristics of the Finnish society and economy. Finland, with a relatively small population, traditionally relied on exports and innovation for economic growth. In recent years, Finland has been facing demographic challenges such as an aging population and declining birth rates, which have created a need for more skilled workers to maintain economic growth and ensure the sustainability of the welfare state. 

Furthermore, many populist groups in Finland have been particularly vocal in their opposition to immigration, especially from non-Western countries. This has often taken the form of opposition to refugee resettlement and asylum-seekers, rather than opposition to skilled workers. However, populist groups in Finland (and elsewhere) often frame their opposition to immigration in terms of protecting domestic jobs and economic opportunities, which could potentially extend to opposition to skilled workers as well. But overall, it is more common for populist discourse in Finland to focus on refugees and asylum-seekers as a perceived threat to national identity and security. This has created a tension between the need for skilled workers and the political pressure to restrict immigration. Therefore, the specific context and characteristics of the Finnish society and economy make this dilemma somewhat unique, and it requires careful consideration and balancing of economic and political priorities.

It is important to note that the impact and influence of populism can be mitigated by promoting inclusive and participatory democratic institutions, strengthening social cohesion, and addressing the root causes of economic and social inequalities. While populism in a way is a legitimate form of political expression, reflecting the concerns and the grievances of a segment of a population (Mudde, 2019), anti-migration populism discourses are concerning. Especially so when it is polarizing, black-and-white, and often based on distorted facts and figures. This takes further the climate of us-and-them, prejudice, and division (Weyland, 2018). The negative perception of migrant communities perpetuated by the discourse can lead to discrimination and exclusion, which undermines social cohesion and appeal of new talents into the country. 


References

— (n.d.). “This is Finland.” Business Finland. https://toolbox.finland.fi/ (accessed on February 25, 2023).

— (2019). ”Maahanmuuttajien vaikutukset suomalaiseen yhteiskuntaan.” Taloustutkimus Oy. 

Givens, T. E. & Luedtke, A. R. (2020). “The Economic Benefits of Immigration: How the Biden Administration Can Use a Strategic Approach to Promote Growth, Innovation, and Inclusion.” Progressive Policy Institutehttps://www.progressivepolicy.org/wp-content/uploads/2020/11/Immigration-and-Growth.pdf

Jungar, A. C. & Peltonen, J. (2018). “The Rise of Populism and the Crisis of Democracy in Europe.” Journal of Democracy. 29(2), 16-30. doi:10.1353/jod.2018.0020 

Jylhä, K. & Leinonen, E. (2021). “Attracting talents and retaining them: A case study on the Finnish immigrant experience.” Geoforum. 118, 93-102. doi:10.1016/j.geoforum.2020.12.009

Kuisma, M. (2019). “Populism in Finnish Politics.” In: R. Heinisch, C. Holtz-Bacha, & O. Mazzoleni (Eds.), “Handbook of Political Populism.” (pp. 1-19). Edward Elgar Publishing.

Mudde, C. (2019). “The Study of Populism as a Way of (not) Studying Democracy.” In: C. R. Kaltwasser, P. Taggart, P. Ochoa Espejo, & P. Ostiguy (Eds.), The Oxford Handbook of Populism. (pp. 96-114). Oxford University Press.

Nshom, E.; Khalimzoda, I.; Sadaf, S. & Shaymardanov, M. (2022). “Perceived threat or perceived benefit? Immigrants’ perception of how Finns tend to perceive them.” International Journal of Intercultural Relations. 86, 46-55. https://doi.org/10.1016/j.ijintrel.2021.11.001.

Nshom, E. (2022). “Perceived threat and support for right-wing ideology in Finland.” Acta Sociologica. 65(1), 43-54.https://doi.org/10.1111/asap.12294

Salmela, M. & Jungar, A. C. (2019). “The institutionalisation of populism in Finland: An analysis of populist actors and their discourse.” Acta Politica. 54(1), 22-44. doi:10.1057/s41269-018-0104-9