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This working paper aims to reformulate the teleological concepts of Europeanization by relating them to
modernity’s ambivalences, which seems necessary for two reasons. First, both the number and the scope of
crises in European politics and societies have increased considerably in the last two decades. Second, and
more importantly, the project of European integration has changed its status from being a potential problem
solver to being a part of the problem. The paper establishes a broader historical perspective than is usual in
most projects on Europeanization. It argues that crises and drawbacks have been a part of European societal
and political development during most periods of European history. One reason has been the purely European
strategy of colonialism, which was used as a mechanism to outsource the negative consequences of
modernity to places outside of Europe and to peripheral locations within Europe. By including historical and
postcolonial perspectives on contemporary Europeanization, we argue that Europe and modernity are not
characterized by teleological progress but rather engender ambivalent and entangled developments.
Relying on Maslow's needs-based theory of motivation, we analyze the role of the video game Animal Crossing: New Horizons (ACNH) in satisfying needs. We use an interdisciplinary framework involving both psychology and gaming. While ACNH creates a virtual world, we highlight its role in satisfying the needs of the real person. In doing so, we reflect on the interdependence between the real world and the virtual one.
Much significant research has been done to shed light on discrimination of females in, for example, labor markets. Less is known, in contrast, about the amount of discrimination in the virtual world of online gaming. In an early study, Castronova (2004) finds that female avatars receive about 10\% lower prices in online auctions. In this research note, we re-examine the pricing of avatars sold in the Fortnite game. We cannot reject the null hypothesis that female and male avatars are sold at the same prices. We also account for the impact of a Fortnite sex scandal on the price differential between female and male avatars.
In Deutschland sind zahlreiche Stellen in der Beratung
grenzüberschreitend tätiger Unternehmen
und Privatpersonen engagiert. Der Wissensstand
über die räumliche Verteilung, Arbeitsweisen,
Trägerstrukturen, Finanzierung und Vernetzung
dieser Stellen ist jedoch gering. Obwohl
Beratung eine strukturelle und strukturierende
Komponente grenzüberschreitender Verbindung
darstellt, wird die Rolle und Bedeutung von grenzbezogener
Information und Beratung bisher nicht
systematisch erforscht. Dieser Bericht informiert
über die Ergebnisse einer explorativen Untersuchung
der öffentlich geförderten und kostenlos
erbrachten Beratungsangebote für grenzüberschreitend
tätige Unternehmen und Privatpersonen
in deutschen Grenzregionen, die am Viadrina
Center B/ORDERS IN MOTION von November 2022
bis März 2023 im Auftrag des Auswärtigen Amtes
durchgeführt wurde. Die Untersuchung verdeutlicht
die Bedeutung ganzheitlich und themenoffen
arbeitender Grenzinformationspunkte mit
regionaler Orientierung.
In 2020, the video game Animal Crossing: New Horizons was listed among the top ten in terms of revenue. We analyze the game by relying on an interdisciplinary framework of border studies. Borders can be interpreted not only in a geographical sense but also in terms of a temporal dimension as well as a cultural dimension. We highlight how the game blurs the borders between the real and virtual world.
Der vorliegende Text ist die Zusammenfassung des zentralen Gründungsdokuments des Forschungszentrums Viadrina Center B/ORDERS IN MOTION. Zugleich markiert das Working Paper einen zentralen inhaltlichen Kipppunkt in der Diskussion um die Analyse von Grenzen: Wir sprechen uns dafür aus, Grenzen keineswegs nur als territorial-rechtliche Phänomene zu verstehen, die entsprechend von genuin raumwissenschaftlichen Disziplinen untersucht werden. Vielmehr sind Grenzen als ein interdisziplinärer Gegenstand zu konzeptualisieren, der sowohl auf räumlicher, zeitlicher, sozialer als auch kultureller Ebene zu verorten ist. Von Interesse sind demnach die verschiedensten dynamischen Praktiken von Grenzziehungen und -auflösungen, welche als konstitutiv für gesellschaftliche und kulturelle Gebilde der Gegenwart und Geschichte insgesamt angesehen werden können. Eine solche Position deckt sich mit den diversen Befunden interdisziplinärer Grenzforschung, wie sie etwa in den Border(land) Studies, der Forschung zu sozialen und symbolischen Boundaries sowie in der Analyse räumlicher und zeitlicher Grenzen zu finden ist. Diese Bündelung sozial-, kultur-, wirtschafts- und rechtswissenschaftlicher Analysen zu den Prozessen der Markierung, Überschreitung, Auflösung und Neuetablierung von Grenzen mündet in einen analytischen Referenzrahmen und der Skizzierung eines Forschungsprogramms, in dessen Zentrum die Begriffe der Durabilität, Permeabilität, Liminalität stehen.
B|Orders in Motion in the Video Game Industry: An analysis based on Animal Crossing: New Horizon
(2021)
In 2020, the video game Animal Crossing: New Horizons was listed among the top ten in terms of revenue. We analyze the game by relying on an interdisciplinary framework of border studies. Borders can be interpreted not only in a geographical sense but also in terms of a temporal as well as a cultural dimension. We highlight how the game blurs the borders between the real and virtual world.
We analyse the effect of COVID-19 on the Okun's law relationship for several EU countries and the US. Results are based on regressions and a systematic DF-Beta analysis. Our results indicate that the year 2020 is an outlier in the Okun relationship. However, the direction of change is different in the European countries compared to the US.
In interview conversations with self-identifying members of Georgia’s shrinking Greek community, consultants regularly contrast aspects of their life that have changed profoundly since the end of the Soviet Union, thereby establishing the end of the Soviet Union as a temporal threshold relating today to a very different yesterday. Based on an ethnographically informed conversation analysis of 49 semi-structured interview conversations, this article aims to further our understanding of what the end of the Soviet Union means to my consultants, contributing a sociolinguistic perspective to current debates in the field of Border and
Boundary Studies. I will take two analytical perspectives, both of which highlight different important aspects. Firstly, I follow the metaphor of family breakdown that emerged in the interviews as having occurred on two levels. On a community level, this breakdown of the Soviet “family of nations” is narrated for instance in terms of rising Georgian nationalism. This is perceived as challenging consultants’ belonging to the Georgian nation state and as drawing new boundaries.
On an individual and very tangible level, consultants communicatively have to come to terms with their own families being put under strain through family members’ migration to Greece. Secondly, I follow the tidemarks left by the Soviet yesterday in independent Georgia’s today and how consultants use them to position themselves and their community.
The main claim of this paper is that European borders are thus being produced, both materially and symbolically, along the fault line ‘culture’/’technology’ and ‘nature,’ where illegalized travelers trying to enter the continent are perceived as less technologically developed and therefore less compatible with Western civilization. This operation reproduces and reinforces a deeply racialized vision of the non-European ‘others.’ As a consequence, certain subjectivities are enabled, fostered, or produced but also contested and disputed along the European borders, while the ‘border struggles’ are displaced into an allegedly neutral terrain. This analysis draws theoretically on the work of Michel Foucault, Giorgio Agamben, and Bruno Latour. It is based empirically on a discursive analysis of the corporate material distributed by Frontex and by companies that produce technology for border surveillance and control, as well as on interviews and observations conducted in the Greek-Turkish sea border area between 2013 and 2016.