Over the past four decades, Portuguese voters have imprinted a solid resistance to the emergence of far-right parties in the political setting. However, this time ended in the 2019 legislative elections when the CHEGA, a self-located party on the far-right spectrum, with a posture assumed as anti-system and unconcerned with the accusations of racism and hate exhilaration, elected André Ventura to the national parliament. Moreover, in the 2021 presidential elections, he got 497,746 votes, a scant point to be the second most-voted candidate. The 2022 legislative elections placed CHEGA as the third most-voted party, and the number of members in parliament has climbed to twelve. This article critically examines the political constraints and opportunities for the rise of the CHEGA party in the Portuguese political setting. It argues that CHEGA emerges from the disintegration of centre-moderate right parties and the interruption of the emancipatory function of the leftist parties coupled with a ubiquitous traditional media landscape, which has proved favourable to the CHEGA propensity towards the Portuguese electorate and without scrutinise its narratives opposing the dominant ruling system. Beyond news media and cumulatively, social networks have also increased party exposure by recruiting affiliates and strengthening support bases.
By Carlos Morgado Braz
Throughout history, economic and social distress have stimulated antagonisms and political discontent with ordinary party politics. This thick reading explains why numerous radical far-right (RFR)[1] parties became well-established following the Cold War period. For Wodak and Krzyżanowski (2017), the return of these parties is one of the main threats to democracy. On the other hand, few others suggested it might positively affect contemporary democracy (Fraser, 2017). Nevertheless, whatever different argument these scholars use, they all agree that the RFR party’s success has been appropriating “claims” about the negative impact of social-cultural globalisation (e.g. ethnicity, religion) or the migration influx (e.g. class) involving a Manichean worldview, which divides social space into two opposing camps: the “true people” and the “corrupt establishment” (Urbinati, 2019).
To a great extent, as Goldberg (2020) found, this blurry puzzle has affected electoral behaviour, increasing the number of de-aligned and disillusioned voters who either do not participate or become open to new and more radical alternatives. However, in the existing literature, little attention has been paid to opportunities left open in the political setting by the dislocation of mainstream parties when they smooth over their foundational ideological matrixes to increase their chances of securing a winning majority. Instead, mainstream literature has mainly focused on voter turnout based on socio-economic variables or the dynamics behind RFR parties’ attitudes towards electoral campaigns. This article addresses this gap using the Portuguese CHEGA party’s emergence as a case selection.
One attempt to explain the RFR party’s electoral success could be Rydgren’s demand-side and supply-side conceptual approach[2]. According to Rydgren (2007), the demand-side approach reflects changes affecting citizens’ economic status and social-cultural identity – the base for RFR parties to go with criticism against those in power. In addition, the supply-side approach is twofold: the first focuses on the constraints and opportunities given by the political-institutional context that extend the prospect for their emergence; the second concentrates on parties themselves, e.g. the role of ideology and their organisational structures, including leadership. This article rests on the supply-side Rydgren’s approach. So, naturally, I question: Is Portugal dangerously returning to the fascist path, or is CHEGA a sceptre of the mainstream Portuguese political parties’ disaggregation?
To begin with is essential to remember that whatever ideological positioning a particular party uses, its manifestations will be contextual and dependent, among other things, on the country’s political, social and religious culture. The CHEGA is not an extremist party and is not, using a Wittgensteinian metaphor, an incarnation of our recent past. Instead, I argue it is a populist radical far-right party that emerged from the disintegration of centre-moderate right parties and the interruption of the emancipatory function of the leftist parties. Regarding its rise, the Portuguese traditional and social media platforms have facilitated André Ventura wide-reaching communication and intensified levels of connection with “the people” daily. However, given the spatial constraints of this article, this line of research is an obvious challenge that I will not address.
The ongoing environmental crisis has prompted various groups, organizations, and political parties to develop new strategies for addressing this global challenge. In this context, eco-populist actors, organizations, and parties are playing a key role in challenging the current exploitative capitalist system. However, it is important to note that eco-populist movements can differ significantly from one another. This article aims to distinguish between two contemporary but distinct movements: eco-populism and eco-fascism. To accomplish this, the terms “populism” and “eco-populism” will be conceptualized and analyzed, and the ideological deviations that eco-populism has undergone will be explained. The article will then provide brief case studies that showcase both eco-populist and eco-fascist events. By examining these examples, we will strive to identify the main similarities and differences between these two movements. Our conclusion will be that, despite sharing some features, eco-fascist movements tend to be more violent and nativist than eco-populist movements.
ByIvánEscobar Fernández & HeidiHart
Although some extremist Populist Radical Right Parties are still reluctant to acknowledge the evident effects of climate change and the urgent need to take necessary actions (see Spanish Populist Radical Right Party VOX), there is quite a consensus among climate researchers, environmental scientists, sociologists, and anthropologists on the causes that have driven us to this climate crisis. Among the main reasons that can explain climate change, there is no doubt that greenhouse gas (GHG) emissions and massive extraction and exploitation of natural resources have contributed the most to the ongoing crisis (see IPCC, 2022). However, the impacts of climate change differ from region to region, thus making individuals more vulnerable according to their nationality, social class, proximity and dependency on natural areas (see Thornton et al., 2014). Considering these factors, it can be concluded that Indigenous communities are among the most endangered groups due to climate change. This vulnerability has led to the emergence of popular movements that oppose extractive industries and their consequent exploitation of the resources found in natural areas, thus fueling violence and concern all over the globe (see Torres-Wong, 2019).
In the beginning, these movements were somehow marginal and unknown by the rest of the world and their demands were far from being considered by policymakers; however, as climate change impacts have become more tangible, these groups and movements have enjoyed more recognition, and their demands are currently being heard and considered, for example during the Alternative COP 26 in Glasgow and COP 27 in Egypt. Today, though the approaches and strategies may differ, it is difficult to find a political party that has not included climate change mitigation and adaptation in its agenda. However, although “green policies” have become an integral area of most political parties and social movements, different approaches and schools of eco-political thought have emerged in response to the current situation. These include Eco-Rousseauians, who believe that GHGs emissions must be curbed by the purchase of carbon credits from the underdeveloped world and call for the immediate and voluntary halt to the exploitation of natural resources and the protection of ecosystems of the world; Eco-Hobbesians, who defend that climate change can only be overcome by the imposition of global sanctions and mutual coercion mechanisms; Eco-Smithians, think that climate change will be solved by human inventiveness and see it as an opportunity for designing, producing, and selling new products that will boost private gain Eco-Calvinists, who opt for using resource-efficiency techniques to solve the climate crisis; Eco-Christians, who firmly believe that only a coalition with evangelicals would ensure God’s creation; and Eco-Populism, which is worth a more thorough explanation due to its complexity (Yanarella, 2015).
This article aims to analyze the rise of eco-populism across the world and to identify its main features, motivations and goals. Furthermore, this article will also aim to make a distinction between eco-populism and an appearance similar movement that has been coined under the name of eco-fascism. To do so, we will first conceptualize what we understand as populism and eco-populism and will point out some deviations the latter has undergone in recent years. The following section will showcase four different case studies that will aim at helping us identify some common and distinctive features between eco-populists and eco-fascists. Lastly, our findings will be discussed and contrasted with the existing literature.
The relevant literature shows that populists come to power through various rhetorics by exploiting the incumbent orders and the problems they have caused. However, failures and disappointments in fulfilling their promises push them to employ increasingly authoritarian measures to silence society to stay in power by gradually changing the system, manipulating citizens through controlling media, and undermining fundamental institutions. By emphasizing the overall performance of populist governments during the COVID-19 pandemic crisis, this article explores the future course of populist politics and governments after the pandemic. The paper concludes that although the pandemic has clearly shown the limits and capacity of many populist governments, the political and economic conjuncture in the post-pandemic era, coupled with the high tension of power transition, might bring new “opportunities” for the use of populists. With several defects and structural weaknesses of the existing liberal multilateral order, populism is here to stay with different implications for the multilateral liberal order and globalization.
As a dangerous external shock to the global economic and political system, the COVID-19 pandemic arrived at a stage when the negative repercussions of the Global Recession (GR) had not fully subsided, exacerbating existing problems, such as unemployment, loss of income, and inequality, with further political and social repercussions. With the advent of other “horses of the apocalypse” – such as climate change, famine, migration, terrorism, and state failure – the current pandemic could emerge as an endemic part of life worldwide through new mutations.
This article strives to explore the effect of the pandemic on the performance of populists either in government or opposition in the post-pandemic era. Taken together, widespread uncertainties, confusions, fears, and stresses are the main push factors behind populism. Nevertheless, populist rhetoric offers untested (and sometimes) romantic promises to counter the actual social, political, and economic traumas and shocks, referring to an unknown, not yet born “alternative” system. Therefore, even if it is rather more straightforward for populists to come to power with the help of such political-economic conjunctures, they are more likely to experience difficulty fulfilling the expectations their populist rhetoric has caused. The real danger is that, despite failing to fulfil their promises, they tend to employ increasingly authoritarian measures to silence society so as to stay in power by gradually changing the system, manipulating citizens through controlling media, and undermining fundamental institutions.
This article strives to predict whether the global populist environment created by the GR will turn against populist governments during and after the Global Lockdown (GL) of the pandemic. However, the analysis of the performance of mainstream and populist parties during the COVID-19 pandemic is quite a challenging task as it is complicated by several other factors such as the ongoing global power shift and the accompanying national, regional and global geopolitical conflicts. In addition, countries’ overall political and economic situations just before the pandemic crisis have also been immensely influential on their performance. All these parameters have brought additional evaluation criteria other than their actual economic performance during the pandemic and ended up prolonging their lifespan.
van Os, Kim & Smith, Chloe. (2023). “Mapping Global Populism – Panel 1: Populism and Far-Right in Australia.” European Center for Populism Studies (ECPS). June 5, 2023. https://doi.org/10.55271/rp0040
This report is derived from the inaugural panel of ECPS’s monthly series, titled “Mapping Global Populism,” which took place online on March 23, 2023. The panel featured renowned scholars on populism from Australia and New Zealand. As a result of this insightful panel, the report provides brief summaries of the speeches presented by the speakers.
This report is based on the inaugural panel of the ECPS’s monthly panel series titled “Mapping Global Populism,” held on March 23, 2023. The panel featured esteemed scholars in the field, including Dr. Imogen Richards, from Deakin University Australia, Dr. Rachel Sharplesfrom Western Sydney University Australia, and Dr. Josh Roose from the Alfred Deakin Institute for Citizenship and Globalization. Dr.John Pratt, from Victoria University of Wellington, served as the moderator for this panel.
Dr. Pratt initiated the panel by emphasizing the importance of studying populism in this region. He highlighted that Australia, along with New Zealand, exhibited early indications of far-right tendencies even before the emergence of Donald Trump in the United States.
In the 1990s, Australia witnessed the rise of a distinctive populist party named One Nation. This party espoused anti-immigration, anti-science, and anti-expert stances, garnering considerable support from tabloid media. While One Nation experienced electoral successes primarily in Queensland during the subsequent decade, its influence has since diminished significantly. In the recent federal election in Australia, One Nation failed to secure any seats. Nonetheless, as Dr. Pratt maintains, this does not imply the disappearance of far-right populism in Australia. One Nation has left its mark on mainstream parties, particularly evident in the national party’s climate change denial stance.
Dr. Imogen Richards: “From Past to Present: The Question of Populism, Extremism and the Far-Right in Australia”
Dr. Richards revealed a complex interplay and representation of connections between white identity, environment, culture, race, and territory. Concepts such as blood and soil, race, and place, emerged and strongly influenced the ideological foundations of the far-right in Australia.
Dr. Imogen Richards presented a compelling analysis of the utilization of environmental politics by far-right actors in Australia, employing key theories of populism to shed light on the subject. Without delving into the contested realm of populism definitions, Dr. Richards acknowledged the potential value of both the ideological and performative approaches in examining the discussion that follows. She offered brief summaries of the perspectives on populism put forth by Mudde, Mondon & Winter, and Moffitt.
Dr. Richards emphasized the significance of Australia’s colonial history in comprehending the contemporary expressions of environmentalism by white supremacist groups. This history is characterized by the British genocide of indigenous peoples, who inhabited the mainland for over 65,000 years, and extends to their ongoing marginalization, dispossession, and displacement. Furthermore, Dr. Richards stressed the importance of recognizing the lack of honest appraisal of Australian colonization, which has led to a disregard for the spiritual and cultural practices of indigenous peoples relating to land and country.
Appreciating the context and impact of Australia’s white colonial history is pivotal to understanding how the far-right in Australia relies on specific environmentalist expressions to forge a distinct white Australian identity. This discussion revealed a fusion of mythologized and aesthetic depictions of a white, male Australian with a highly selective historical account of their interactions with Australian land.
Dr. Richards delved into the origins of this identity, rooted in the British genocide of indigenous people and the ongoing displacement, dispossession, and exploitation of the land of Indigenous Australians. The “birthing story” of these far-right groups revolves around the “taming” of Australia’s harsh natural environment. They construct narratives that revolve around the historical and contemporary use and exploitation of Australian land for economic purposes, disregarding the traditional custodianship of the land. This narrative positions them at the center of environmental politics and practices, claiming ownership, a deep connection to, and profitable usage of Australian land.
The discussion then explored key events in Australia’s early post-colonial history that have solidified the white Australian identity and the extremists associated with its cultivation. These events include the racist riots against Chinese gold field miners in the 1850s, the implementation of the White Australia policy in 1901, and the importation and support of fascism and Nazism. Dr. Richards revealed a complex interplay and representation of connections between white identity, environment, culture, race, and territory. Concepts such as blood and soil, race, and place, emerged and strongly influenced the ideological foundations of the far-right. The Australian First Movement (AFM) and its leader ‘Inky’ Stephenson appropriated and incorporated indigenous heritage and symbols. Additionally, two archetypes—the ‘larrikin’ and the ‘bushman’—formed during this period, still evident in Australian culture today. These archetypes portray a deep connection to the land, physical strength, and a degree of anti-intellectualism.
The discussion then examined the different trends that emerged after World War II, resulting in diverse expressions of the far-right and their connection to the environment. Industrialization and increasing diversity fostered anti-urban sentiments, which aligned with the far-right’s attempts to align themselves with the early organic farming movement. Dr. Richards also identified a transformation in far-right discourse in the post-1960s era, wherein extremist groups, while still emphasizing race and place, also focused on population reduction, quasi-bioregionalist ideas, and the valorization of the military as a key recruitment source.
In order to comprehensively address and challenge far-right narratives, it is essential to gain insight into how their proponents construct and perpetuate the identities they espouse. This discussion critically examines the role of Australia’s colonial history in relation to environmental politics, shedding light on the white identity that continues to serve as a driving force for far-right groups in the country. Moreover, it underscores the influence of international and global ideologies on far-right movements, which intertwine with their national myths, legends, and symbolism.
Dr. Richard’s research drawed extensively from the forthcoming co-authored monograph titled “Global Heating and the Australian Far-Right,” scheduled for publication with Routledge in 2023. While this presentation was truncated due to time constraints, the forthcoming book promises to provide further captivating insights for those seeking a comprehensive understanding not only of the development of the Australian far-right but also of the profound impacts of colonialism. It underscores the significant role of environmental politics as a catalyst for the formation of exclusionary ideologies and the construction of identity.
Dr. Rachel Sharples: “Racism, White Privilege and White Supremacy in Australia”
Dr. Sharples argued that the denial of racism and white privilege represents a direct consequence of the failure to address indigenous sovereignty and dispossession in Australia, as well as the realities of Australia as a nation of migrants. Notably, her research focuses on the mainstream population rather than extremists, as claims of anti-white racism and white privilege are deeply entrenched in the attitudes and behaviors of broader society.
During her presentation, Dr. Rachel Sharples delved into the emergence of far-right ideologies within the broader Australian population, focusing on themes such as racism, white privilege, white supremacy, and anti-white racism. Dr. Sharples emphasized that white privilege continues to hinder efforts to combat racism in Australia. She asserted that anti-white racism and white privilege have been fostered by the infiltration of right-wing nationalism into mainstream discourses, perpetuated not only by politicians and the media but also deeply ingrained in the attitudes of a segment of the Australian population. While these sentiments have long existed in the Australian collective consciousness, contemporary times have witnessed a heightened tolerance and legitimacy given to white supremacy and national populist views, which Dr. Sharples argues warrants a unique and under-examined perspective on white privilege discourses in Australia.
According to Dr. Sharples, white privilege stems from individuals subscribing to notions of lost privileged status associated with Anglo-Celtic heritage, as well as perceived government ambivalence toward acknowledging and addressing these changes. Building on the prior panel discussion by Dr. Richards, these ideas and narratives must be contextualized within Australia’s history as a white settler and multicultural nation that has failed to adequately address indigenous sovereignty and dispossession.
Drawing on years of research and data collected through a large-scale attitudinal survey of Australians, Dr. Sharples highlighted the responses of thirty-eight individuals who explicitly made claims of anti-white racism and white privilege. Findings revealed that claims of anti-white racism were linked to perceptions of favoritism toward migrants, a sense of “white paranoia” stemming from perceived threats by ethnic minorities, and a perceived loss of control over national space and identity.
Furthermore, Dr. Sharples argued that the denial of racism and white privilege represents a direct consequence of the failure to address indigenous sovereignty and dispossession in Australia, as well as the realities of Australia as a nation of migrants. Notably, her research focuses on the mainstream population rather than extremists, as claims of anti-white racism and white privilege are deeply entrenched in the attitudes and behaviors of broader society. Dr. Sharples posits that addressing these issues at a societal level can help curb the misuse and harms associated with the adoption of more extremist positions.
Dr. Sharples contended that a growing number of white Australians perceive themselves as victims of anti-white racism, becoming increasingly vocal about their perceived prejudices and concerns about the erosion of a white national identity. These claims have found expression in the political sphere as well.
Additionally, Dr. Sharples highlighted an unexamined sense of ownership over the national space, evident in commentaries that whitewash Australian history, disregarding both the indigenous history of the land and the contributions of immigration and multiculturalism.
The remainder of Dr. Sharples’ discussion underscored how these claims have permeated not only mainstream media and political discourse but also the fabric of Australian society. She provided numerous examples that solidify the argument that these ideological claims have firmly taken root in mainstream Australian discourse, with prominent political figures and a divisive media and entertainment environment being key contributors.
The discussion drew attention to divisive political figures who have fueled and endorsed anti-white racist claims, welcoming and celebrating far-right proponents of hate and racism on platforms such as ‘hate tours.’ Even the Parliament House has faced criticism for hosting problematic speakers and promoting a range of intolerant, hateful, and racist views.
Australia’s media landscape, long accused of permitting racist and intolerant views, aligns with the findings presented by Dr. Sharples. She described several high-profile sports and media personalities who have used their national platform to propagate racist views against Indigenous Australians and Muslims. Troublingly, despite facing backlash, these individuals have retained their high-profile positions and remain influential figures today.
In her concluding remarks, Dr. Sharples emphasized the rightward shift in the Australian political landscape and highlighted a significant dichotomy present in policy debates and the corresponding populist media coverage. This divide centers around the tension between aspiring to be a nation that embraces cultural diversity and a perceived necessity to safeguard the white colonial heritage or white national identity. The firm establishment of this dichotomy within mainstream Australian society, coupled with a growing number of claims of white vulnerability and victimization, underscores the dangers associated with the normalization of intolerant, racist, and anti-white sentiments by influential figures who shape public discourse and debate.
Dr. Josh Roose: “Masculinity, Populism and Religion in Australia”
According to Dr. Roose, a thorough understanding of the far-right and populist right necessitates a careful examination of masculinity, which encompasses the societal construction of male identity. Masculinity entails the establishment of social expectations regarding manhood and the hierarchical structuring of society, privileging masculine traits while devaluing those associated with femininity. While participants in far-right groups are predominantly men, the influence of masculinity extends beyond these subgroups.
In his presentation, Dr. Josh Roose employed a lens of masculinity and religion to examine the far-right phenomenon in Australia. He posited that both masculinity and religion are perceived by far-right populists and extremists as being under existential threat, which significantly influences their political agenda. Dr. Roose commenced his talk by providing contextual information on the current state of Australia and the underlying factors that have contributed to the emergence of far-right populism. Subsequently, he delved into an analysis of recent developments within the country.
According to Dr. Roose, a thorough understanding of the far-right and populist right necessitates a careful examination of masculinity, which encompasses the societal construction of male identity. Masculinity entails the establishment of social expectations regarding manhood and the hierarchical structuring of society, privileging masculine traits while devaluing those associated with femininity. While participants in far-right groups are predominantly men, the influence of masculinity extends beyond these subgroups. Origins, ideologies, internal dynamics, and recruitment methods within these groups are intricately intertwined with notions of masculinity. Notably, among white-collar workers, there exists a perception of engraved entitlement and a perceived erosion of the respect, recognition, and social status to which they believe they are entitled as men.
To comprehend this phenomenon, Dr. Roose suggested examining the changing status of men and work over the past five decades, particularly in light of the introduction of free market economics and its displacement of Keynesian economics. Participation in far-right groups may be driven by resentment and blame directed towards women and minority groups, who are perceived as having benefited from male economic, legal, and political subordination. Additionally, such sentiments may be directed towards governments perceived to have facilitated these developments and could be rooted in feelings of shame.
Dr. Roose also explored the role of religion within this framework and the way it is framed in relation to populism. He argued that significant intersections exist in terms of intellectual, ideological, and affinitive aspects between hard-right populists, far-right extremists, and religious actors emphasizing textualist interpretations. These groups all lay claim to possessing universal truth, harbor a sense of marginalization, and cultivate a powerful perception of persecution and victimhood, among other shared characteristics. Dr. Roose further posited that misogyny serves as a gateway to contemporary manifestations of the far-right. Furthermore, these groups often espouse anti-LGBTQ+, antisemitic, and anti-science views.
Dr. Roose also highlighted the notable trend wherein an increasing number of young individuals, particularly angry young men, are actively engaging in these spaces, contrary to the prevailing notion of youth disengagement.
Concluding his presentation, Dr. Roose contended that a crucial aspect requiring further investigation is the extent to which these attitudes intersect with mainstream values, politicians, and community members. It is imperative to understand the potential for these relatively small groups to build a broader movement and gain prominence within the wider population, as this is where the true consequences may arise and the real damage can be done.
(*) Kim van Os is an intern at European Center for Populism Studies (ECPS) with a master’s degree in International Relations. Her main research interests are the relation between populism and far-right radicalization, gender, racism, Islamophobia, and xenophobia.
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.
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.
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.
Luc Bernard’s The Light in the Darkness is a narrative-driven, educational game about the Holocaust written by a survivor of the 1942 Vel’ d’Hiv’ Roundup. It tells the story of a working-class immigrant family of Polish Jews in Vichy France during World War II from before the occupation up until the Vel’ d’Hiv’ Roundup. The game conveys the painful, tragic, real-life stories of Jews in vivid detail and helps to keep them alive in the hearts and minds of generations to come by teaching their stories in ways that will help others learn and help humanity avoid repeating its worst mistakes. Directed by Bernard, The Light in the Darkness can not only educate future generations but also inspire game developers to create video games about one of the darkest periods in human history.
Path Outis an example of a successful game that employs its format to express the consequences of conflict effectively. The autobiographical adventure game recounts the story of a young Syrian man’s life before the war when the war started and how he had to flee his home country in the wake of the Syrian uprising and civil war. The game was created by Vienna-based production company, Causa Creations, in collaboration with its refugee protagonist, (now called) Jack Gutmann. The game’s playful yet honest tone has been very well received by players and critics alike and has even been adapted into a teaching aid by the UNHCR for lessons on refugees and migration.
Devreese, Margaux. (2023). “COMTOG Report on ‘Path Out’.” Never Again Initiative. European Center for Populism Studies (ECPS). May 23, 2023. https://doi.org/10.55271/rp0039
Path Out is successful at teaching people about the realities of conflict due to its well-researched background, appealing art direction, authentic storytelling and exploration opportunities. When the game is introduced in an educational environment, it gains new players, and the teachers are able to provide a framework for understanding the student’s player experience. However, despite the classroom context expanding Path Out’s potential, similar nuanced and thoughtful games about conflict, such as the other games featured in the COMTOG project, do not have access to these educational environments.
By Margaux Devreese
As it stands, in 2023, the video game industry has captivated 3 billion players by offering immersive entertainment through stunning graphics, challenging gameplay, and engaging world-building (Statista, 2023). Over the course of the past two decades, the global video game industry has grown in value, reaching 196.8 billion USD in 2022. Moreover, the industry has proven to be resilient even in the face of economic downturns, such as the 2007 financial crisis and the COVID-19 pandemic (ISFE, 2022). As the industry evolves in business and technology, more opportunities arise for game creators to feature complex, sensitive, and niche subjects.
The COMTOG project launched by ECPS aims to take a closer look at a new wave of video games that bring players into conversation with the realities of conflict. While war-time settings are frequently used in popular video games, these games do not actively reflect on the consequences of war and combat. Today, however, a new generation of video games employs a nuanced, well-researched, and empathetic lens when relaying these historical events in this new media form and attempting to shape our collective memory of conflict events.
Path Out is an example of a successful game that employs its format to express the consequences of conflict effectively. The autobiographical adventure game recounts the story of a young Syrian man’s life before the war when the war started and how he had to flee his home country in the wake of the Syrian uprising and civil war. The game was created by Vienna-based production company, Causa Creations, in collaboration with its refugee protagonist, (now called) Jack Gutmann. The game’s playful yet honest tone has been very well received by players and critics alike and has even been adapted into a teaching aid by the UNHCR for lessons on refugees and migration (Steam, 2022).
Over the past two decades, academic institutions have recognised the value of interactive learning for students’ educational motivation and performance. As video game technology became increasingly mainstream and accessible, interactive video games emerged in classrooms worldwide and demonstrated their ability to engage a wide range of students (Ranirez-Moreno & Tristan, 2022). This characteristic of the video game format spurred investment in developing serious games, which are games that have a purpose beyond entertainment (Fernandez-Sanchez, et al., 2023). Today, primary and secondary schools use serious games to enhance lessons on mathematics, biology, languages, history, and geography, in addition to theatre and fine art (Manero et al., 2017).
The appropriation of new technology in education hopes to appeal to the current generation of students who have grown up as ‘digital natives.’ Video games enable them to apply their technical skills, situate themselves in unknown contexts, and learn by doing. Serious game scholars theorise that students become more involved in their learning experience when offered the agency to explore and make mistakes (Durkin & Barber, 2002). While several case studies merit this positive outlook towards video games as an educational tool, a stream of the literature considers this overstated (Rebah, 2019). Serious games vary in quality, applicability, and accessibility; hence judgements on their utility should be considered within the specific context.
This report uses the case of Path Out to explore the educational utility of video games and discern under what conditions these tools can promote the understanding of conflict events. In conversation with Georg Hobmeier, Path Out’s lead designer; Dr Bill Watson, a serious games scholar; and Frederik Smets, a UNHCR Education Officer, ECPS explores what elements of Path Out enable critical thinking about migration and what are the recurring barriers to its success.
The collaboration between Causa Creations and Jack Gutmann stands at the centre of Path Out’s success, as it is this combination of authentic storytelling and personal experience that makes the game unique. When living in Austria as a refugee, Gutmann went to work at Causa Creation as an unofficial apprentice translating his passion for playing games into creating them. This collaboration naturally evolved into translating Gutmann’s refugee experiences into a game format. When questioned on how this project reflected their joint intentions Georg Hobmeier, Path Out’s game designer, answered, “Causa Creations wants to tell powerful stories, and Jack had one that was worth telling.” Later adding that a first-hand experience of the refugee experience was missing in the politicised media conversations that were playing out in 2015. In translating Gutmann’s story into a video game, the team presented this narrative to video games’ typically young audience in a creative and exciting format.
Players learn about the political atmosphere and background of the Syrian civil war as they move across time and space,as Jack Gutmann. The storyline starts during the Arab Spring protests against the al-Assad regime in 2010, giving the player context on how this political discord escalated into a civil war. As the game moves into 2014, the year Gutmann fled, we notice that his local neighbourhood has become increasingly rundown; there are fewer resources but more soldiers. When visiting Gutmann’s neighbours, the player also gets a sense of the various positions held across Syrian society. The wife of a Syrian soldier is seen in a lavish, well-furnished home, while a dubious man in a dark house pays you to spy on that same soldier. The player becomes aware of the fraught political landscape Gutmann had to navigate with lies and bribery in order to safely flee the country. After bypassing obstacles like ISIS soldiers and shady smugglers, the player finally arrives to meet his brother at the Turkish border. While the game ends here, we, as the audience, know this is just the beginning of an arduous journey to Europe.
Path Out is a part of the UNHCR’s broader catalogue of teaching materials on refugees, asylum, and migration. Frederik Smets, UNHCR Education Officer, noted that this initiative was a direct response to the requests of teachers. In 2015, the peak of the migration crisis, educators contacted the UNHCR for help tackling classroom discussions about why people are crossing the Mediterranean. Today, conversations on migration are still highly politicised and frequently misinformed, which makes education and open discussions on this topic extremely important.
The UNHCR adaptation of Path Out maintains the original’s overall narrative but features a shorter gameplay so that it can fit within a 50-minute lesson. In addition to the game, teachers are provided with lesson materials that enable class discussions on the refugee experience and the consequences of conflict. The game adaptation was officially launched in classrooms last year in English and German and will soon be released in additional languages like French. One year after the launch, the UNHCR will conduct a broad evaluation of Path Out’s success in the classroom and incorporate the feedback to improve the learning experience.
The initial round of feedback from teachers has been overwhelmingly positive. The game allows students to step out of the classical learning environment and interact with their subject material on a more personal level. As students navigate Gutmann’s character through his journey, they can come to grips with the consequences of their choices; A wrong step in a minefield or a wrong answer at the border can mean the end of the game and the end of a refugee’s life.
Another successful element of the game is its ability to promote self-driven learning. Dr Bill Watson, a professor in the field of serious games, argues that actions in video games enable players to answer their own curiosities rather than relying on someone’s answer (Watson & Fang, 2012). Students explore the Syrian War’s context, location and attitudes by walking around the different sets and speaking to different NPCs, slowly growing their understanding of the whole issue. Path Out makes exploration appealing by depicting Syria in a cosy pixel-art style, but this feature also drives players to question the accuracy of the depiction by featuring humorous commentary from Gutmann. His comments regarding the accuracy of the architecture and the smugglers keep the students engaged in the game while also driving home that this is a real lived experience.
Path Out was originally created as a commercial game, meaning that it did not receive academic funding, nor was it developed with the primary intention of education. It was created to provide gamers with a thoughtful and insightful experience regardless of their context and age. This raises a question of what the added value of bringing a game like Path Out into the classroom and supplementing the game with a teacher and lesson materials is when it has been successful on its own. The structure of academic environments is beneficial to the learning experience in more ways than one. According to Dr Bill Watson, video games are extremely powerful in engaging students’ attention, but it is the role of the teachers to focus their attention. In encouraging points of reflection and discussion amongst students, teachers increase a video game’s educational utility and social impact (Watson & Harris, 2011).
Path Out is successful at teaching people about the realities of conflict due to its well-researched background, appealing art direction, authentic storytelling and exploration opportunities. When the game is introduced in an educational environment, it gains new players, and the teachers are able to provide a framework for understanding the student’s player experience. However, despite the classroom context expanding Path Out’s potential, similar nuanced and thoughtful games about conflict, such as the other games featured in the COMTOG project, do not have access to these educational environments.
There are several barriers for video games to enter educational institutions. First, the educational institution needs access to a certain level of technology that allows several students to play the game simultaneously. Additionally, game creators need to take into account the variety of technology available in this setting and ensure their game is formatted to suit these options. Second, in order to reach young, diverse audiences, educational games need to translate their work into a variety of languages, a task that takes extensive time and effort. Third, teachers and game creators both have a hard time justifying the use of serious games in traditional and stringent school curricula, and the time and cost of advocating for the games’ value often outweigh the benefits.
Educational institutions funding serious games place high standards for the games’ educational value and accessibility,constraining creative flexibility in the game development phase. On the other hand, commercial games that attempt to provide an educational experience through creative gameplay suffer from a lack of funding to reach all the technical requirements specified by schools. In the case of Path Out, the UNHCR has acted as the vehicle to bridge the gap and help adapt and fund a unique and thoughtful commercial game for formal education.
Path Out is a unique game providing students with an education in empathy and acts as an interesting template for how niche commercial games are able to find success in formal education.
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.
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Video games can be used to counter extremist ideologies by highlighting the dangers of hate speech and promoting tolerance and understanding. This can be done through educational games and by incorporating messages of inclusivity and diversity into the gameplay and storyline.Holocaust education through video games make people to learn about the events of the Holocaust more interactively and engagingly. It allows players to experience the stories of individuals who lived through the Holocaust, better understand its impact on the world and make connections to present-day political events, and understand what democracy is and why it is crucial to protect it.
By Anita Tusor*
Introduction
Luc Bernard’s The Light in the Darkness is a narrative-driven, educational game about the Holocaust written by a survivor of the 1942 Vel’ d’Hiv’ Roundup. It tells the story of a working-class immigrant family of Polish Jews in Vichy France during World War II from before the occupation up until the Vel’ d’Hiv’ Roundup. The game conveys the painful, tragic, real-life stories of Jews in vivid detail and helps to keep them alive in the hearts and minds of generations to come by teaching their stories in ways that will help others learn and help humanity avoid repeating its worst mistakes. Directed by Bernard, The Light in the Darkness can not only educate future generations but also inspire game developers to create video games about one of the darkest periods in human history.
The player experiences every step the government took to oppress Jews in France from different characters’ points of view and sees how NPCs (side characters) react differently towards the player before and during the occupation. The gameplay is a mix of adventure games without any choices affecting the story. This artistic decision is to simulate the lack of control that Jews experienced during the Holocaust and to remain faithful to the truth.
Although this free-to-play game is still in early access, and an educational mode will be only available at full launch for use in classrooms, if someone would prefer to watch the story instead of playing it, Luc Bernard has provided a full playthrough on his Youtube channel.
With the recent rise in antisemitism and people forgetting that the Holocaust was not that long ago, the game highlights the importance of collective historical memory of mass tragedies and shows what hate can lead to. Since our Never Again Initiative’s goal is to establish a dialogue between past and present by investing in tools that raise our collective historical consciousness, the present report discusses video games as well as other tools like the Neuberger Holocaust Education Centre’s projects and Dr Alexis Lerner’s Jews by the Number course and her work with Liberation75.
This report aims to demonstrate how video games such as The Light in the Darkness can effectively raise awareness of historical events and promote the preservation of historical memory. The semi-structured interviews conducted for this purpose had the following key themes: (1) youth radicalisation and its platforms, (2) contemporary antisemitism, (3) online hate and gaming, (4) historical memory of the Holocaust; and asked crucial questions as (1) how we can learn from the dynamics of past conflicts which are casting light on threats to democracy today, and (2) what tools do we have to educate the youth about the Holocaust and to counter online hate.
As part of the The Collective Memory Through Online Games (COMTOG)Project’s goal to bring together different but complementary voices of the field, four individuals were interviewed about the game, The Light in the Darkness and its adjacent subject matters. Luc Bernard is the Co-Founder & Executive Director for Voices of the Forgotten and the director, creative and art director of the game, The Light in the Darkness. Étienne Quintal and Daniel Collen are researchers from the Sarah and Chaim Neuberger Holocaust Education Centre, who are responsible for the Online Hate Research and Education Project (OHREP) and Hatepedia project of the Centre. Finally, Dr Alexis M. Lerner is an Assistant Professor of Political Science at the US Naval Academy who has surveyed North American youth about the Holocaust and antisemitism.
Gaming and the Holocaust
Over 15 years, Luc Bernard has developed an original idea to create a video game that would teach the history of the Holocaust to a new generation who cannot listen to the testimonies of a decreasing number of survivors. Knowing the story of his maternal grandmother, who looked after a kindertransport child, he had detailed knowledge of the atrocities of the Holocaust. He also had a growing concern that the impact of the Holocaust was being progressively minimised and education about it increasingly ignored. Therefore the objective of his video game is to get the audience curious to learn about the Holocaust again and to remember those who are forever lost. The Light in the Darkness can be considered an educational and remembrance project targeting mainly teenagers and anyone who would like to play it.
WWII games are often criticised for being solely created for entertainment purposes and not being accurate. The representation of war and the way most games glorify conflict while neglecting the victims’ perspective, especially first-person shooter games, is commonly criticised and has been mentioned by all four interviewees. Alternatively, some games avoid the mention or existence of tragedies that came from historical conflict. In this way, these games contribute to misshaping and misconstruing the collective memory of the period.
Bernard’s game does not shy away from the subject matter and shows the player all the steps leading up to the deportation of French Jews. It starts with the failed Évian Conference, which addressed the problem of the high number of Jewish refugees who wished to flee the Third Reich and ends with the Vel’ d’Hiv’ Roundup, when the ‘unwanted’ refugees of France (foreign Jewish families) were mass arrested and later deported by the French police in a joint operation between German and collaborating French administrators. Not many know today that it was not the Nazis who rounded up the Jews (including 4000 children) in Paris but the French Vichy-government.
Regarding the artistic direction of the game, the director elaborates that animated film is viewed as the best format to tell stories and has a worldwide appeal, as studios like Pixar have proved it. Bernard has decided to go with the French comic book style since France has already published comic books on the Holocaust, confirming that animation/comics are able to transfer serious subjects. “If it were too realistic, it would discourage certain audiences, but animation has a more general allure and can convey emotions very well.” At the same time, the game shows real-life footage, photos and survivor’s testimonies to bring back some of the ‘realisticness’ of the subject, making it all the more powerful.
Accuracy and realism were key for this game. One interesting choice made by Bernard is that the game intentionally does not contain choice-based mechanics to simulate a “lack of control” feeling to emulate the powerless experience during the Holocaust. Instead, the game is more about the story and witnessing these dark times through the eyes of the family to humanise the victims and show the kind and heroic actions of those around them. In the game, you play as multiple characters, and you get to experience hatred and antisemitism (even as a child); you are fully immersed. There are a couple of choices, but the story won’t change “as everything was a bit of luck,” as explained by Bernard.
The music adapts well to the mood of the game and follows its narrative but carefully retains overly emotional tones to make the right impact. At the round-up scene, we can hear a dark-toned version of the French national anthem ‘La Marseillaise’ which represents how the government has betrayed its own citizens by deporting them and sending them to their death; a small detail which can make a great impact on the audience.
In the interview, Bernard states, “In a way, every country is responsible for the Holocaust who refused to help and accept refugees, including the United States” (the United States Holocaust Memorial Museum, n.d.). The European population went along with the Holocaust. “This is left out of history; you don’t see it in movies or games. In the US and France, people think they did well during WWII.” Although the French government has apologised, and French cinema, in general, tackled the subject with respect, the far-right still does not admit the responsibility of Vichy France in the Holocaust (Sayer, 2018; Mcdonell, 2017). This affects Holocaust survivors on a financial level, too, as they cannot claim compensation and live in poor socioeconomic conditions. Furthermore, there is a danger that Holocaust education might change if the far-right comes to power in France.
“When you study the Holocaust, you cannot be anti-refugees.”
The project’s intention has changed over time as rising antisemitism and white supremacy in the US has gained public attention. Educating people about the damage hatred can do becomes one of the focus points. Luc Bernard was determined to show where racism can lead us.
He warns that (1) Holocaust distortion is more dangerous than denial as it’s more accepted, even amplified through the use of digital tools, and (2) when there are no more survivors left, it’s likely going to be a turning point in the rise of Holocaust denial – something which we are already experiencing. In fact, in the US, Holocaust denial is “constitutionally protected free speech” because of the First Amendment, and there is no law against it or criminalisation of the promotion of Nazi ideology or any form of hate speech (Germain, 2022). Therefore recent years’ statistics showing a growing number of young people having distorted or deficient views of the Holocaust is not surprising (Claims Conference, 2020;Pew Research Center, 2020). To address this problem, Bernard proposes to be at more cultural and social places (Twitter, TikTok) to reach wider audiences as many first encounters the Holocaust because of pop cultures like movies or social platforms like TikTok.
In addition, most people in the world are not living close to Holocaust museums or archives, so getting them curious about the topic in the first place is the main goal of the game. People living in underprivileged areas from lower socio-economic strata can benefit the most from projects like The Light in the Darkness. In rural or urban classrooms, the game can be easily introduced as it is quite short (1-1.5h of playtime) and/or students can play it on their own as well as it has minimal requirements to run. This is reflected in Dr Lerner’s experience as well. The Assistant Professor believes that video games can address tragic events like the Holocaust; and games with historical settings and ethical considerations strictly taken into account can function as effective educational tools.
All four of Lerner’s grandparents are Holocaust survivors; learning about the Shoah at home was natural for her, and many Jewish people acquire their knowledge about it through their family members first, as well as later in schools. “However, in Canada and in the majority of US states, genocide education is not yet a curricular requirement. While some teachers introduce Holocaust education through history or literature, many students first encounter the Holocaust and other state-sanctioned and systematic mass murders through non-traditional sources, such as comic books, social media accounts, video games, and television shows,” (Lerner, 2021: 9). Her research with Liberation75, a Survey of North American Teens on the Holocaust and Antisemitism found that 40 percent of students learnt about the Holocaust outside of the classroom on social media and 11percent of these students reported to have met with the Holocaust through video games. It is important to highlight that the age of responders was, on average, between 11 and 14 because one of the issues is that those video game players, the target demographic, are usually looking for entertainment, violence and aggression, so using video games to teach about tolerance can be complicated. Further questions we must ask are: In these games, are you saving a group of people, and if you do so, what does it imply? Are students seeking these games out on their own or is it part of the curriculum?
Lerner used video games in the classroom in the context of the Palestinian-Israeli conflict, which was found to be effective for college students who thoroughly enjoyed it. In the world of Holocaust education, new learning modalities are essential and opening for newer, more robust approaches -including video games- around the topic is much needed.
Both Daniel Collen and Étienne Quintal, researchers of the Sarah and Chaim Neuberger Holocaust Education Centre, had positive views on Luc Bernard’s game: “I am excited for The Light in the Darkness most importantly because it does not just address the setting in a very meaningful way, not just as an atmosphere but as a main theme. And focuses on story over action and knowledge over entertainment, making it a much more accessible game to recommend. A game which is free and runs on school laptops is the best choice since top-end hardware and the latest generation of consoles are not widely available.”
The development of the game, The Light in the Darkness, relied on extensive background research, including consulting survivors and double and triple-checking every detail. Although big Holocaust organisations were careful to support projects like this given the sensitivity of the subject and some museums remained hard to approach, the Shoah Foundation (which helps similar projects) allowed access to its archives along with Yad Vashem, which provided extensive support for the game’s creator. “We had access to things on Yad Vashem’s website, and also on the US Holocaust website, but no official help. However, people at the US Holocaust Museum have given me advice not officially,” Bernard said.
Just the development of the story took one year. To balance between personal stories and larger history, multiple survivors’ stories were melted into one story. Bernard has chosen to depict a Polish immigrant family who had integrated well into French society by the end of the 1930s, a profile describing the majority of Jewish families who were rounded up in 1942. Despite their integration effort, they were never entirely accepted; they remained the ‘others’ and the first to be deported. This experience of ‘otherness’ connects the history of the Holocaust with contemporary populism, which has achieved electoral success in the last decade in Europe while running on a platform of exclusionary policies. Actors like Orban in Hungary, National Rally in France, and Fratelli d’Italia in Italy utilise divisionary rhetoric, and their intolerant ideologies have been successful in inciting conflict between different cleavages in society while the memory of Europe’s authoritarian history remain fairly distant and passive as we forget the efforts required to keep authoritarianism and fascism at bay.
Stories like The Light in the Darkness are important because, as Bernard reminds us:
“We never talk about the lives of Jews during WWII; we only talk about their death. We need to humanise them.”
Video games are an excellent platform for this. It has a multi-generational appeal; it can change the world as these games can reach anyone. They are interactive, live on longer and are more timeless and immersive than television. On the other hand, the gaming industry has a huge responsibility as the biggest media industry of our times. Yet subject matters like the Holocaust are being ignored, and “this ignorance is the worst on the field,” according to Luc Bernard, who believes one possible explanation behind this is the fact that in the United States, Jews are not considered traditional minorities, the Holocaust is viewed as a white on white crime and the American audience does not understand racism, particularly European racism the same way as the European one.
Collen and Quintal also see the educational potential of serious games but highlight that movies and books are more commonly understood to be useful for preserving collective historical memory. Video games are less reliable platforms as they require a computer and internet connection which is not available for everyone. Moreover, some video games do not have cutscenes, and sometimes players skip these cinematic scenes, which makes the experience much more specific for the individual than watching a movie and can affect the level of immersion. Nevertheless, as time goes on, video games are likely to be adopted for historical memory projects due to their uncovered potential and broad appeal. All together, serious historical games might be more attractive for students than traditional classroom materials.
The Neuberger Centre has also studied the depiction of concentration camps in video games, especially in the Wolfenstein: The New Order game. Although WWII games, in general, rarely address the Holocaust, as an anti-fascist game, Wolfenstein at least tried to touch on the subject by including a segment inside a forced labour camp. According to Collen, “depictions of labour camps are not achievable for video games in a way it is really resonating with people emotionally and teaches them historically.” However, indie games (games created by independent developers) are on the rise and with these games comes a new market. As teachers and parents realise that there is a gap in knowledge and awareness about Holocaust education, and many of them have not caught up with new technologies, the need for games boosting society’s collective historical memory is on the rise.
Online Hate, Radicalization and Modern Antisemitism
Gaming has many positive economic, health, social, and psychological benefits that are often overlooked (ADL, 2019;Schrier, 2019). For adults, video games can provide a unique medium familiar and engaging to them and “can be used to deliver [empathy] training at scale” (Kral et al., 2018: 1). While for younger demographics, prosocial and interpersonal video game play was related to greater social satisfaction, peer support, and prosocial behaviour, which led to increased well-being, whereas violent video game play was related to increased school bullying, and lower social satisfaction and prosociality. Secure attachment was related to increased empathic concerns and higher levels of prosocial and interpersonal interactions in video game use (Shosani et al., 2021). Online gaming has also been particularly beneficial during the COVID-19 pandemic when people have had to endure prolonged periods of social isolation. Players have reported positive experiences such as forming new friendships, feeling a sense of belonging to various communities, discovering new interests, and gaining insights about themselves (ADL, 2019). Nevertheless, new challenges continue to arise as technology advances, and associated risks must be considered. These include online hate, radicalisation and contemporary antisemitism.
The intersection between gaming and violent extremism has become a growing concern in recent years. As stated in the EU Terrorism Situation and Trend Report by Europol (2021: 90), there has been a growing trend of using video games, gaming platforms and forums, as well as gamer channels to disseminate right-wing extremist propaganda and to spread their ideologies (Suraj, 2021). One of the most notorious examples is using online gaming platforms to recruit young people into far-right extremist groups. In these instances, individuals are drawn into gaming groups that espouse extremist views and then gradually radicalised through exposure to hate speech, propaganda, and violent imagery.
Another concern is the use of video games by extremist groups to train their members in combat and tactical skills. Some far-right groups have created custom-built games that simulate real-life combat situations, which are then used to train members in tactics and weapons handling, while certain radical groups created exclusively antisemitic games. Luc Bernard pointed out that some of the white supremacist terrorist attacks in the US and New Zealand are examples of successful radicalisation through the latter tactic, while other commercially successful games themselves have been criticised for promoting extremist views or perpetuating harmful stereotypes. For example, games that allow players to assume the roles of terrorists or play out scenarios involving extremist violence can be seen as normalising these behaviours and beliefs.
Lastly, gaming adjacent online platforms are also utilised by violent far-right extremists and white nationalist movements. This is why Luc Bernard has refused to release his game on Steam, where white supremacists could openly express their ideology, call for violence and deny the Holocaust for a long time with little repercussions (see in detail Vaux et el.,2021). Daniel Collen explained, “Steam has a problem (see in detail ADL, 2020), and it is a quite difficult problem to address as in gaming history Steam – up until recently – was ‘too big to fail.’ Gamers might have a bit more influence to protect themselves from hate speech over newer platforms like Epic. But we will see how it develops over the next 5-10 years because, sadly, improvements are happening slowly, especially on large platforms.”
In addition, gaming adjacent places (like Steam, Twitch or Discord) are not only used by hate movements but “a lot of their propaganda, a lot of their memes are even discussing or referencing games.” Therefore we see that video games are important to these groups and play a significant function in how these movements operate. Gaming and memes are considered mediums of ‘fun’ and ‘cool’ compared to traditional propaganda, and they offer a low threshold to interact with extremist ideas (Fielitz & Ahmed, 2021). Quintal and Collen have studied internet memes in detail and created a Guide to Online Hate, which helps to identify the symbols, terms, characters, and themes that often appear in the expression of hatred, online and off.
Hateful memes are found on all major social media platforms. Quintal talked about the Hatepedia project and its importance in detail: “Memes are considered the form of modern political pamphlets. People might not understand its political aspect and function, just find it funny.” They have conducted on and offline research since there are a lot of cross-references between both. The Neuberger Centre also organised public workshops to promote critical thought and teach people about digital literacy, the features of social media, and how memes can promote online hate. “We also point out how to differentiate between what we see and what it truly means. Hateful memes use a veil of humour to hide their intention and meaning,” stressed Quintal.
Regarding misinformation and hateful propaganda, one side is dedicated to protecting the truth; the other does not. We need to be able to learn about the tactics of hate movements. Recognise how they use humour to cover up their wrongful and harmful messages. Humour can have a political function, and the other side has a vested interest in you not being aware of their intentions in order to convince you of ‘their truth.’
The gaming community is vulnerable. It’s a ‘home’ for far-right radicals; they effectively mobilised for a long time, relying on online communities more than offline ones. Collen explained the evolution of this persuasive strategy in detail: “Since the beginning of developing video games, these games were mainly promoted for young men. So when the modern men’s movement formed its identity along with different hate activists, video games were a natural choice to rally around. Young male gamers were given the narrative that women players were taking away the identity which was theirs, and it worked. For example, Pac-Man was designed to increase the market size for video games by appealing to women in particular, drawing them into the game rooms that had in some ways seemed forbidding to female players or to opposite sex couples. Misogyny was at the root of a lot of things they believed in, and it acted as a catalyst for other types of hate.”
Regarding harassment, what we see on gaming platforms, there is a bullying aspect behind it to keep those spaces exclusive to men. Hate groups tend to attack subcultural spaces to grow their ranks. “That is true for a number of different communities we have studied,” reveals Quintal. Gaming spaces tend to be majority male, but the issue goes beyond identity; hate movements and hate-promoting individuals are not only focusing on gaming places but adjacent, surrounding places as well.
They understand the rituals of gamers. For instance, gamers like to listen to music or stream videos while they are playing and many of the very popular -if not the most popular- hate speakers are using streaming platforms or are making music videos to get into the ears of players who are vulnerable as they are focusing on entertainment more than critical thought. As the Online Hate Research & Education Project manager, Quintal, explains: “People will be listening to this information not realising the political nature of the speeches, just internalising it in a way that completely disarms you to the message and its intent.”
Fighting Hate Effectively
In response to these concerns, some gaming companies have taken steps to combat extremism on their platforms. Theseinclude measures such as banning users who engage in hate speech or promoting positive values such as diversity and inclusivity within their games. Nonetheless, the intersection between extremism and gaming remains a complex issue that requires continued attention and vigilance.
Both Collen and Quintal emphasised the importance of culturally appropriate solutions since hate groups know how to reach out to the youth; they understand their “social bubbles and language.” At the same time, there exists a disconnection in language and culture between teachers, parents and children which helps far-right hate groups to reach younger gamers. This generates a cultural need to create educational video games that are attractive to younger generations.
Overlap between gaming communities and hate movements is targeting the former’s demographic. They are increasingly successful at reaching younger and younger audiences. Quintal talked with teachers who brought up the issue during workshops. But “we have hard evidence/data in the Canadian context as well; young people are disproportionately represented in hate crime statistics. This is very concerning. We need to reach young people in real life and in virtual places they inhabit. And instead of listening to racist hate speeches on Twitch or DLive, we should make sure that players are listening to something more healthy, appropriate, enriching, and fun. Games should also be not only enjoyable to play but accurate and informational,” stresses the researcher of the Centre.
Among the solutions, both Dr Lerner and the Neuberger Centre’s researchers agreed that there are new lesson plans and simply listening to the feedback of teachers and students. The Canadian Holocaust Centre’s first Evergreen presentation addressed the relationship between TikTok and the Holocaust and how content creators discuss and educate about the Holocaust – whether they are accurate or aim to misinform. This included hate propaganda and videos made for youth which tried to normalise holocaust denial as part of a radicalisation process and misinformation which was made for other reasons. TikTok was chosen because of requests from teachers and parents received by the Centre. They had fears and anxieties about how their students and children navigate on the platform. Moreover, teachers were also asking about video games and platforms like Roblox, which allows users to create their own games, making gaming and social media the two most burning concerns for online hate, radicalisation and modern antisemitism.
Quintal also mentioned that “Fighting hate in the context of video games is not necessarily a classroom task, but, when it comes to gaming culture and anti-racism in general, I think these are things we should not just react to. We should not only teach children how to fight hate, fascism and racism, but we should teach about fighting hate as a thing we should all be doing. What hate movements did quite well, unfortunately, is to treat games like Roblox and Minecraft, which are not necessarily racist or hateful, as their playground where they ‘can live their fascist fantasies’ and create alternative societies where holocaust denial is accepted.” The researcher stresses that the opposite should be done as well. “We should encourage children to be anti-fascist in the classroom but outside of it as well in the online space. The values thought should be displayed outside of the classroom.” This gamification in the classroom, however, is challenging as a lot of the games are not appropriate for educational purposes. “We have to be anti-hate even when hate is not in front of us because that is how we build a society which is better for everyone in the long run.”
Dr Lerner talked about the relationship between holocaust education and intolerance. Due to her work with Liberation75, she helped to develop a survey to monitor holocaust education and examine what students knew ahead of a two-day virtual conference called Education Days, organised by Liberation75, based on their secondary school curricula and after this training. Her other course, Jews by the Numbers, enabled students from all fields to utilise data science in Jewish Studies. Students learned to build datasets from archival material from the USC Visual History Archive and form their own arguments based on data. “Historical archives were traditionally used to help people make sense of what happened to the Jews. Today it is not necessarily the archives we rely on as there was a major turning point: now we think more in numbers, using data science.” Dr Lerner paid special attention to the ethics of doing research. “Jews were reduced to numbers, dressed off their humanity. We must avoid making this mistake.” This problem at the crossroads of data science, statistics and Jewish studies was also addressed in her paper, which helps develop statistics courses for students in non-quantitative fields (Lerner & Gelman, 2022).
The emergence of antisemitism stems from the continuous reinforcement of prejudiced beliefs, unfounded speculations, and inaccurate knowledge regarding both conventional and contemporary forms of hostility. It is of utmost importance to distinguish between the diverse expressions of antisemitism and adapt the strategy to address each one appropriately (Bjola & Manor, 2020). In the media, there are lots of catchy headlines; Lerner mentions Unz’s (2012) allegations that Jews are overrepresented at Ivy League universities in The American Conservative, but when we look into the numbers behind these headlines examining its legitimacy using data science and accurate statistics, the titles turn out to be a harmful clickbaits which are designed to provoke an emotional response from the reader, such as fear, outrage, anxiety or prejudice, often at the expense of accuracy or truthfulness.
People react to emotional experiences, and this is why until now, survivor’s testimonies have been effective. But as survivors are passing away and no longer alive, it is a major question of how we continue to build that emotional connection and reaction to the subject. One of the resolutions is what the Shoah Foundation did through their iWitness program, “which is kind of a version of a video game” since you can interact with it and ask questions. Dr Lerner suggested that this program could be developed into a video game integrating the Holocaust. Another idea is to discuss the topic in depth: it cannot be just a one-off classroom discussion. “We need to see the connection between the Holocaust and the rally-around-the-flag effect and decaying democracy, heightened polarisation and how regimes like the Third Reich come about. It has to be integrated into the curriculum and used as a teaching tool to educate about other subjects, e.g. what it means to be a democracy.”
Conclusion
With the expansion of its market, quality, and audience, COMTOG aims to uncover video games’ potential to raise historical consciousness. The discussions in the interviews of the present report have demonstrated how serious educational games such as The Light in the Darkness can be relevant in the context of Collective Historical Memory, promote it and stimulate empathetic emotions and interest in players. Moreover, the report connected issues such as online youth radicalisation, contemporary antisemitism, online hate groups, memes and gaming to the historical memory of the Holocaust, showcasing how relevant the Shoah is for the upcoming generations.
Holocaust education through video games allows people to learn about the events of the Holocaust more interactively and engagingly. It allows players to experience the stories of individuals who lived through the Holocaust, better understand its impact on the world and make connections to present-day political events, and understand what democracy is and why it is crucial to protect it. Arguments about why using video games as an educational tool for the Holocaust can be controversial were addressed during the interviews, as mainstream games may trivialise the events that took place. However, when designed and executed properly, like The Light in the Darkness, these games can be an effective way to educate people about the Holocaust and its impact on society.
Video games can be used to counter extremist ideologies by highlighting the dangers of hate speech and promoting tolerance and understanding. This can be done through educational games and by incorporating messages of inclusivity and diversity into the gameplay and storyline. Overall, video games can be a powerful tool in the fight against antisemitism when designed with an educative purpose, well-researched, and ethics are considered. Video games can help create a more empathic, progressive and compassionate society by promoting education, representation, inclusivity, and community engagement.
ECPS’ Never Again initiative and COMTOG project
Our collective history offers stories of war, resistance, intolerance, and perseverance. ECPS’ Never Again initiative prompts us to look back at these memories of conflict and democratic backsliding so that we, citizens, can be better informed of their causes and realities. A wealth of research has highlighted how mainstream media, i.e., TV, film, radio & news, have shaped the collective memory of these conflict narratives. However, as media technology evolves rapidly, the research studying collective memory must evolve with it.
The Collective Memory Through Online Games (COMTOG) project has emerged under this Never Again initiative to showcase the educational and social potential of serious, transformative gaming (video games, LARPs, tabletop roleplaying games) relaying the realities of conflict through a nuanced, well-researched, and empathetic lens. COMTOG is set to publish a series of interviews exploring the research process, artistic direction, and dissemination of these conflict-centred games. The game creator’s insights are included in interviews alongside the experience of diverse experts in the field (i.e. historians, policymakers, activists), thus creating a resource improving historical serious games’ ability to aid active remembering.
Moreover, serious gaming can provide the population with an immersive experience that can be used for educational purposes such as raising awareness, boosting ethical values, and preserving collective memory. Existing research has found their integration into educational programmes promising and positively impactful. We aim to understand how serious games discussing and portraying the victims of the conflict were researched and developed to stimulate interest in creating similar kinds of games.
(*) Anita Tusor is a recent graduate of the Double Master’s Program of King’s College London and Renmin University of China in Asian and European Affairs. She also holds a M.A. in Applied Linguistics and a B.A. in Hungarian and Chinese Studies. Previously, she has worked with different think tanks and is currently working as a Research Assistant at the ECPS and the International Institute of Prague. Anita’s research interests include the processes of democratisation and de-democratisation, populist constitutionalism, political parties and their systems, and foreign malign influence operations.
— (2020). First-Ever 50-State Survey On Holocaust Knowledge Of American Millennials And Gen Z Reveals Shocking Results. Claims Conference. September 16, 2020. https://www.claimscon.org/millennial-study/ (accessed on April 7, 2023).
Bjola, Corneliu & Manor, Ilan. ( 92020. “Combating Online Hate Speech and Anti-Semitism.” DigDiploROx Working Paper No 4. https://www.qeh.ox.ac.uk/sites/www.odid.ox.ac.uk/files/DigDiploROxWP4.pdf
Kral, Tammi R.A.; Stodola, Diane E.; Birn, Rasmus M. et al. (2008). “Neural correlates of video game empathy training in adolescents: a randomized trial.” NPJ Science Learn 3 (13): 1-10. https://doi.org/10.1038/s41539-018-0029-6
Lerner, Alexis M. (2021). “2021 Survey of North American Teens on the Holocaust and Antisemitism.” Liberation75. https://www.liberation75.org/2021survey (accessed on April 7, 2023).
Shoshani, Anat; Braverman, Shahar & Meirow, Galya. (2021). “Video Games and Close Relations: Attachment and Empathy as Predictors of Children’s and Adolescents’ Video Game Social Play and Socio-Emotional Functioning.” Computers in Human Behavior 114 (January): 106578. https://doi.org/10.1016/j.chb.2020.106578
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 Jablonskiis the co-owner and co-founder, art director, and creative director of Juggler Games. Lukasz Janczukis 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 Kirschneris 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
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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.
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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.
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Sierp, A. (2014). History, Memory, and Trans-European Identity: Unifying DivisionsFirst. 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.
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.
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.
Ivaldi, Giles & Zankina, Emilia (Eds). (2023). The Impacts of the Russian Invasion of Ukraine on Right-wing Populism in Europe. European Center for Populism Studies (ECPS). March 8, 2023. Brussels. https://doi.org/10.55271/rp0010
Rising tensions between Russia and Ukraine boiled over on February 24, 2022, as Vladimir Putin launched what the Kremlin called a “special military operation” in Ukraine. This blatant attack on Ukraine’s sovereignty sent political shockwaves across the planet, upending international markets, and triggering panic throughout Ukrainian society. In the year since, the war has claimed tens of thousands of lives and caused nearly eight million Ukrainian civilians to flee the country to find shelter in the rest of Europe while devastating Ukrainian infrastructure and wrecking the country’s economy. Thus, the war in Ukraine has been a catastrophe for Ukraine and a crisis for Europe and the world.
Beyond the borders of Ukraine, the global economy has been destabilized due to the war, and economic insecurity has become widespread. The effects of the war have hit the world as a second major shock following the COVID-19 pandemic, threatening economic recovery. In addition, the war and the sanctions imposed on Russia have caused a significant increase in prices for many raw materials, energy, intermediate goods, and transportation services, particularly affecting fuel and gas costs throughout Europe. The economic and international repercussions of the Ukraine war have dramatically changed European politics. It has also affected public opinion and created new constraints and opportunities for political actors across the spectrum, both within and outside the mainstream.
This report has examined the impact of the Russian invasion of Ukraine on the state of the pan-European populist Radical Right. Such parties are generally considered admirers of Russia and Vladimir Putin’s regime, and ties between the Kremlin and the European populist Radical Right parties have grown stronger over the last decade. Because of such ties, the Russian invasion of Ukraine has presented new challenges for radical right-wing populist parties, putting many of them under strain and forcing them to adapt to the new context produced by the war.
In this report, we have asked how such parties have navigated the new context and the impact it may have had on them. Special attention has been paid to the reactions of right-wing populist parties to this war and the political and electoral consequences of the conflict for such parties. The analysis in this report includes a total of 37 populist Radical Right parties across 12 West European and 10 East European countries, plus Turkey.
By looking first at the “supply side” of radical right-wing populist politics in the context of the Ukraine war, the report has provided an in-depth examination of the diversity of such actors’ positions vis-à-vis Russia, NATO, and the EU before the war and the different arguments and rhetoric they have used to interpret the war. The report has also examined how populist Radical Right parties have sought to exploit war-related issues for electoral gain, turning to domestic socioeconomic issues or cultural and historical legacies, calling for national sovereignty while adopting anti-elite strategies against their political opponents.
Meanwhile, turning to the “demand side” of populism, the report’s country chapters have looked at how the invasion may have affected the public perception of radical right-wing populist parties and leaders, the impact the war may have had on the popularity or electoral support for those parties, and how that support fits with the public opinion at large on the war. The report has also sought to assess the invasion’s temporary and potentially permanent effects on right-wing populist politics.
While the focus of the report was primarily on right-wing populism, national experts were also invited to look at other populist parties in their country, where deemed relevant. This was the case in countries such as Italy and France, where populists of both the Left and the Right have competed with one another in recent elections, as well as countries such as Bulgaria and Slovakia, where mainstream parties traditionally have strong pro-Russian views and positions.
In sum, by looking at both the “supply” and “demand” side of radical right-wing populism in the context of the Ukraine war across 23 European countries, this cross-national analysis provides an in-depth examination of the diversity of such actors concerning their positions vis-à-vis Russia, NATO, and the EU before the war, and the different ways in which these parties have “performed” the war in Ukraine, the type of arguments and rhetoric they used, and how they may have exploited war-related issues (e.g., energy, prices, climate, and defense).