By Stefania Ventome. Edited by Lina Mansour. Biographies are available at the end of the article.
In front of Bucharest’s main train station, at the end of a small park that shelters homeless people and drug addicts, lies the CFR Palace. Massive, imposing and sober, the CFR Palace, also known as the Ministry of Transportation, is one of the first buildings that a visitor coming to Bucharest by train would notice. It is also one of the many architectural remains of totalitarian regimes scattered around Romania’s capital. Nowadays, Bucharest is a city of contrasts, split between abandonment and consumerism and decay and development, but for most of the past century, the city was the administrative centre of three gruesome dictatorships, a dark history that has left significant marks on the city’s identity. Bucharest’s monumentalism is mostly attributed to the infamous legacy of Ceausescu’s brutal regime, but buildings such as the CFR Palace evoke a different past, one that has been slowly erased from the people’s collective memory.
Continue reading “A Journey through Bucharest’s Fascist Architecture and Forgotten History”
By Carolina Reyes Chávez
During the last 3 decades, more than 60 cities across Europe have been awarded the European Capital of Culture (ECoC) title. This means for each designated city, in the most general terms, to set up a massive cultural and artistic event during a whole year. The initiative -started in 1985- has become one of the most ambitious and successful cultural projects in Europe, according to the European Union Commissioner for Education, Culture, Youth and Sport. However, despite the large achievements reported in the ex-post evaluations, ECoC remains a fuzzy concept to European citizens, as well as its outreach. Given this, it might be worth it to look at some of the implications of this huge event and try to understand what does it mean in practice to be awarded with this honorable title.
Continue reading “European Capitals of Culture: More than just a title?”
By Loura Kruger-Zwart
This article is the third of a short publication series in which articles written by the new editorial team will be showcased. This article is written by Loura Kruger-Zwart (from Australia and New Zealand, cohort 2021/2023), currently doing her first semester at the University of Groningen.
Content Note: this article discusses rape, assault and violence; reader discretion is advised.
Continue reading “Cultivating Consent Culture: Shifting Attitudes in Public and Politics”
Interview by Marcella Zandonai
Edited and published by Lina Mansour
From Cultural Studies to teaching in Latin America, to going back to Italy and building up new opportunities
Present yourself and your university career in a few words
I am Francesca Brandi, I am 29 years old and I am from Brescia, Italy. Since I was a teenager I had a passion for languages, traveling, and discovering new cultures. Therefore, I decided to study for a Bachelor’s degree in Foreign Languages and Literatures at the University of Bergamo. The second year I applied for the Erasmus grant and I went to Spain where I studied for a whole year at the Complutense University of Madrid. Once I got my degree, I did an internship in Argentina, where I taught English to pupils and I collaborated in different activities with teenagers from disadvantaged areas. Before starting my MA, I took another year to get to know another country: a full year in New York City working as Au-pair. After that, I flew to Göttingen where I started my MA in Euroculture. My second university was Deusto, Spain, followed by a research track in Mexico City and then the final semester in Göttingen again. Once I completed my MA in Euroculture in 2017 I came back to Mexico where I lived until February 2020. Right now, I am living in Italy, I am working for an NGO and at the same time, I am studying for another MA in Translation and Publishing.
Continue reading “SOSJobs! Alumni4Students: Francesca Brandi (2015-2017)”
By Anna Oliwia Wierzbicka. Anna Oliwia Wierzbicka comes from Poland. In 2020, she graduated with honours from the Beijing Language and Culture University with a BA in Chinese Language. Currently she is interning at the Centre for International Relations in Warsaw (Poland) as a part of her Erasmus Mundus Joint Master Degree in Euroculture at University of Strasbourg (France) and University of Groningen (the Netherlands). LinkedIn.
What are esports? Are they a sport at all? It is just for fun, right? As video games become increasingly popular, a new profession has appeared: esports player. Nevertheless, they, like us, are ceaselessly confronted with these and many other questions. However, there is no doubt that esports are getting more and more visible. 11% of Europeans watch esports at least once per week. 50% of the European population between 6 and 64 years old play video games. Women constitute 47% of all players. The size of the European video game market increased by 22% in 2020 and reached €23.3bn. The numbers speak for themselves. And these figures translate into good moments to make our world a little better. Did you know that girls who play video games are 3x more likely to choose a STEM-related profession compared to girls that do not? The video games sector is constantly growing, creating new opportunities for Europeans. Esports could be the future of international sports competitions in Europe and beyond. So what is the stance towards esports in the European Union (EU)?
Continue reading “Struggling for recognition: esports in the EU”
By Bryan T. Bayne
One hundred young men rent an old Neogothic castle in southern Poland for a weekend to dress like medieval noblemen and play games. It sounds like the plot of some B-list horror movie, but it was part of a video game competition in 2019. It is one among many examples of the growing influence of video games on European culture and youth.
Video games have become a huge industry in Europe. The EU market is estimated to be worth over €21 billion in 2020, having grown 55% since 2014. The EU is home to some of the biggest companies in the world. In 2020, CD Projekt Red briefly became the most valuable company in Poland and released a game that—despite much controversy—sold 13 million copies at a €60 price tag each. The continent’s second video games giant, the French Ubisoft, is worth some €8.6 billion, four times as much as AirFrance-KLM.
Continue reading “Why the EU should pay more attention to video games”
By Leyre Castro
The Eurovision Song Contest (ESC) is an international song competition organized annually since 1956 by the European Broadcasting Union (EBU). The idea behind this contest was to unite European countries following the end of World War II. Now, it is the longest-running annual international televised music competition as well as the most popular song-contest in the world.
After the contest being cancelled in 2020 due to the Covid-19 pandemic, next Saturday, 22nd of May, 2021, the 65th edition of the ESC will be held in the Dutch city of Rotterdam.
Continue reading “The Eurovision Song Contest: A Non-Political Song Contest Filled With Politics”
By Bryan T. Bayne
Humanity collectively spends billions of hours on video games each year. Most would brush off such figures as mere trivial entertainment, but Attila Szantner, a web developer, and Bernard Revaz, a physics researcher, saw in them one of the world’s greatest untapped resources. If only a tiny fraction of the time spent on video games could be devoted to science, researchers might quickly find the answers to thorny questions, they reckoned.
Enter Massively Multiplayer Online Science (MMOS). Founded in 2014 by Szantner and Revaz, the company connects video game developers to researchers who seek assistance from citizen scientists. The premise is simple: a background in science is not needed to adequately perform mundane tasks such as pattern recognition or image classification, therefore, by gamifying such tasks, the huge gaming community may contribute thousands of hours to assess large data sets, considerably speeding up scientific research. The project has garnered the attention of several universities, game developers, NGOs, and even of the European Union, which has provided over 570,000 EUR in funding.
Continue reading “The European Union funds video games… for science!”
By Justine Le Floch
In the last decade, the digitization of culture and heritage has become more than a matter of heritage preservation. It has “radically [changed] cultural consumption and production patterns, obliging museums to rethink how they relate to their audiences as users of cultural content.”  In this way, museums were forced to open up to a wider range of visitors by endeavouring to broaden their community scope through new digital initiatives.
Continue reading “COVID-19: Which foreseeable future for European art museums?”
Whoever has won the US presidential elections, China is ready. The movie Sacrifice (金剛川 2020) tells us why.
by Wong Tsz (王子)
The time was June 1953, the Korean War had been going on for three years, Chinese volunteers were still fighting tirelessly in a war they believed was necessary to defend their motherland. The mountains of Kumsong set the foreground of the last major battle of the war. In the valley of the mountains lies the Kumsong River (金剛川). Chinese engineers were ordered to build a bridge on the river to ensure the logistical support to the troops stationed in the mountain. The bridge was destroyed seven times by UN artillery and air raids and seven times it was rebuilt by brave Chinese volunteers. The movie Sacrifice – the original title of which is “Kumsong River” (金剛川) – narrates the perspectives of three soldiers at this scene.
The reasons behind China’s involvement in the Korean War were manifold: a communist alliance, the wider impact of Maoism, Chinese national security interests, economic incentives from Soviet Russia to its eastern neighbors and the need to consolidate domestic political control in mainland China shortly after defeating the Nationalists. The official terminology in China for the Korean War is ‘抗美援朝’ – ’Resist US Aggression and Aid (North) Korea’-, a term that avoids explicitly mentioning of the term ‘war’: the Chinese were helping the Koreans while the Americans were the demon. This perspective would of course be interpreted very differently in South Korea and in the West. The Korean War was the first ‘hot’ war of the Cold War, and the distress of a communist expansion in East Asia was clear and imminent. For many years, this conflict has been a very sensitive part of Chinese history – but things are changing.
Continue reading “No Sacrifice, No Victory: Building Chinese collective narratives”