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1-2/2025 WiderScreen 28

Instagramming Persona in the 2024 Finnish Presidential Election

Campaign communication, entertainmentization, Instagram, personalization, political branding, presidential election

Elisa Kannasto
elisa.kannasto [a] seamk.fi
PhD, Head of Degree Programme, Master School 
Seinäjoki University of Applied Sciences

How to cite: Kannasto, Elisa. 2025. ”Instagramming Persona in the 2024 Finnish Presidential Election”. WiderScreen 28 (1–2). https://widerscreen.fi/numerot/1-2-2025-widerscreen-28-numerot/instagramming-persona-in-the-2024-finnish-presidential-election/

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Political campaigns are shaped by media. Social media allows politicians to manage their publicity, but it also requires skills to engage with constituents and encourage voting. Politicians pursue various tactics to attract and influence constituents on different platforms. In a persona-centric presidential election, candidates must maximize visibility and persuade voters. This study examines how presidential election candidates Alexander Stubb and Pekka Haavisto built their political personas through personalization and entertainment during the 2024 campaign. The analysis focuses on entertaining forms like emotional appeal, authenticity, visual aesthetics, and lifestyle integration that were used on their Instagram accounts. Instagram, as a recently politicized platform in Finland, seemed to serve as a central arena for constructing the presidential persona. While both candidates had unique styles and tactics to showcase their strengths and preferences in public performances and communication, elements of entertainmentization can be found in both profiles. These elements include glimpses of the private sphere and the campaign backstage, humour, social media trends, engaging content, entertaining event types and their shares of participating to entertaining formats in traditional media.

Over the past two decades, political communication has been significantly shaped by the emergence of social media platforms. In political communication this has strengthened the debate on what scholars call the entertainmentization of politics, where political content increasingly mirrors the logic of commercial media entertainment (Herkman 2008; Karvonen 2009). Often the entertainmentization of politics has been connected to the personal lives of politicians and media has made public entertainment out of several relationship scandals of politicians (Herkman 2011, 10; Isotalus 2017). This together with the persona orientated communication on social media (see Marshall, Moore & Barbour 2019; Enli & Skogerbø 2013) has also sparked discussion on personalization of politics (van Aelst, Sheafer & Stanyer 2012; Kannasto, Paatelainen & Isotalus 2023).

Instagram, with its emphasis on visual storytelling, has become a central platform where political figures craft personalized, emotionally resonant content to connect with voters. The platform, showcasing a wide array of influencers promoting beauty products and lifestyle, has stabilized its position as a political arena (Kannasto 2025b), where politicians and parties, alongside influencers, use visual communication and trends to attract attention to their cause and opinions. This trend was particularly evident in the 2024 Finnish presidential election campaign, in which Instagram served not only as a campaign tool but as a strategic arena shaping candidates’ communication logic. The profiles on social media do not just present candidates and their followers but collect central campaign strategies and shared information, create campaign atmosphere (Kannasto & Pöyry 2025), direct event planning, host live discussions and promote candidate-constituent interaction.

The establishment of social media as a central arena for campaign communication (see Laaksonen, Kannasto & Knuutila 2025) has increased various forms of entertaining communication and expanded their publicity (Klinger & Svensson 2015). This has manifested in, for example, portrayals of private life, such as videos of hobbies or family moments, content describing a politician’s typical day, backstage portrayals of the political profession, personal likes and attributes, and performances in situations that are not typical of the political role. While social media offers opportunities for personal and engaging communication with audiences (Enli & Skogerbø 2013), Finnish politicians have typically adhered to topic-orientated communication (Kannasto et al. 2023).

However, the candidate-orientated nature (see von Schoultz & Strandberg 2024) and national perspective of the presidential elections require candidates to utilize various forms of publicity and seek the attention and votes of the audience in multiple ways. Herkman (2011) explores how the entertainmentization of politics influences campaign messaging in Finland. He argues that the presentation of politics as a form of entertainment, combined with social media’s visual language, has changed the way political communication is consumed. This has led to campaigns that are as much about performing a relatable personality as they are about policy, with candidates carefully curating their public image to appeal to both emotion and reason. The added social media communication may have led to more attention and interest towards politicians, which may have also brought increased political knowledge that Rapeli’s (2025) findings show for the young, low-educated and low-income respondents in 2020 compared to 2008.

With this text, I open a discussion on how Instagram may serve as a central platform in politics for constructing engaging political personas. By using the concepts of entertainment and personalization from political communication research, the analysis focuses on the 2024 presidential election campaign in Finland and the two leading candidates, Alexander Stubb and Pekka Haavisto. Through qualitative content analysis, the study investigates how these candidates constructed political personas and framed their campaign communication during the 2024 election campaign. The analysis focuses on discursive strategies that highlight emotional appeal, authenticity, visual aesthetics, and lifestyle integration.

Herkman (2011) highlights that election publicity is intermedial and requires multi-channel communication that considers different audiences. While a multi-platform approach could construct a more holistic view on campaign communication, this study focuses on Instagram as a central arena of all campaigning. The importance of Instagram in the Finnish campaign communication for politicians was solidified during the 2023 Parliamentary election (Kannasto 2026). Therefore, it is justified to map out its relevance in the following presidential election, in addition to the platform’s undeniable position in persona construction (Marshall Moore & Barbour 2019). The hybrid media environment (see Chadwick 2013) of the 2020s calls for an update to Herkman’s (2011) examination of political publicity, which this study approaches from the perspective of entertainment. This study aims to examine the forms of entertainment in the Instagram campaigning of the 2024 presidential candidates. The research questions are as follows: 1) How was Instagram used in the presidential campaign of the two leading candidates? 2) What kind of entertaining campaign content was seen in the elections? 

The Finnish Presidential elections provide a compelling case due to the significant role of social media in these elections. All candidates spread their campaigns to the most used social media platforms. In the 2023 Parliamentary elections, 23 % of voters followed election campaigning significantly on social media (Isotalo et al. 2023). Another interesting point is the candidate-centered orientation in Finland. First, Finnish voters tend to shift their votes between elections, and in the parliamentary campaigns candidates compete even against their own party list candidates (Söderlund 2023). Second, since the President in Finland holds less power in internal politics, the role is often seen as more representative and less crucial for party representation. Therefore, the presidential campaigns have a strong focus on personas. This fits well with social media, which has been suggested to encourage candidates to self-personalize due to its nature and logic (Enli & Skogerbø 2013; Metz, Kruikemeir & Lecheler 2020).

Media and Entertainmentization of Politics

In Finnish politics, elements of entertainment have taken various forms, from television entertainment shows to intimate media performances (Herkman 2011; 2010; 2008), and now to entertaining ”my day” -videos and TikTok trends. In political campaigning, with the need to appeal widely to constituents, different artists have been brought to perform at campaign events, celebrities publicly endorse candidates, candidates appear in television entertainment shows, and they open up about their lives and personal relationships in magazines. While these elements remain essential parts of campaigning, new elements brought by social media have been introduced. In platforms like Facebook, Instagram and TikTok, politicians can use their profiles to connect with the public through personal posts, synchronous and asynchronous comment threads, private messages and live broadcasts. While at first social media seemed to be more of a new arena for one-way information channel for Finnish politicians (Nelimarkka et al. 2020), audiovisual platforms like Instagram and TikTok have brought new types of possibilities for candidate-constituent interaction. More visual communication and live broadcasts are used to create connection and seemingly authentic personas (Kannasto 2021). In addition, backstage glimpses and less formal representations of politicians have entered their campaign communication in social media. 

The importance of the media for politicians is evident. Intermediality refers to the interconnectedness of different media forms and platforms in the dissemination of political messages. Herkman (2011) emphasizes that modern election campaigns must navigate a complex media landscape where traditional and new media intersect. Chadwick’s (2013) idea of hybrid media explains this further as traditional media and social media complementing and feeding each other. Kannasto (2021) discusses added publicity, where politicians share beneficial traditional media stories of themselves in their own profiles, thus seeking more publicity for them (Paatelainen, Kannasto & Isotalus 2024). This intermedial approach allows campaigns to reach diverse audiences through various channels, enhancing the overall impact of their messages.

Intertextuality involves the relationship between different texts and how they reference or build upon each other. In the context of political campaigns, intertextuality can be seen in how candidates’ messages are echoed and amplified across different media platforms. For example, a candidate’s speech might be referenced in social media posts, news articles, and television programs, creating a web of interconnected content that reinforces the campaign’s key messages (Van Zoonen 2005, 12). By examining the interplay of intermediality, intertextuality, and hybrid media, this study aims to provide a comprehensive understanding of how these elements are used to communicate entertainment and public figures in political marketing and influence during the 2024 presidential campaign.

While the entertainmentization of politics and social media communication in politics often draw criticism for overshadowing topical issues or undermining the importance of politics, they can also bring new interest and audiences to political topics and politicians, and attract voters. By making politics more approachable, democracy may strengthen with more people participating in discussions and decision-making. For example, candidates with less resources have been found to make their way into politics with the help of social media. However, in the presidential elections, the leading candidate budgets ran well over a million and their brands were firmly grounded to their earlier established media visibility. The topic-orientated focus in Finnish politics (Kannasto et al. 2023; Isotalus 2017) also challenges candidates who try to establish themselves through pure celebrity politics. Nevertheless, there has long been a tradition that candidates also seek additional visibility with the help of entertainment. For example, entertainment shows like Tuttu juttu and entertainment magazines’ couple interviews have often presented political candidates during election seasons (Isotalus 2017; Herkman 2011).

Personalization in Finnish politics, as discussed by Pekka Isotalus (2017), and later also Elisa Kannasto (2021), illustrates how political figures are increasingly expected to perform their political identities in ways that are visually appealing and emotionally resonant. However, as also noted, personalization in Finnish politics has more to do with individuals representing political topics and agenda being narrated through them than with politicians’ private lives and personal qualities (Paatelainen, Kannasto & Isotalus 2024). There is a gap in research on Finnish presidential election campaigns and how significant the backstage scenes and visual politics are for persona construction in the age of social media. In addition, so far, studies covering election communication on social media in Finland have been connected to the parliamentary elections (Paatelainen et al. 2024; Nelimarkka et al. 2019) or municipal elections (Nieminen, Kannasto & Isotalus 2022).Considering that in 2024, the presidential election result was historically close, with only a 3.2 % difference between the candidates (Tilastokeskus 2024), more studies are also needed on presidential election campaigning. The small difference highlights the importance of successful campaigns, as well as the importance of analyzing and learning from them.

Social Media Campaign Communication 

In general, political campaigns have seen a shift from emphasizing policy debates to focusing on individual candidates as brands, a shift that plays into the broader cultural expectations of authenticity and personal connection. Kannasto (2021) highlights that social media encourages Finnish politicians to frame themselves as ’real people’ through social media platforms, blurring the lines between their personal and political lives. In the broader context of social media’s role in politics, Instagram not only reflects the entertainmentization of political communication but also offers political discussion to the users. This phenomenon goes beyond the mere use of social media as a platform to communicate messages; it indicates a shift toward political branding, where politicians not only communicate but also entertain, blending political discourse with entertainment formats. While direct candidate-constituent interaction and connecting through private life content has been seen as one of the appealing points of social media campaigning (Peng 2021), Finnish politicians have often refrained from it (Nelimarkka et al. 2020; Kannasto 2021). Similar findings on politicians not discussing their private life have been found in 2014 and 2019 in the European Union elections (Russman, Klinger & Koc-Michalska 2024).

In Finland, presidential elections hold unique significance compared to the parliamentary elections, as the president is not just a political figurehead but a symbol of national unity and a key player in foreign policy. The representative importance of the elected president is often highlighted in the campaigns and public discussion during the presidential election, which often also touch on the candidates’ appearance, rhetoric skill, language skills, family, and values. Thus, unlike in parliamentary elections, where party affiliation dominates, Finnish presidential elections emphasize the individual candidate’s character, leadership qualities, and personal appeal. For example, the preceding President Sauli Niinistö was running as an independent candidate on his second term in 2018 to highlight his role as a candidate free from party ties. Similarly, Pekka Haavisto was running as a candidate of an electoral association in the 2024 election to break away from the ties of the political party. In Finland, the president is elected by direct popular vote for a six-year term, and their role is largely ceremonial but crucial in terms of shaping Finland’s international presence. However, the shift in defence policy and Finland’s NATO membership in 2023 brought more focus to national security and the president’s role during the 2024 presidential elections. 

Historically, the communication in presidential campaigns in Finland have centered around mass media, but since the 2012 elections, social media has played an increasing role in voter engagement and candidate visibility (Kannasto 2026). However, it has remained unclear what type of content is effective in voter engagement and support as most studies seem to agree that strategies and results are highly individual between politicians (Kannasto 2021; 2025). Regardless, social media has been significant for candidates; in the 2011–2012 presidential campaign Pekka Haavisto was among the first candidates to utilize social media for campaigning. It has been argued that it was essential for him getting to the second round and truly challenging Sauli Niinistö in the election (Suominen et al. 2013, 168, 253). The campaign of Haavisto seemed to learn from the successful social media campaign of Barack Obama in 2008 and he mobilized a lot of supporters on Facebook. On the other hand, Alexander Stubb was the first Finnish politician to bring Twitter into Finnish politics and was publicly called the most active social media politician of his time (Hämäläinen 2017; Yle 16.6.2014).

Political figures are no longer just party representatives; they are media personalities who must manage their image, public perception, and personal narrative (Isotalus 2017; Kannasto, Paatelainen & Isotalus 2023). Moreover, the integration of personal life with political messaging on Instagram has reshaped how candidates are perceived, offering them a platform where they can craft authentic, relatable personas that are visually engaging and emotionally charged (Enli 2017; Peng 2021). By 2024, Instagram has stabilized its role as an essential tool for building political brands, particularly for candidates trying to reach new demographics and strengthen connections with their already existing ones (Kannasto 2026). Instagram’s role as a political tool reflects broader shifts in social media’s impact on political communication globally. Platforms like Instagram facilitate a more direct and personal form of communication between politicians and their constituents, allowing for the development of an individualized political brand. The Instagram presence of well-known political figures like Victor Orbán, Justin Trudeau, Santiago Abascal and Volodymir Zelenskyi has attracted wide research interest (Lalancette & Raynauld 2019; Sampietro & Sánchez-Castillo 2020; Szebeni & Salojärvi 2022; Plazas‐Olmedo & López‐Rabadán 2023).

Data and methodology

This study focuses on the Instagram posts of the two leading candidates who made it to the second round of the 2024 presidential elections, Alexander Stubb (National Coalition Party candidate) and Pekka Haavisto (electoral association candidate). In a larger upcoming study, the other parliamentary party candidates and their social media data will also be analyzed. The data for this study was collected as screenshots from the presidential candidates public Instagram profiles @alexander.stubb and @pekka.haavisto. 

The data analyzed in this study consists of the feed posts from three months prior to the election day 10.2.2024. Between 10.11.2023-10.2.2024 Alexander Stubb published 444 posts and Pekka Haavisto 300 posts. These posts were analyzed using qualitative content analysis. The theoretical framework of the study relies on the blurring boundaries between politics and entertainment (Van Zoonen 2005, 12), the concept of hybrid media (Chadwick 2013, 89), and the intermediality of election communication (Herkman 2011). 

Analysis 

Both candidates communicated their professional backgrounds as an element of branding. These were built into short autobiographical clips or photos that sometimes also included humor in the storytelling. Pekka Haavisto focused on communicating his role in international politics both through videos (Image 1a, 1b) and personal photos and their captions: ”In this photo I am in one of the most dramatic situations as an EU Special Representative” (@pekkahaavisto 7.1.2024, translated by author). Haavisto highlighted situations of negotiations and peace keeping and the extensive experience he has in diplomacy. This way he was able to build up his profile as an experienced professional who is fitting to the role of the president and representing Finland in foreign politics. The data supports an earlier finding that politicians often use the element of professional background to claim authority and present expertise in their self-branding (Kannasto 2021).

Image 1a. Haavisto political experience (@pekkahaavisto 3.2.2024).
Image 1b. Haavisto experience (@pekkahaavisto 10.2.2024).

Candidate Stubb did not include descriptions of his past political role in the same way as Haavisto, possibly because of the negative response to his previous political role which also came up in the media discussion around the speculation leading to his candidacy in the presidential election. His previous experience in the Finnish political scene includes a challenging government period. The data, as well as the presidential debates during the campaign, imply that Stubb wanted to highlight that the president’s role in diplomacy and foreign politics was more natural to him and aligned with his expertise and academic background. His campaign focused on these aspects rather than on previous political achievements or former role in domestic politics. When this experience was mentioned in the data, it mainly took place in the endorsements from his former political colleagues (Image 2).

Image 2. Stubb endorsements (@alexstubb 30.1.2024, 8.2.2024, 17.1.2024, 10.2.2024).

The posts on Pekka Haavisto’s account showed a connection with culture and arts, highlighted his professional expertise as well as his international political experience in peace negotiations and defense politics, and presented endorsements from both cultural celebrities and ordinary citizens. Endorsements also played a smaller role in his Instagram feed than those posted on Stubb’s profile (Image 2). They generally appeared as selfies, rather than official statements of endorsement that had been created as a distinct type of post on Stubb’s profile. Both candidates had their own political networks of other politicians, which were used to construct their persona and supporter base (Image 3a, 3b).

Image 3a. Haavisto with Sanna Marin (@pekkahaavisto 10.2.2024).
Image 3b. Stubb with Sari Essayah (@alexstubb 2.2.2024).

The data highlights that both leading candidates had background in politics, earned media coverage easily and had their distinct follower and voter base. Thus, the main task in the campaigns seemed to be more about amplifying the messages, confirming the motivation and promises to the public and reminding the constituents what kind of representation they would get from each candidate. It seems that in both candidate’s cases, the various endorsements, public figures, and emotion provoking content were used to motivate constituents to join the candidate’s movement and to vote. In addition, the campaigns emphasized the strong will of both candidates not to highlight oppositions or engage in negative campaigning – both openly condemned negative statements and mobilization in their own campaigns.

Image 4a. Jogging together (@alexstubb 11.1.2024).
Image 4b. Kela performance (@pekkahaavisto 27.1.2024).

Overall, Alexander Stubb’s posts showcased a profile featuring sports (Image 4a), Finnish nature scenery and activities, business life and athlete endorsements (Image 2), media performances, such as podcasts, entertainment television along with a more relaxed background portrayal with informal clothing (Image 3b), home setting photos and sport training (Image 5). This type of private life content can make the candidate more approachable, an ordinary person, which can be viewed positively especially in Finland, which represents a low hierarchy society. The wife of Stubb, Suzanne Innes-Stubb was included in the campaign through seemingly natural occasions where the couple participated in events together or Suzanne gave comments in videos. These added personality and humor to the campaign, for example when Susanne stated in a video that she would not say who she voted for because of the Finnish ballot secrecy. In addition, several photos highlighted the community atmosphere, with crowd appeal and smiling or “hype-like” people, emphasized by the number of crowd photos in the data.

Image 5. Collection of private content Stubb (@alexstubb 5.1.2024, 10.2.2024, 7.1.2024, 10.2.2024, 10.2.2024).

The data from the account of @pekkahaavisto included several images presenting Haavisto’s spouse Antonio Flores, who participated in the campaign by, for instance, hosting events. They also attended events and interviews as a couple. One example was a video series of short clips where they would answer intimate or humorous questions that started with “Which one of you is most likely to?” (Image 6). These posts together with several posts depicting only Haavisto or him with someone else created an intimate atmosphere in Haavisto’s feed compared to Stubb, whose posts often included crowds and several people and fewer, selected portrayals of only him or him with his wife. While the data in @alexstubb included several glimpses of the private sphere (Image 5; Kannasto 2021), Haavisto also commented on the private in, for example, a post explaining his clothing style: ”The deeper meaning of my choice of ties has been pondered in both the blue and red tie. The reason for the choices is not a political stand but is standing right here. Luckily, I have a good critic at home” (@pekkahaavisto 8.2.2024).

Image 6. Collection of Haavisto with Antonio (@pekkahaavisto 2.1.2024, 11.2.2024, 11.1.2024, 3.2.2024, 8.2.2024).

The two presidential candidates used various platforms to spread their messages but often brought the content on their Instagram that seems to function as a central communication space of diverse forms and styles of content. In the published posts, content that can be interpreted as entertaining was found in both the relaxed content and official media formats intended for broad audiences (Street 2012, 34). Both candidates also published their own media, vodcast (podcast also offering a video from) “A-talk” by Alexander Stubb and an audio form “Saturday letter” by Pekka Haavisto which were shared and marketed in their Instagram. In “Alex Talk,” Stubb discussed with known Finnish people like artist Samu Haber and social media influencer Auri Kananen (Image 7a), which could also engage the followers of these celebrities. These can be viewed as similar to celebrity endorsements. Haavisto’s Saturday letter included story telling from past experiences and views about current issues that were meant to represent the candidate’s persona.

Image 7a. A-talk influencer Kananen (@alexstubb 28.12.2024).
Image 7b. Saturday letter by Haavisto (@pekkahaavisto 6.1.2024).

The data implies that both candidates built their persona and promoted engagement also through selective glimpses to the backstage (see Marshall, Moore & Barbour 2019; Kannasto 2021) of the campaign trail (Image 5, 6, 8a, 8b). By bringing these non-public images to their audiences, the candidates may try to build a closer connection and give the impression that the public gets to participate in their personal life. These types of backstage images are more rare than the public performances and media images that are available to anyone. For a politician they can offer an asset to engage more followers; they function as sort of promises to the audience that they see what is actually happening – not just what is public. However, as images 8a and 8b show, even these are carefully crafted in the feed and selected to deliver a specific message; the need to rest like anyone else in the midst of hard work and the need to prepare for media performances.

Image 8a. Backstage Stubb (@alexstubb 16.12.2023).
Image 8b. Backstage Haavisto (@pekkahaavisto 8.1.2024).

The forms of entertainment in the campaign can be classified using both media formats and content types, including for example traditional women’s magazine relationship interviews, television entertainment programs (Dahlgren 2009, 56), as well as new forms such as participating in TikTok trends and podcast appearances. Additionally, traditional market events were renewed by creating a campaign atmosphere with, for example, sports events (Image 4a). Campaigns also utilized various public figures who functioned as endorsers and content creators on their social media accounts (Enli & Skogerbø 2013). In addition, well-known politicians became valuable networks to feature in selfies and endorsement posts with the candidates (Image 3a, 3b, 4b). Last, backstage glimpses offered descriptions from the campaign trail (8a, 8b), introductions to the candidates’ personal preferences, and feeling-orientated posts about campaigning and the public.

Results

This study examined the forms of entertainment seen in the 2024 presidential campaign focusing on Instagram. The platform was used to spread traditional media content, performances on debates or other television shows, portray public campaign events and appearances and to share more personal moments and feelings that were fitted into the visual communication mode of Instagram. While the posts in both accounts in the data mainly followed political everyday settings already typical for the Finnish political Instagram (see Lindholm, Carlson & Högväg 2021), they also show the development and stretching boundaries of private and professional (see Kannasto 2021) that have been seen in the politicized Instagram in Finland.

The data shows that the two candidates and their Instagram posts differed in style, portrayal of expertise, lifestyle content, endorsement categories, included personas, and networks. For example, while Haavisto would often be represented in photos wearing a suit and in official settings, the photos of Stubb also included the backstage setting and relaxed outlook. This may also be the result of the sports dimension in Stubb’s campaign; the events included cross country skiing and other exercise activities while Haavisto’s campaign included cultural events, like concerts and his DJ performances.

While aiming to attract the majority of constituents in Finland, the distinct styles in reality appeal to different demographics. However, it is noteworthy that because of their extensive experience in publicity and politics, both candidates had well known recognizable personal brands and they were the leading candidates in the presidential race from the start. This may have influenced the type of content and the ease in selection of content and limiting certain topics. It also needs to be recognized that both candidates were experienced performers with the media. Simultaneously both candidates already had a dedicated supporter base in the beginning of the campaign, so the campaigns were more about emphasizing the selected brand elements instead of building them from scratch. Both candidates also had visible networks and political capital that they could utilize in the campaign. This emphasis is evident, for example, in posts that highlight professional expertise.

Discussion

The data from the 2024 election demonstrated how candidates like Stubb and Haavisto can use Instagram to shape their public personas. Both candidates used the platform for curated posts that showcased their personal values, interests, and lifestyles, in addition to their political messages. These could be shaped as entertainment by choosing the format, adding visual focus or formatting the content into a private sphere or entertaining style. Stubb’s campaign, for instance, focused on appealing to both younger and older demographics, using visuals to emphasize his leadership capabilities while also presenting relatable, behind-the-scenes moments. The campaign theme “Together” was emphasized with displaying crowds, creating events where people were in a good mood, for example the joint skiing and walking events. Haavisto, in contrast, leveraged his Instagram presence to emphasize personal connections and emotional engagement with followers, presenting a narrative that was as much about humanizing himself as it was about his policy agenda. The photos concentrated on Haavisto alone or him with another person, portraying more intimate connections and highlighting political profession and background. 

The findings on both candidates support earlier study on the Instagram of Zelenskyi, where he was found to strategically combine the backstage with the professional settings, and to use the platform tools that support communication (Sampietro & Sánchez-Castillo 2020). Both approaches also support Kannasto and Pöyry’s (2025) findings on social media mood-setting in campaigns and their difference between individual politicians. This may be because, as Bossetta and Schmøkel (2023) conclude, different audiences respond and reward the emotion from politicians differently on different platforms. While the data implies cross posting between platforms, it must be noted that the candidates in question may also seem different if a different platform was chosen as the focus point. 

Drawing on the theory of political personalization (Langer 2010; van Aelst et al. 2012), the data implies that Instagram facilitates the branding of candidates as individuals – political figures who are constructed and perceived as multi-dimensional personas. Karvonen (2009) has described this type of focus and attention on individual politicians as the entertainmentization of politics. Each candidate seemed genuine, highlighting their personal preferences making them also this way approachable and relatable to those sharing the same values. This trend has reshaped campaign strategies, where candidates are required to create a cohesive, appealing image that resonates emotionally with voters. For example, the elements presented on Instagram for Alexander Stubb seem to have been strategically planned to serve Instagram as a central publicity forum. The events attract crowds which can then be shown in the imagery, convenient traditional media clips can be used to highlight appealing personal representations and along with high quality studio images, quick snapshots of the sleeping candidate on the back seat of the car bring a humane perspective to the audience. 

Instagram also serves as an arena for added exposure (see Kannasto 2021) in the presidential campaign; the platform affords the candidates to share other media content, to control their representations through edits and other tools, to promote interaction, and to earn media visibility with the content they publish. This in turn highlights Herkman’s (2008) conclusions on mediatization and personalization and suggests that the transformation has even deepened – in 2024 campaign tactics are deeply connected with media and communicated through so much that even live meetings may carry an undertone of strategic media broadcasting. At the same time, entertainmentization becomes essential – drawing attention while doing and debating politics may be vital with intertwining political and media logic and winning the battle for attention. This interplay of intermediality, intertextuality and hybrid media challenges studying the campaigns, as content becomes almost untraceable to its origins and highly interconnected. However, in the presidential campaigns of Haavisto and Stubb, Instagram seemed like a central meeting point, the digital campaign tent with the essential campaign content unifying endorsements, public events, backstage stories, media performances and candidates’ feelings and representations.

The data implies that visual storytelling and emotional engagement are becoming central strategies in modern campaigning, especially in candidate-centered campaigns like the presidential campaign. When political topics seem complicated and narrow in scope, even far from the constituent’s everyday life, or especially if differences of opinion seem minimal, it may be more appealing and effective to discuss lifestyle, portray values through personal life (c.f. Kannasto 2021) and focus on presenting political expertise through background presentations and career narration instead of political arguments. In Finland, the president’s role is not tightly connected with domestic politics, for example taxation, health care or employment and the candidates seemed to make sure not to touch those issues to avoid any unnecessarily lost votes. In addition, in a multi-party system the differences between candidates on topic issues falling under the presidential rule may seem insignificant with everyone promoting the national interest and caution in world politics and highlighting the role of parliamentary representation in domestic policy so the big separation points are bound to remain in persona representations and brand. This adds the importance of visibility and publicity for the candidates so the strategies may also focus on added exposure instead of political influence during the campaign. The focus on decision-making and policy will come later. 

As the data indicates, the fear of entertainment possibly overshadowing political agenda and affecting decision making also has its place in Finland. Therefore, more studies are needed to explore the engagement and possible effects on voting of the increased social media campaign. It also remains essential to map out the transformation in styles of social media campaigning. Especially with the fragmentation of social media communications and the focus being directed to and through various platforms forces to add platform-specific and comparative research that also focuses on the highly multimodal content and strategies behind producing it. The added professionalism in political communication focusing on campaign times in Finland (Kannasto 2025) would also need to be studied more to understand the effects of budget and voting results. While social media seems to steer and reshape campaigning, the audience needs more understanding in what and how strategies are formed and executed to gain power in decision-making and society.

The 2024 Finnish presidential election, viewed on Instagram and the concept of political branding, illustrates how social media platforms can serve as central arenas where personal narratives, branding, and entertainment intersect, ultimately shaping electoral outcomes. Social media brings the candidates to the most intimate space of every constituent; content is browsed everywhere where individuals take their phones. Through humane images, hype crowd portrayals and videos where the candidate speaks directly to the camera, the candidates can break the barriers of official communication by mediating an almost intimate direct candidate-constituent connection where the voter can feel like being present in every campaign event and the community created around the candidate. It remains to be seen how strong of a position entertainment has on politics or if the focus should rather be on studying professionalization and its effects in political communication (c.f. Herkman 2008; Kannasto 2025). The current trend seems to imply that social media attracts more entertaining content. And as parties and politicians continue to look for ways to draw attention and engagement (Kannasto 2025), new strategies, styles and attempts continue to push the traditional norms of political communication. 

References

All links verified 6.8.2025. 

Data

@alexstubb Instagram feed 10.11.2023-10.2.2024.

@pekkahaavisto Instagram feed 10.11.2023-10.2.2024.

Literature

Bossetta, Michael & Rasmus Schmøkel. 2023. “Cross-Platform Emotions and Audience Engagement in Social Media Political Campaigning: Comparing Candidates’ Facebook and Instagram Images in the 2020 US Election”. Political Communication 40 (1), 48-68.

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Kategoriat
1-2/2025 WiderScreen 28

From Code to Classroom: A Game Developer’s Exploration of Edutainment

Edutainment, educational games, game development, self-ethnography

Adam Flamma
adam.flamma [a] dsw.edu.pl
PhD, Assistant professor
DSW University of Lower Silesia
Wroclaw, Poland

How to cite: Flamma, Adam. 2025. ”From Code to Classroom: A Game Developer’s Exploration of Edutainment”. WiderScreen 28 (1–2). https://widerscreen.fi/numerot/1-2-2025-widerscreen-28-numerot/from-code-to-classroom-a-game-developers-exploration-of-edutainment/

Printable PDF-version

The issue of entertainmentization of education is a challenge for cultural researchers, especially in the face of the development of new media technologies, which raises concerns about obscuring educational values. The learning vs. playing tension is widely discussed in the literature, usually addressing the perspectives of teachers and students. The third group of people involved in the edutainment – game developers – is usually omitted. Therefore, although the educational view on edutainment is widely represented in social sciences and humanities, the game developers’ perspective remains a research gap. Using the self-ethnography approach and literature review, this study discusses edutainment from the perspective of the game developer. Describing the examples of educational video game design and development, the study shows how educational values guide every step of the game creation process, from the preproduction and production, through launch and collaboration with the receivers at the end. Each of these stages brings different challenges for game developers, who aim to support the learning and memory skills of future players. The article discusses the author’s own experience against the background of edutainment literature. The role of users’ feedback is also discussed, both for players and teachers, as the educational games are designed and created for them.

Introduction

Education is undergoing a significant transformation with traditional teaching methods increasingly giving way to more engaging, dynamic approaches. This shift is largely driven by the concept of ”entertainmentization,” where elements of entertainment are integrated into educational practices to make learning more appealing and effective (Singhal & Rogers 2002). From gamified learning platforms to interactive simulations and multimedia-rich content, the boundaries between education and entertainment are becoming increasingly blurred (Loeckx 2016). This trend reflects a broader societal shift toward prioritizing engagement and accessibility in all forms of communication (Rana et al. 2010) and learning (Seale & Cooper 2010; Seale 2013).

The entertainmentization of education stems from the recognition that traditional, lecture-based approaches may no longer resonate with today’s learners, who are accustomed to highly interactive and visually stimulating digital environments. By incorporating storytelling (Gallagher 2011), gamification (Oliveira et al. 2023), and immersive technologies (Baxter & Hainey 2024), educators aim to foster deeper engagement and motivation among students. These methods not only make learning enjoyable but also cater to diverse learning styles, ensuring that education becomes a more inclusive and adaptive process. However, this approach also raises questions about balancing entertainment with the depth and rigor required for meaningful learning (Egenfeldt-Nielsen 2006).

As this trend continues to evolve, it is reshaping the role of educators, the expectations of learners, and the tools used in classrooms and beyond. This is a challenge not only for teachers and learners, but also – or maybe above all – educational game developers. They are under pressure to follow assumptions of both education and entertainment at every stage of game design and development. This article explores the implications of edutainment on a game design process, from my personal experience based on the conducted literature review.

Literature review

To provide a theoretical background for my self-ethnographic analysis, I have conducted a systematic literature review using the Scopus database. I used the search term educational video games which resulted in 359 documents. Limiting the results to English decreased the sample to 328 titles. Then, the subject area criterion was applied, limiting the sample to social sciences and arts and humanities, which resulted in 153 documents. Exclusion of conference reviews, books and editorials resulted in 148 documents. The 148 abstracts were chosen for initial reading. The initial qualitative analysis resulted in exclusion of 4 publications. Finally, 144 publications were included in the literature review and the results are organized thematically as it best serves the purpose of the article. I do not aim to cite all of the studied papers, as the review is not the main aim of this article, but it provides the background for my self-ethnographic analysis. The review of selected samples  resulted in recognition of 4 main themes. These themes are not mutually exclusive and may overlap in each paper, however their recognition outlines some of the main thematic trends in the studies on educational video games.

Learners’ perspective

Lots of studies were devoted to players’ experience in educational video games. A study  by Terzeieva et al. (2022) had proven that players  spend on a weekly basis  much more time playing entertainment games than playing educational games. According to their respondents, the educational material should align with the players’ initial knowledge of the learning domain, their ages, and, at a minimum, their learning styles. The necessary condition for players’ positive attitude towards educational video games is perceived relevance (Martí-Parreño et al. 2018).

Studies were largely focused on the motivational role of video games. Enjoyment was identified as a motivational factor (Ebrahimzadeh & Alavi 2016; Amaya-Olarte et al. 2024). Educational video games positively affect not only players’ motivation, but also acquisition, and application of learning (Cachay-Gutierrez & Cabanillas-Carbonell 2024). The incentive structure of points awarded is successful (O’Rourke et al. 2016). Learners prefer game-based learning over traditional teaching (Lopez-Fernandez et al. 2021). The motivation was studied both in-game, as well as in large scale, such as pursuing professional careers due to the gaming experience (Fonseca et al. 2018). Students assessed educational video games used in online courses as helpful in understanding course content (Cartwright & Fabian 2017).

The learners’ experience was studied in various aspects of education, including learning mathematics (e.g. Beserra et al. 2019), languages (Ebrahimzadeh & Alavi 2016), computer science (Lopez-Fernandez et al. 2023), astronomy (Herder & Rau 2022), or interest in theatre (Manero et al. 2015).

Teachers’ perspective

At the other end of the spectrum of studies on educational video games, there is research on teachers’ experience and attitudes. Older studies were focused on challenges of video games’ implementation in the classroom (Tüzün 2007; del Blanco et al. 2012). Teachers’ intentions to use educational video games in their classes depend on perceived usefulness. Age was found to influence the relationship between teachers’ perceived ease of use and the perceived usefulness of educational video games (Sánchez-Mena et al. 2017). However, another study suggests that gender and age were not found to moderate teachers’ attitude and behavioral intention (Sánchez-Mena et al. 2019). Teachers’ perception of ease of use highlights the need for targeted training and resources. The moderate view of usefulness compared to the difficulty of use suggests that without proper training, it may be challenging for teachers to effectively integrate games into their teaching (Babazadeh et al. 2024).

Effectiveness

Literature often raises the question of how effective educational video games are. I treat this as a separate issue, as it does not refer to either attitudes, intentions or experiences, but the knowledge and skills acquisition.

The effectiveness of educational video games is multifarious. They facilitate learning but also affect the perception of the attractiveness of the subject, e.g. , statistics in general (De La Hoz Ruiz & Hijon Neira 2023). Not only they incorporate educational content but also convey the educator’s pedagogical and moral messages, delivering them to learners through an entertaining format (Dankov & Dankova 2023). Educational video games are proven to be effective tool not only for basic school education, but also in case of specific topics regarding various aspects of life, including disaster risk management (Caroca et al. 2019) or tapeworm prevention (Trevisan et al. 2023).

An effective approach to supporting students’ scientific understanding involves integrating video games with hands-on activities, where each activity informs and enhances the other (Trindade et al. 2019). Also, games are more effective in shaping intended behavior when they do not focus on narrow aspects of the subject (Underhay et al. 2016). The educational video games created by teachers are highly effective in enhancing knowledge acquisition and motivation in both face-to-face and online settings (Lopez-Fernandez et al. 2023). Moreover, game-based learning through educational video games is a practical and effective method for training teachers as well (Gordillo et al. 2021).

Few studies have focused on learners with special needs. Educational video games may serve as an effective tool for improving speech skills of adolescents with Down Syndrome (González-Ferreras et al. 2017). Playing educational video games makes learning more enjoyable and engaging for children with ADHD, enhancing their study skills and knowledge acquisition (Rebollo et al. 2024). Incorporating randomness into educational engineering video games can help autistic children engage with unpredictability and enhance their cognitive behaviors. Significant improvements are observed in their attention span, memory, response to random processes, and ability to manage parallel information (Al-Hammadi & Abdelazim 2015).

Game design

The way educational video games are designed affects the learners’ and teachers’ experience, as well as games’ effectiveness. For example game-embedded animations as learning support are more effective than in case of the same game without support, yet they do not affect players’ enjoyment (Bainbridge et al. 2022). Researchers call for games that immerse players in exploring and experimenting with personally meaningful questions related to domain-specific representations (Holbert & Wilensky 2019) or even create new frameworks for design of educational video games (Legerén Lago 2017). Writers of the story and designers of the game must create an interactive narrative that remains engaging and high-quality regardless of the player’s decisions (López-Arcos et al. 2016). Designers are advised to incorporate a variety of game modes during development, as learners often engage with multiple modes. Additionally, gameplay sessions should be limited to no more than one hour (Khouna et al. 2020). Analyzing motivational factors of educational video games, Chen et al. (2024) prepared following recommendations for game designers: “(1) provide clear and straightforward tutorial instructions, (2) make the game more intuitive to understand, and (3) reduce the repetitive elements of the game”.

Postulates like these are constructed on the basis of players’ and teachers’ experiences and opinions (collected in experiments, surveys or interviews), but omitting the game developers’ perspective.

Method

History of ethnography shows different approaches to what self- or autoethnography is (Reed-Danahay 2020). Following the assumption that “auto-ethnographies can be and are written by scholars with many diverse interests and backgrounds” (Hayano 1979, 100), and that ethnographic self can be the only informant involved (Collins & Gallinat 2010) in this article I apply first-person narrative told by a commoner (Brandes 1979).  In this approach, the method is used for understanding human actions and concerns (Roth 2009). Self-ethnography invokes an imbrication of history and memory (Russel 1999). Further in the text I present my perspective on edutainment.

The mechanics-dynamics-aesthetics (MDA) framework for game research (Hunicke et al. 2004) may also be applied to studies on game development (Flamma & Para 2023). Mechanics, dynamics and aesthetics are terms I use in my analysis, therefore it might be helpful to explain them for an uninitiated reader. The algorithmic structure of a game, along with its rules and foundational systems, is referred to as the game’s mechanics. The interaction with a game’s mechanics gives rise to behaviors that emerge during gameplay, which are referred to as dynamics. Aesthetics refers to the emotional responses and experiences that players have while interacting with the game (Hunicke et al. 2004; Flamma & Para 2023).

Author’s experience in educational game design

My game design experiences are quite varied. On the one hand, the VR experience, which is intended to simulate decision-making and the effects of decisions as faithfully as possible, and teaching how to perform the so-called protocol, i.e. a checklist of activities in a specific order to perform a given task well.  For example  driving vehicles on a logistics site, conducting job interviews or designing warehouse space in accordance with Polish rack load standards.

The second type of experience involves the development of a language application specifically designed for teaching English, tailored to meet the needs of a public university. This application was crafted to serve as an educational tool for students, helping them navigate communication within an intercultural group. It focused not only on language acquisition but also on teaching the essential social skills required for effective interaction in diverse environments. The application included lessons on campus etiquette, addressing the nuances of academic and social behavior in a university setting. Furthermore, it emphasized the most important rules for engaging in respectful and effective communication, preparing students to interact confidently and appropriately with peers from various cultural backgrounds. By integrating both linguistic and cultural aspects, the application aimed to provide a well-rounded educational experience, fostering both language proficiency and cultural awareness among students. This comprehensive approach ensured that users were equipped with the necessary skills to thrive in an international academic environment.

Last but not least, I worked on [game title anonymized], where our goal was to introduce the poet and his fate and to show characteristic elements of the cities  he lived in. Here, the goal was to remember images and facts, but the most important goal was to show the specificity of the poet’s work and their atmosphere through graphics, lighting, and horror. We chose the visual novel form because we had serious concerns that focusing the game on gameplay would not cause the memorization of insignificant details, and the overall educational outline would be lost. The concerns were quite real, because we wanted to teach something related to visual memory (elements of cities) and impressions and their character (romanticism and its characteristics). Gameplay could focus players excessively on facts or details that were a less important part of the entire educational path.

Game Developer’s Perspective

Preproduction

How does entertainmentization of education affect the process of game development? In case of educational games, each title has its own educational purposes defined in advance. At the preproduction stage, game developers have to apply educational principles in game environment, mechanics and core loop, and at the same time design the learning path. 

Various methods can be employed depending on the specific goals that need to be achieved. Each objective may require a unique approach, tailored to address the desired outcomes effectively. In the context of game design, this often involves carefully selecting techniques that align with the intended purpose, whether it’s fostering problem-solving skills, encouraging collaboration, or promoting individual creativity.

Designing game mechanics involves crafting them in a way that ensures they are clear and intuitive for the player to understand. It is important that these mechanics actively support the player’s learning process, making it easier for them to grasp concepts through memorization and repetition. By reinforcing these elements, players can naturally internalize the rules and strategies of the game as they continue to engage with it. Additionally, well-designed mechanics should spark curiosity, encouraging players to explore and experiment within the game world. This sense of discovery can keep players motivated and invested in the experience. Furthermore, the mechanics should provide a tangible sense of progress, allowing players to feel a sense of accomplishment and growth as they overcome challenges. Altogether, these aspects work together to create a cohesive and engaging gaming experience that is both rewarding and enjoyable.

The game developer is also responsible for designing the core loop, gameplay loops, or looping and repeating mechanics in such a way that the player acquires knowledge, repeats it and executes it in the form of completing tasks in the game. At the same time, the appropriate flow of the game must be maintained. The appropriate level of flow guarantees the level of concentration and in games that are, for example, for humanities subjects, where you have to remember a lot of knowledge, and not necessarily understand it, it can help by arousing curiosity. In turn, STEM subjects are based more on the use of knowledge in practice and action-reaction learning, which is easier in games, because knowledge used in practice contributes to the player’s progress, and this is the basis of satisfaction.

Another issue on the border between education and entertainment, which is the responsibility of a game developer, is creating an appropriate learning path. When creating an educational game, the developer actually creates a learning path, because the entire gameplay and interaction with the software is to support the process of effective learning. It is exactly the same in the case of casual games, where the player must first be taught, for example, in the form of a tutorial or prologue, the mechanics, their application and the rules of the game world. Educational games are not only games aimed at children and young people, but also at adults preparing for specific professions. In games testing manual skills, e.g. VR welding or VR logistics site, or other games supporting vocational education, the aim is also to teach good preparatory practices for performing a given activity, e.g., taking care of equipment, safety, shaping appropriate attitudes, etc.

Production

At the production stage, the need to combine entertainment and educational goals results in continuous testing of implemented solutions. This is the stage of checking to what extent the method and form of implementation and selected means stimulate concentration are presented clearly, appropriately and understandably to the indicated group of recipients. The regular testing process supports iterative design, where the production of the game is based on regular iterations, which are the result of analysis and testing of the game by professional testers and at a later stage by blind tests of players representing the target audience groups.

Creating educational games presents a significant challenge, particularly when it comes to the production process. One of the primary difficulties lies in ensuring that the tools and methods employed are not only effective but also do not inadvertently distract players from their learning objectives. It requires constant evaluation to confirm that these tools support the educational goals rather than disrupt or destabilize the intended learning path. For instance, flashy visuals or overly complex mechanics might draw attention away from the core material, making it harder for players to focus on the educational content.

At the same time, it is equally important to design elements that actively enhance the learning experience. This involves incorporating features that stimulate cognitive engagement, such as interactive challenges, problem-solving tasks, or feedback systems that encourage players to reflect on their progress. By doing so, the game can maintain its educational purpose while also fostering curiosity and motivation.

Furthermore, despite the emphasis on learning, the game must still be visually appealing and mechanically engaging to the player. Striking a balance between educational value and entertainment is no small feat, as both aspects need to work in harmony to create an enjoyable yet meaningful experience. Developers must carefully consider the visual design, gameplay mechanics, and overall user experience to ensure the final product is both captivating and effective in achieving its educational objectives.

Launch

At the stage of launch and game support, the MDA [mechanics-dynamics-aesthetics] structure is implemented in a real and practical way, where a) player feedback, b) actual player behavior in the game environment, and c) connected analytics (e.g. Google Analytics systems and statistics of distribution platforms regarding game time or other systems for collecting information about player behavior) indicate what developers did effectively and what not.

This is where the significant challenge arises as feedback from players plays a crucial role in refining and enhancing the game. The purpose of this feedback is to help improve the game’s overall design, ensuring it supports the educational objectives and maximizes its potential to achieve its most important learning goals. Player feedback can provide valuable insights into aspects that are working well and those that need adjustment. However, there is a critical distinction to be made: for the player, the game is still primarily a form of entertainment, and their responses may reflect their desire for more engaging or enjoyable features, rather than those that serve the educational purpose. This can lead to the point where the feedback, while valuable from an entertainment perspective, could actually suggest changes that would detract from the game’s educational focus. For instance, players might suggest adding more visually stimulating elements or increasing the complexity of certain mechanics, which could inadvertently create distractions from the core learning objectives. These types of changes might seem appealing from the player’s point of view but could undermine the game’s ability to effectively stimulate memory, reinforce concepts, and develop essential skills. Therefore, it’s important to carefully analyze player feedback to ensure that any adjustments made do not compromise the educational integrity of the game.

Conclusion

This article sheds light on the overlooked perspective of game designers in the field of edutainment. The systematic literature review revealed a predominant focus on learners, teachers, game effectiveness, and game design, with little to no attention given to the voices of game designers themselves. This gap in the research overlooks the unique challenges and insights designers face throughout the development process.

To address this, a self-ethnographic study was conducted, offering a first-hand account of the tensions encountered during three critical stages of game development: preproduction, production, and launch. By exploring these phases, the study highlights the complexities of balancing educational objectives, entertainment value, and practical constraints, providing a nuanced understanding of the development process.

This work emphasizes the need for future research to include game designers as active contributors, through interviews or collaborative studies, to foster a more holistic understanding of edutainment. Bridging this gap can lead to more effective and innovative educational games that meet the needs of both educators and learners while addressing the practical realities of game development.

References

All links verified 16.9.2025.

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1-2/2025 WiderScreen 28

TerceraGuerraMundial in Memes: Latin American Perspectives on the Russo-Ukrainian War

Latin America, war memes, political memes, social media, Ukraine war

Samantha Martinez Ziegler
samazin [a] utu.fi
Doctoral Researcher
Digital Culture, Landscape and Cultural Heritage
University of Turku

How to cite: Martinez Ziegler, Samantha. 2025. “TerceraGuerraMundial in Memes: Latin American Perspectives on the Russo-Ukrainian War”. WiderScreen 28 (1–2). https://widerscreen.fi/numerot/1-2-2025-widerscreen-28-numerot/terceraguerramundial-in-memes-latin-american-perspectives-on-the-russo-ukrainian-war-2/

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The Russian invasion of Ukraine in February 2022 has seen the use of war memes on social media as tools to engage in political discussion, spread ideologies, and as visual propaganda, particularly in anglophone cyberspaces and with an Eurocentric standpoint. In Latin America, where memetic culture is distinctly rooted in humour, emotions, and irony, Ukraine war memes have been used to express social and political commentary on the conflict. These war memes reveal affective responses to the Russia-Ukraine war, and present different perspectives on the effects of the war. The focus of this paper is the Latin American perspectives on the Russia-Ukraine war conveyed through memes created and posted on the day of the invasion under the hashtag Tercera Guerra Mundial (Third World War). By examining ten Spanish-language memes, I establish three common responses and stances, and explain the context in which they are conceived. This text was originally written for the 2024 course on Media Criticism and Society as part of the Dark Play project in the Digital Culture, Cultural Heritage and Landscape program at the University of Turku, and was revisited and last modified in the autumn of 2024.

In Latin America and the Caribbean, memes have been used as political and social commentary for years. From criticism and mockery aimed at specific political figures and parties, to bringing awareness to social issues that affect society, memes are today a common tool of Latin American political agendas (Makhortykh & González Aguilar 2020, 342). While this commentary sometimes focuses on local incidents and political figures that are relevant within specific geographical boundaries, as it can be commonly observed in memes that highlight the ongoing social unrest in countries like Argentina, Venezuela, Chile, Mexico, among others, other instances also show how memes are used to engage in political discourse that extends beyond the region, like international geopolitical issues. In this sense, the Latino memetic culture on social media is built upon the communicative power established between individuals that can observe reality from a particular perspective, thus allowing for collective commentary on foreign socio-political issues (Vera Campillay 2016, 6).

From a personal standpoint, I have been part of Twitterzuela (Graterol 2021), an online community of Venezuelan X[1] users, since 2009. My experience as a member of this digital community has given me the opportunity to witness the evolution and production of political memes first-hand. A good example of the popularity of political memes in Twitterzuela is the creation of memes to celebrate the death of former president and controversial politician Hugo Chávez. Since 2013, the hashtag #ChavezPartyNightClub has been used on X every March 5th to share hundreds of memes, usually through a mix of image macros, text, and video clips (Maduradas 2021). Many of these memes are recycled and reposted each year, although it is common for new posts in the form of image macros or videos to be shared as well.

The memetic culture found in Twitterzuela is, though, part of a much larger culture that is shared with other Spanish-speaking countries in the region. For instance, in Mexico, memes became an effective campaign weapon employed by political parties and their followers during the 2018 presidential elections (Franco Estrada & Rawnsley 2021, 334). Latino abortion rights activists created and shared political memes during massive online protests on social media platforms like X and Instagram under the hashtag #AbortoLegalYa (Legal abortion now) since the late 2010s onwards (Acosta 2020, 40). In this manner, with over 400 million native Spanish speakers living across 20 countries (Osoblivaia 2020), Latin America has developed their own way of creating, replicating, adopting, and sharing memes through the years. The semantics of the Spanish language allow for visual and textual imagery to travel across these countries, despite the slight differences in regional dialects and area-specific internet jargon.

Bueno Oliviera (2022, 178) expands on this by explaining that the cultural characteristics of the Latino memes are not always understood by foreign individuals, and vice versa. In regard to political memes directed towards foreign conflicts and/or events, the digital boundaries between the Latin American countries begin to blur. Instead of 20 countries, the region becomes one geographical entity, a spectator isolated from the rest of the world where the conflict takes place (Gómez-Muñoz & Muñoz-Pico 2023, 23). This has been the case in respect to the ongoing Russo-Ukrainian war following the Russia invasion of Ukraine in 2022 (ibid). The Ukraine war memes created and shared in Spanish spaces on social media do not stay in country-specific bubbles; rather, these memes are intended to express collective thoughts, ideas, and sentiments of Latin America, whether explicitly or implicitly, in their content. This is reflected by the use of visual and textual elements (e.g., including the map and/or flags of Latin American countries, or including the word Latinoamérica or Latam in the memes) to talk about “us” in relation to “them/it” (in this instance, the war).

On social media, particularly on the platform X, the use of the hashtag #TerceraGuerraMundial (Third World War) to post memes about the Russo-Ukraine war particularly stands out. The hashtag is a hyperbole, where Latinos interpret contemporary foreign conflicts and crises of international interest and reach as an “unofficial” Third World War. Along these lines, #TerceraGuerraMundial has been used sporadically since 2020 by Latinos to share political memes, especially whenever international tensions arise. For example, the January 2020 Iranian attack on US forces (Harkins 2021) generated a lot of reactionary memes in Latin American spaces, which were shared through this hashtag on X (see Fig. 1). Although the fear of conflict factors in the creation of political memes (Gómez-Muñoz & Muñoz-Pico 2023, 3), the use of #TerceraGuerraMundial also hints at an alarmist reaction before international political unrest.

Figure 1. Screenshot of a post on X. The post reads the following dialogue: “Trump: Latin America is on the side of the US. -Latin America:” followed by a video of the television show RuPaul’s Drag Race: Untucked (2009–) to show lack of interest and indifference towards the statement. Source: navas, X, 2020.

Today, #TerceraGuerraMundial has become particularly relevant to discuss the Russia-Ukraine war in Latino cyberspaces (Quintanilla Kanter 2022). This paper discusses Latin American perspectives on the Russian invasion of Ukraine based on the textual and visual contents of war memes. In particular, I am interested in examining the earliest memetic responses to the conflict in Ukraine. From this perspective, I ponder the following: what kind of social commentary on the Russia-Ukraine war do Latinos express through memes on social media? Which particular emotions, ideas, and stances are reflected in the content of these war memes? What are the characteristics of Latino meme culture on the social media platform X? Towards this goal, I collected a small sample of 10 Spanish memes that were published shortly after the Russia invasion of Ukraine on February 24, 2022 on X. The sample was then split into three categories based on the ideational components of its contents, which in turn offer three typical frames of reference on the conflict.

War Memes: Political Weapons of the Digital Age

The term “meme” was first used by biologist Richard Dawkins in 1976 to talk about units of culture that are transmitted from person to person, usually by imitation (Shifman 2014, 2). This definition has served as the base upon which academics have further developed the concept of meme. Particularly, in regard to internet memetics, professor Limor Shifman departs from Dawkins’ original definition proposes that instead of viewing memes as singular units of culture, they should be viewed as groups of units with common features, formats, and themes that can be replicated and imitated (Vainikka 2016, 61). Although the term is used colloquially to talk about fast-spread humorous images, videos, texts, among other media that is copied and replicated by others on the internet, academics offer a more ample understanding of what they are, what they represent, and how to interpret their content.

For example, Makhortykh & González Aguilar (2020, 343) describe memes as a combination of visual and verbal elements that aim to “stir affective reactions.” This echoes earlier statements by Nissenbaum and Shifman (2018, 297), which hold that “emotions are central to the operation of memes.” As another way of putting it, memes are carriers of an affective power. In this vein, Gómez-Muñoz & Muñoz-Pico (2023, 6) support these claims by defining memes as messages transmitted through repetition and emotions, anchored to the perception of a particular reality.

While internet memes can be used to convey positivity (e.g., celebrate success, enhance positive feelings, and show empathy), they can also be tools to spread misinformation, hate speech, and political propaganda (Vainikka 2016, 63; Nissenbaum & Shifman 2018, 297). Internet memes have played a particular role in the Russo-Ukrainian war, being used by both of the parties involved to promote their respective political agendas on social media. Pro-Ukraine and pro-Russia have been used by both civilians and government officials since the conflict started to engage in political discourse (Saarikoski et al. 2024, 7). In fact, a cartoon depicting Adolf Hitler caressing Russian president Vladimir Putin’s cheek, captioned “This is not a ‘meme’, but our and your reality right now” posted by the Ukraine government’s official X account hours after Putin announced the start of a “special military operation” in Ukraine on February 24, 2022, is one of the first official uses of political memes in this particular armed conflict (Gómez-Muñoz & Muñoz-Pico 2023, 7).

Figure 2. Screenshot of a post thread on X. The posts show what is considered to be the first official meme of the Russian invasion of Ukraine. Source: Ukraine / Україна, X, 2022.

In a recent study, Chen et al. (2023) analysed the content of pro-Russia and pro-Ukraine war memes and were able to place them in different categories according to their contextual usage to convey political messages. Their findings indicate that the thematic of pro-Russian memes often emphasise the high competence of the Russian government while showcasing the incompetence of the enemies, i.e., “targeting aspects of US and their allies’ culture and beliefs” (Chen et al. 2023, 42). Meanwhile, the study allocates pro-Ukraine memes into three different categories: Russian deceit, Russian incompetence, and Ukrainian fortitude (Chen et al. 2023, 45). These findings establish similar patterns in the use of war memes by both of the belligerent parties, particularly as digital weapons to undermine the enemy (especially in the case of pro-Russian memes), as well as praising their fellow countrymen, military forces, and government.

Although acknowledging the weaponization of political memes in digital spaces is vital when discussing ideologies, movements, and modern conflicts as the war in Ukraine, it is important to note that memes have had other uses as well. For instance, Saarikoski et al. (2024, 6) explain that beyond political agendas, memes have been used to express emotions caused by the war, particularly in regard to coping with emotional trauma. In other words, memes can offer cathartic psychological relief to those negatively affected by the war. Nissenbaum & Shifman (2018, 297) have previously explained the emotional nature of the internet meme, and have suggested that these emotions are co-constructed at both individual and collective levels. In this sense, although memes can reflect individualistic emotions (e.g., someone’s personal fears and anxieties about the war), their relatability and virality further indicate that these emotions are felt collectively as well.

The aforementioned studies on the use of memes in the Russo-Ukrainian war also suggest that part of the conflict is carried out on social media as well (Saarikoski et al. 2024, 5). In this context, social media platforms are not only used to comment on the conflict, but as digital spaces where to use memetic warfare (ibid.). That is to say, the effects of the war are felt in geographical locations as well as in cyberspace. Nonetheless, the war memes analysed in these studies offer insights into (Western) European and Russian perspectives and do not encompass the entire landscape of Ukraine war memes shared online. Consequently, other foreign outlooks and stances are largely absent from their findings.

As noted earlier, the creation and sharing of Spanish-language war memes from a Latin American viewpoint has prevailed on social media from February 24, 2022, onwards. Discussing the memetic practices of Spanish speakers in Latin America, Bueno Olivera (2020, 180-181) highlights the use of humorous memes as political expressions and in the face of crises and disasters. Humour is one of the biggest characteristics of the Spanish-speaking internet, influencing the perception and creation of realities in the region.[2] A recent study on the Latin American representation of the Russo-Ukrainian by Xavier Alejandro Gómez-Muñoz & Hilda Paola Muñoz-Pico (2023, 22) show that the memetic culture in the region heavily relies on humour and affective emotions rather than on logic. The authors focused on the rhetoric analysis of the most popular Ukraine war memes found on X at the time of their writing, as determined by the number of likes in a post. Furthermore, this research also found two predominant themes in Spanish memes: the celebration of Latin American integration (positive emotion) and an apathetic stance towards the war (self-awareness, and often negative emotions), both expressed through humour (Gómez-Muñoz & Muñoz-Pico 2023, 23).

Following their perspective, the memes discussed below illustrate these types of responses to conflict in the context of Latin American memetic culture. While the study by Gómez-Muñoz and Muñoz-Pico chose to approach the topic by using a sample size of 10 X posts based on popularity, my sample was selected in terms of: immediacy (memes that were posted on the same day or the day after the invasion was announced) and hashtag usage (must include the hashtag #TerceraGuerraMundial).

Integration: “Today is a good day to be from Latin America”

Figure 3. Screenshot of a post on X. The post reads: “It’s a good day to be from Latin America. #Ukraine #ATTENTION #NOW #ThirdWorldWar.” Underneath, a meme template of Jotchua with the addition of the Latin American map, reading “I love you.” Source: Richie (@GranRichiee), X, 2022.

The meme above shows a template of Jotchua, a golden retriever puppy held up in one hand towards the camera, next to a map of Latin America and the Caribbean, with added text above reading “I love you,” in regard to the region (see Fig. 3). This meme, also known as Perro Dinero (Money Dog), has been used by Spanish speakers on social media, particularly on X, to express thankfulness. The superimposed text reading “I love you” above the puppy’s shabby and pixelated appearance often indicates a feeling best described as a “pained” relief. For instance, this meme became very popular during the Olympic games to show support for athletes and teams, especially in cases where the possibilities of winning were minimal (Gómez-Muñoz & Muñoz-Pico 2023, 19).

This meme reflects the sentiments of Latin American integration from a cultural and geographical standpoint, and isolation (from the rest of the world) that were previously discussed. The humour here is subtle but simple: the war is happening in Europe, not in Latin America, and therefore, positive feelings towards living in Latin America are expressed. Although the war in Ukraine has affected the region in terms of lower economic growth and high inflation even a few months after the war began (UN 2022), the positive emotion here is reflected in the lack of proximity to the armed conflict.

The juxtaposition of the meme and its caption versus the hashtags used are also worth pointing out; while the visual and textual imagery show love towards Latin America, the use of warning hashtags like #ATENCIÓN #AHORA (#ATTENTION #NOW), in addition to the more alarmist #ThirdWorldWar creates a contrast in the message delivered by the meme. At the same time, the hashtags are used to give further background on the meme. If we were to view these memes by themselves, without knowing that they were posted in regard to the Russo-Ukrainian war, the meaning would surely be lost. This demonstrates what Milner (2013, 2365) has defined as “minimalistic humour,” a characteristic of memes in which further context is needed to understand its humour and textual content.

Figure 4. SpongeBob SquarePants image macro captioned ”Latin America, my home.” Source: Zeceña, X, 2022.
Figure 5. Map of Latin America with video game character Kirby next to it, reading “Don’t take me out of Latin America anymore.” Source: Bonnie🦋, X, 2022.
Figure 6. A SpongeBob SquarePants image macro captioned “I like it here. Here are the people I love.” In the context this meme was shared, the place “here” refers to Latin America, whereas “the people I love,” represented in the image by a group of criminal cartoon fish, refers to other Latinos. Source: Licenciado Yagami, X, 2022.

In the collected sample, I found several examples of memes that convey a strong collective feeling of Latin American integration, despite experienced hardships and socio-cultural issues found in the region (see Figs. 4-6). Simultaneously, other characteristics of the memetic culture in Latin America arose. For instance, in a study comparing the use of political memes in Venezuela and Ukraine, Makhortykh & González Aguilar (2020) point out that Venezuelan memes reference popular culture products, such as Western popular culture and anime/manga (349). The figures above illustrate how image macros of the American animated series SpongeBob SquarePants and the Nintendo video games character Kirby have been used to express feelings of love towards Latin America by Latinos (see Figs. 5-6).

A critical approach one could implement when studying these types of memes is the lack of empathy and insensitivity towards the effects of the war (namely casualties, injuries, tragedy). While the message of these memes is not meant to be mock the conflict, and rather showcases a newfound sense of unity in the region, there is still the lingering question of whether it is ethical to “celebrate” not being involved in a war, especially by using alarmist hashtags like #ATTENTION and the more visible #ThirdWarWorld to spread these memes.

Apathy: “That’s my secret, Europe, I’m always in crisis”

Figure 7. Screenshot of a post on X. The post shows a dialogue: “Europe: Latin America, why are you not in crisis due to the #ThirdWorldWar? Latin America: That’s my secret, Europe, I’m always in crisis.” Underneath, an image of superhero the Hulk in the film the Avengers (2012). Source: Alex, X, 2022.

This second type of meme showcases a playful take on the region’s apathy in situations of international crisis or disasters. In the particular meme above, a figureless representation of Europe asks, “Latin America, why are you not in crisis due to the #ThirdWorldWar?” In this context, the hashtag is used to replace the name of the actual conflict, the Russian invasion of Ukraine. The meme shows a reconfiguration of the original line delivered by the Hulk in Marvel’s 2012 film the Avengers: “that’s my secret, Captain. I’m always angry” becomes “that’s my secret, Europe. I’m always in crisis,” and in this stance, Latin America is embodied by the Hulk (see Fig. 7).

Apathy is best defined as a human behaviour that reflects absence or suppression of empathy, emotion, or interest. I mentioned earlier that humorous memes are used to cope with the trauma generated by the war. At the same time, pessimistic and parodic humour can be employed as a coping mechanism for other political stresses and insecurities (Makhortykh & González Aguilar 2020, 352). In the case of Latin America, the region has been afflicted by socioeconomic crises for decades, many of which have been heightened by several military dictatorships from the 19th century onwards, leaving millions living in poverty. For instance, a study by the United Nations Economic Commission for Latin America and the Caribbean (ECLAC 2023) shows that “more than 180 million people in the region do not have enough income to meet their basic needs and 70 million of them lack the income needed to acquire a basic food basket.” My home country of Venezuela has seen an inflation rate of over 60.000% in the past years (Statista 2020), while its capital city, Caracas, is ranked third in the world’s most violent cities (World Population Review, n.d.). The top ten is composed of Latin American cities.

With this in mind, it is easier to put the apathy expressed through these memes in a wider geopolitical and social context. Seiffert et al. (2018, 2863) consider that, while memes can be used as political commentary, they can move from their original political expression “toward humour, irreverence, and meaninglessness.” In the case of these memes, while they are originally intended to show lack of interest in the Russo-Ukrainian war and further the feelings of isolation previously described by Gómez-Muñoz and Muñoz-Pico (2023), they can also be viewed as a collective introspection. In other words, Latin Americans look at their own experiences living in the region, they review the negative side of it (i.e., the socio-economic crises, economic collapses, dictatorships, corruption, ongoing violence, etc), and acknowledge them through humour.

Figure 8. Megadeth comic trip. The strip above reads “Russia and Ukraine.” Below, the text continues, “As I was saying, I never wanted to leave the country. I love Latin America.” Source: Wen, X, 2022.
Figure 9. Screenshot of a post on X. The text reads “And they said that there are no benefits of living in a third world country #ThirdWorldWar #URGENT.” Underneath, the image of a dog in a tie sitting in front of a laptop, with images of war in the background. Source: 🍄✨ Pøly_shitpøster✨🍄, X, 2022.

That said, the content of these memes can also be examined through more critical lenses. For instance, in the examples shown in Figs. 8-9, both images indicate that Spanish speakers are aware of the war and the tragedy it brings, but they choose not to take a side or express any empathy towards any of the belligerent parties. In the first meme (Fig. 8), the anthropomorphic skeleton glances at the nuclear explosion happening at its back, yet chooses to look away and carry on the conversation, strengthening the feeling of Latin American integration that was described in the previous chapter. Ironically, or perhaps intentionally, the comic strip that serves as a template for this meme is taken from the cover of Peace Sells… but Who’s Buying? (1986), an album by American thrash metal band Megadeth.

Alternatively, the next sample meme (Fig. 9) shows a combination of a visual component (an image of a golden retriever dog sitting in front of a laptop while the background behind it depicts a catastrophic war scenario) and a textual component (the post caption, indicating that a benefit from living in a “third world country,” namely a developing country, is not to be affected by the war). The dog’s breed (golden retriever) and demeanour (its mouth open and relaxed, with the tongue hanging out) can represent happiness, while the war at its back represents the Ukraine war. The dog’s paws are on the laptop, thus showing that it must carry on its activities, in spite of the conflict.

It is worth nothing that these memes were posted on the day of the Russian invasion of Ukraine. Over two years afterwards, we have witnessed the rampant tragedy, death and destruction brought by the war. The dark and borderline prophetic nature of these memes must then be questioned. Is apathy visible in these memes still “justifiable,” when there is an implicit level of consciousness of the possible consequences of the Ukraine war? Can we infer that apathy equals acceptance, when this reality had not yet come to fruition? Or rather, should this apathy be interpreted as a form of complacency?

Fear and Self-Awareness: “No. Next question.”

Figure 10. Screenshot of a post on X. The post reads, “Other countries: Latin America, can you stop making memes to hide your fear and take this seriously? Latin America: #ThirdWorldWar.” Underneath, an image from the American sitcom the Big Bang Theory (2007–2019) captioned “No. Next question.” Source: GabyLR🌌🛸🐙🐋🌎☄️🌕 , X, 2022.

Lastly, this last example shows a dialogue in Spanish followed by an image of the character Amy Fowler from the American sitcom the Big Bang Theory (2007–2019). As has been the case with previous examples, the dialogue in this meme is between a foreign figure (“other countries”) and Latin America as one entity. The foreign figure addresses the influx of Spanish memes and jokes being created about the war, and acknowledges the unspoken and widespread feelings of dread caused by the conflict. In return, Latin America’s response is that of Amy Fowler. In the image, the character is being pushed for questions by reporters, and carries a blank expression as the caption “No. Next question,” indicates a rather blunt, direct answer.

In a recent study of the depiction of fear in memes related to the COVID-19 pandemic, Damatis (2024, 41) determined that emotions are commonly represented by a combination of verbal and visual elements. Namely, the mix of pictures and text let the reader understand the emotion behind its creation. The representation of fear present in the Spanish-language sample are not dissimilar; it is the combination of text and images that gives meaning to the memes at an emotional level. And even more so, the memes used as example here show a level of self-awareness and introspection in regard to this fear; Latinos acknowledge the fear of war and conflict, even if it is happening in another continent, and credit it as the driving force behind the creation of war memes. Yet, at the same time, the dialogue shown in Fig. 10 points that despite their self-awareness, Latinos refuse to stop using memes to cope and “take it seriously.” 

Earlier in the text, I referenced research of Saarikoski et al. (2024, 6-7), who argue that memes become a momentary relief to cope with traumatic experiences in the case of the Russo-Ukrainian war. Along these lines, Gómez-Muñoz and Muñoz-Pico (2023, 23) also observed in their study of Spanish-language memes that fear was the most predominant emotion present in their sample. More specifically, their findings establish that this fear is rooted in being forced to be involved in the war, and not on the overall effects of the war at a global scale (ibid.). With this in mind, we must once again think of the ethics of war memes. Is it right to share memes that either celebrate the isolation of the continent or that turn a blind eye to the war, when the same are masking the fear of being forced into taking part in it through humour?

Latinos seem to be aware of the moral dilemmas associated with war memes, as reflected in the figures shown in this section. In this regard, the main question seems to be “why post memes about the war, given how serious the issue is?” Each of the memes selected offer a different stance: the first meme shows avoidance and bluntness (see Fig. 10). The second meme shows the duality of the Latino memetic culture, highlighting the affinity for humour even when facing moments of distress (see Fig. 11). Lastly, the third meme shows a similar lack of interest and empathy as described in the previous chapter; the comic strip shows the map of Latin America personified by the character Homer Simpson, who not only acknowledges it is not right to “joke” about serious topics, but seconds the sentiment with apathy by stating that “that’s just how things are” (see Fig. 12) The implication here is subtle but strong: this is how the memetic culture in the region is, and Latinos are not willing to compromise nor change it.

Figure 11. Screenshot of a post on X. The caption reads: “Everyone is worried about the Third World War yet still logging onto Twitter to look at the memes.” Underneath, an image of Marge Simpson from the Simpsons (1989–) pensively looking to the side, superimposed with a still image of the same character laughing. Source: Luisa, X, 2022.
Figure 12. Simpsons comic strip. The strip above reads, “You can’t make memes about a serious topic like this,” while the strip below reads, “That’s what I say, but that’s just how things are.” Source: Perez, X, 2022. 

Conclusion

Global events of international importance inspire the creation of memes. In today’s time and age, memes have gained a purpose beyond humour and/or entertainment, becoming vehicles through which to engage in social and political discourse. Through satire and comedy, memes can be used to quickly spread opinions, thoughts, and ideas with the intention to praise, criticise, or simply offer commentary on socio-political problems, figures, and environments. Along these lines, the creation of memes does not occur in a vacuum; external factors, particularly social and cultural ones, influence the textual and visual components of the meme, and the overall message it conveys.

Through the years, Latin America has developed its own memetic culture in the digital world. This culture is very much headlined by a distinct, and oftentimes unapologetic sense of humour, which itself reflects the vibrant and jokey nature of Latinos. In this regard, Spanish-language memes are used to express collective stances and remarks on current and political issues, as has been the case with the ongoing Russo-Ukrainian war. On February 24, 2022, the day of the invasion of Ukraine, Latinos turned to the social media platform X to engage in political discourse by sharing memes with the hashtag #TerceraGuerraMundial. Translating to Third World War in English, the hashtag carries a heavy and rather alarmist connotation: this war will become a global conflict.

Although the full effects of the Ukraine war and its impact on the global economic, geopolitics, cost-of-living were yet to erupt as we have now witnessed in the past couple of years, these memes reflect a collectivistic and immediate response to the possibility of an upcoming global conflict. As is the case with the memetic culture of Latin America, humour and satire have been used to express collective feelings, and in particular, positive and negative emotions.

The collected sample shows that a portion of the Spanish-language memes focused on highlighting the geographical separation between Latin America and Ukraine, where the conflict is taking place. In doing so, memes are used to create a feeling of integration in the region. This is reflected in the “happy” textual and visual components of the memes (i.e., the use of images where hearts and smiling characters are visible, the bold text reading “I love you” above the Latin America map). Yet, while these emotions are positive from a Latin America perspective, they can be interpreted as insensitive or rude in view of a real war that has had appalling consequences.

Thus and thus, apathy and fear were the two prevalent negative emotions found in the sample. As I mentioned, the creation of memes does not happen in a vacuum; the apathy that is shown in these memes can be attributed to the socioeconomic and political challenges and inequalities that have impacted the lives of millions of people living in Latin America. Namely, when daily life is a struggle, poverty is all around, and violence is rampant, a conflict taking place thousands of kilometres away does not feel as impactful as the realities Latinos face on their day-to-day. Yet, interestingly so, these Ukraine war memes also show a level of introspection, as Latinos use them to express their fear of the possibility of a Third World War. More specifically, of their forced participation in a global armed conflict. In this case, apathy and fear shall not be viewed as a juxtaposition; rather, this fear is closely related to the emergent problems found in the region. If life in Latin America can be very difficult, any additional threats, such as being forced to take part in a World War, can seem extremely frightening.

Whether positive or negative, the sample demonstrates how war memes are used to cope with the stress and anxieties of an emerging conflict, and shines the spotlight on Latin American perspectives of the war. The matter of whether or not certain stances and employed humour are insensitive or dark must be approached carefully, and it is of great importance to put things in the right context prior to making meanings of them. Viewing things from a critical perspective not only lets us have a better understanding of digital phenomena and human behaviour, but also to question them and the reasons behind them. I believe that some of the questions raised by the examples discussed in this paper, as well as evoked in the reader, could be answered by examining the evolution of these Spanish-language war memes from February 2022 until today. Moreover, a comparative study might indicate whether the stances have changed with the evolution of the conflict.

References

All links verified 18.12.2024. 

Research Material

🍄✨ Pøly_shitpøster✨🍄 (@ShippaiG). 2022. “Y decían que vivir en un país tercermundista no traía beneficios #TerceraGuerraMundial #URGENTE.” X, Feb 24, 2022, 7:53 AM. https://x.com/ShippaiG/status/1496724943601639427.

Alex (@alexculee). 2022. “Europa: Latinoamérica por qué no entras en crisis por #TerceraGuerraMundial ? Latam: ese es mi secreto Europa, siempre estoy en crisis.” X, Feb 24, 2022, 8:29 PM. https://x.com/alexculee/status/1496915131334377473.

Bonnie🦋 (@Bonnie_chan05). 2022. “Yo antes: sAQUENME DE LATINOAMERICA Yo ahora: viendo la tendencia -Putin, corea del norte, Estados unidos, Rusia, china, Ucrania, Guerra, etc- No gracias, acá toy bien #TerceraGuerraMundial” X, Feb 24, 2022, 10:15 PM. https://x.com/Bonnie_chan05/status/1496941865916153860.

GabyLR🌌🛸🐙🐋🌎☄️🌕 (@GabyLR15). 2022. “Los demás países: Latinoamérica puedes dejar de hacer memes para ocultar tu miedo y tomarte esto enserio? Latinoamérica #TerceraGuerraMundial” X, Feb 24, 2022, 2:35 PM. https://x.com/GabyLR15/status/1496826082821132290.

Luisa (@Luimv96). 2022. “Todos preocupados por la tercera guerra mundial pero aún así entrando a twitter a ver los momazos: #TerceraGuerraMundial.” X, Feb 24, 2022, 6:20 AM. https://x.com/Luimv96/status/1496701433093271552

Licenciado Yagami (@NegritoTuiter0). 2022. “Ya no me saquen de Latinoamérica banda… 🥲 #Rusia LATAM #Ucrania #Ucraina #Putin #TerceraGuerraMundial.” X, Feb 24, 2022, 5:36 PM. https://x.com/NegritoTuiter0/status/1496871671516565504.

navas, misael (@misael_666). 2020. “Trump: ”latinoamerica esta de lado de eeuu” Latinoamérica: #WWIII #TerceraGuerraMundial #worldwar3” X, Jan 4, 2020, 5:18 AM. https://x.com/misael_666/status/1213298625683578881.

Perez, Francisco (@Olympus_Mons96). 2022. “#TerceraGuerraMundial #Anonymous *Rusia, Estados Unidos y Ucrania en plena guerra* Todos en el conflicto … LATAM:” X, Feb 25, 2022, 7:46 PM.https://x.com/Olympus_Mons96/status/1497266128804061188/

Richie (@GranRichiee). 2022. “Es un buen día para ser de LATAM #Ucrania #Ukraine #ATENCION #AHORA #TerceraGuerraMundial.” X, Feb 24, 2022, 3:18 PM. https://x.com/GranRichiee/status/1496836943866441730.

Ukraine / Україна (@Ukraine). 2022. “This is not a ‘meme’, but our and your reality right now.” X, Feb 24, 2022, 10:43 AM. https://x.com/Ukraine/status/1496767831182041089.

Wen🇦🇷🏆⭐⭐⭐ (@wensugg). 2022. “*Yo hasta ayer queriendo irme del país y de LATAM* Yo hoy: #TerceraGuerraMundial #WWIII.” X, Feb 24, 2022, 1:46 PM. https://x.com/wensugg/status/1496813852796747776.

Zeceña, Marlon (@marlonzece). 2022. “Donde están los estudiantes de la UVG que querían salir de Latinoamérica. #TerceraGuerraMundial #WWIII.” X, Feb 24, 2022, 10:50 PM. https://x.com/marlonzece/status/1496952850219511808.

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Notes

[1] Formerly known as Twitter; hence the portmanteau “Twitterzuela.”

[2] For further information, see Internet, Humor, and Nation in Latin America (2024), edited by Héctor Fernández L’Hoeste and Juan Poblete.

Kategoriat
1-2/2025 WiderScreen 28

Hate Is a Drag — Examining the Drag Panic of the 2020s

Drag panic, moral panic, disinformation, lgbtq discrimination, lgbtq rights

Samantha Martinez Ziegler
samazin [a] utu.fi
Doctoral Researcher
Digital Culture, Landscape and Cultural Heritage
University of Turku

How to cite: Martinez Ziegler, Samantha. 2025. ”Hate Is a Drag — Examining the Drag Panic of the 2020s”. WiderScreen 28 (1–2). https://widerscreen.fi/numerot/1-2-2025-widerscreen-28-numerot/hate-is-a-drag-examining-the-drag-panic-of-the-2020s/

Printable PDF-version

Moral panics are built on the disproportional fear of a group of people, things, or behaviours that are falsely perceived to threaten values and norms of society. This irrational fear is fuelled by disinformation and far-reaching narratives that seek to spread panic and call for the hostile and imminent rejection of said “folk devil.” In the 2020s, a sudden drag panic has been spreading worldwide, driven by conservative activists and targeting Drag Story Hour events. By adopting anti-gay narratives and pervasive rhetorics of the past, today’s drag panic demonises LGBTQ people and calls for censorship and the banning of drag performances. This review article provides a wide overview of the art of modern drag, origins of drag panic, and its harmful ramifications. This text was originally written for the 2024 course on Media Criticism and Society as part of the Dark Play -project (“Synkkä leikki”) in the Digital Culture, Cultural Heritage and Landscape program at the University of Turku, and was revisited and last modified in the summer of 2025.

On a Saturday night in November of 2022, a mass shooting took place at Club Q, a Colorado Springs gay bar in Colorado, USA. The shooting resulted in the deaths of five people and over twenty injuries, nineteen caused by gunfire. This attack targeted the Lesbian, Gay, Bisexual, Transgender, and Queer (LGBTQ) community, and is an exemplary case of a hate crime of extreme violence towards sexual and gender minorities. 

A drag show was hosted at Club Q on the night of the shooting. The following day, the club was scheduled to host a drag musical brunch (New York Times 21.11.2022), a midday family-friendly entertainment event featuring age-appropriate drag performances and a relaxed brunch dining experience. Following the shooting, the expected drag brunch was cancelled. Although the motives behind the attack were first unknown, members of the LGBTQ community, including the co-owners of Club Q, speculated that hosting drag shows might have contributed to the gunman’s decision, fuelled by right-wing anti-drag rhetoric and hatred (Harris 2023, 124; CNN 14.12.2022). Conservative activist Christopher Rufo expressed such sentiments a month prior to the shooting in an article for The City Journal, a conservative policy magazine, particularly framing drag queens and LGBTQ individuals as implicit child groomers (Marwick et al. 2024, 476). 

Casualties, injuries, calls for censorship, and further stigmatisation of sexual and gender minorities are some of the direct consequences of the anti-LGBTQ hatred that continues to rise during the 2020s, and more specifically, extremely harmful ramifications of the emergence of drag panic all over the world. This paper examines the central themes surrounding moral panics and introduces a framework to understand the crux of drag panic in the age of modern conservatism and sweeping disinformation.

Moral Panics and the Art of Drag

The term ‘moral panic’ was developed by sociologist Stanley Cohen while working on his PhD in the 1960s, which was the base for his first book entitled Folk Devils and Moral Panics: The Creation of the Mods and Rockers (1972). In this work, a moral panic is described as a term to express mass anxiety, fear, or scare over a condition, episode, person, or group of people that is considered a threat to “societal values and interests” (Cohen 2011, 1). From this perspective, moral panics arise when a community perceives their cultural and moral values threatened by an external agent (namely, folk devil), thus creating an intense, oftentimes irrational, widespread feeling of fear amongst its members. 

Goode et al. (1994) add to Cohen’s definition of moral panic by stating that “as with all sociological phenomena, threats are culturally and politically constructed, a product of the human imagination” (150–151). On this basis, it would seem that moral panics will always emerge in our society. Although threats to traditional morality and pervasive beliefs can and will be inflated by the media, moral panics are rarely permanent, as panics are in themselves “self-limiting, temporary and spasmodic, a splutter of rage which burns itself out” (Cohen 2011, xxxvii). Yet even though some moral panics are short-lived and do not seem relevant today (e.g., the moral panic over role-playing games such as Dungeons & Dragons during the 1980s), other panics will ultimately have more serious, long-lasting repercussions in society. 

On this basis, drag panic is a type of moral panic rooted in the perception of drag being inherently sexual and, thus, harmful to minors. This pervasive rhetoric is primarily used by conservative activists as an ideological disinformation narrative to cause harm to sexual and gender minorities (Marwick et al. 2024, 460). Such rhetoric can be found in the writings of conservative authors like Chrisopher Rufo, who claims that drag is about “reformulating children’s relationship with sex, sexuality, and eroticism” and its goal is “the abolition of restrictions on the behavior at the bottom end of the moral spectrum—pedophilia” (Rufo 2022). In that regard, Harris (2023) considers that drag queens are depicted as a “present-day version of the predatory homosexual,” (156) a recurrent and harmful trope used in anti-LGBTQ movements throughout history, seen in Anita Bryant’s Save Our Children campaign during the 1970s, and previous moral panics, such as the Lavender Scare of the 1950s.

As we delve further into the complexity of drag panic, we must understand what drag is and what is not. Rufo’s claims aside, the art of drag can raise big questions for those unfamiliar to it. Is it just cisgender gay men cross-dressing as women in big wigs, heels, an abundance of make-up, and sequined dresses? Is it lip-syncing in front of a live audience? Is it hyper-sexual, is it tongue-in-cheek and humorous, is it a political statement? Is it ever family-friendly?

A simple answer for all the questions above is it can be. Drag can be elaborate, drag can be sexual, drag can be goofy. On the other hand, drag can be simple, drag can be family-friendly, drag can be serious. As with any art form, drag encompasses several artistic expressions. In The Big Reveal: An Illustrated Manifesto of Drag (2023), American drag queen and artist Sasha Velour (Alexander Hedges Steinberg, 1987–) explores the history and theory of drag, and addresses the complex question of what drag is based on her research, art, and memoir. Derived from the notion that drag is never exactly one thing but always many things at once (131), Velour asserts that “drag exists in conversation with community, reflecting the world around us and celebrating, stylizing, critiquing, and reinventing it in service of something better” (135). 

Video 1. Sasha Velour performing Praying by Kesha on stage. We’re Here, Season 4, Episode 6 (2024).

In academia, drag is understood as an art form where its performers attempt to present “new, altered, transgressive, or, most importantly, parodic gender identities within the context of performance” (Moore 2013, 17). Drag performers adopt a drag persona through which to portray an exaggerated gender expression; those who exaggerate femininity are known as drag queens, while their masculine counterparts are known as drag kings. These drag personas portrayed by the performers include names and mannerism that make the presentation of their characters unique and recognisable. Although drag has been closely linked to cross-dressing, modern drag proves to be more complex than that (Moore 2013, 18–19). By playing with elements of femininity and masculinity in their performances, drag queens and kings show “multiple ways to practice and experience gender” (Berkowitz & Belgrave 2010, 161–162), by displaying “humour, wit, and comedy for the audience” (Campana et al. 2022, 1967). Overall, drag is a performance art, a creative, staged, and imaginative type of entertainment that explores and often challenges traditional gender norms.

Generally, drag performers are part of sexual, gender, and racial minorities. As Velour (2023) explains, drag performance is part of queer history because it is the LGBTQ community “who has fought the hardest to protect this art” (7). Harris (2023) supports this notion, asserting that drag “serves as an important connection to LGBTQ culture” (129). Our understanding of modern drag has its roots in the late 19th century in the US, and can be traced back to African-American activist and formerly enslaved man William Dorsey Swann (1858–1923), a gay black man who hosted private parties or balls in his home called drags, “where he would perform in elegant feminine attire” and “were mostly attended by fellow formerly enslaved people” (GLAD Law 2023). 

Racial minorities, particularly African Americans and Latinos, have been involved in the evolution of modern drag culture. Strong drag communities bloomed in the New York ballroom scene of the 1980s, a subculture mostly made up of marginalised queer people of colour (Fitzgerald & Marquez 2020, 33). The origin of a collection of cultural expressions and traditions in modern drag that are now part of a larger cultural mainstream, such as vogueing or the art of shade, can be traced back to the ballroom scene. Likewise, ballroom culture redefined the terminology around drag (Velour 2023, 23). With this in mind, modern drag allows and celebrates elements of queerness, gender, and ethnicity to circulate freely and often overlap.

Drag is a skilled artistic expression no different from a staged theatrical performance. It is within this context that the core questions of this review article emerge: why is there a growing anti-drag movement right now? How did it come to be? And, more importantly, how did this movement become such a widespread moral panic?

Drag Story Hour

It has previously been established that the current drag panic is largely caused by viewing drag as an inherently sexual performance that is not suited for children. Although drag queens are now being targeted by this rhetoric, the demonisation of LGBTQ people in regard to children is anything but new. In the comparative study Child-Sacrificing Drag Queens (2024), Marwick et al. explore the history of harmful narratives used by anti-LGBTQ movements in the past and present. They establish that throughout history, expressions of queerness have been perceived as a folk devil, as to be queer “is to be a moral threat to heteronormativity” (Marwick et al. 2024, 460). 

In this vein, the marginalisation and stigmatisation of LGBTQ people throughout history has highly affected how drag is perceived. For example, queer people were subject to prosecution through several laws during the late 19th and 20th centuries, many of which criminalised acts like sodomy and cross-dressing (Harris 2023, 154–155). It is particularly the breaking of societal norms surrounding gender and sexual orientation and expression that has led to the stigmatisation of drag in the past (Campana et al. 2022, 1951). At its core, today’s drag panic is not too different. 

From 2020 onwards, one of the perceived threats within the context of drag panic has been Drag Story Hour[1] (DSH). The umbrella term is used to describe children’s literacy and artistic events to promote reading, diversity, and tolerance which are hosted by drag performers in public libraries, schools, and bookstores. As of June 8, 2025, the goals of DSH described in their official website are to work towards “a future where all people learn via LGBTQIA+ storytelling to embrace themselves and champion free expression in their communities” (Drag Story Hour 2025). The DSH initiative originated in San Francisco in 2015, but has since expanded across North America, Europe, and Australia, having over 50 chapters worldwide (Ellis 2022, 95). Starting as drag queens reading to children, DSH has now expanded into implementing larger literary and creative programs for children. 

The War on DSH: A Global Movement

The growing popularity and visibility of these events have made them extremely controversial and a target of anti-drag and anti-LGBTQ activism. Public libraries have particularly been attacked by this growing movement. For example, in Sweden, some public libraries scheduled to host DSH events in the autumn of 2022 were the target of heated debates, despite DSH’s goals of inclusion and acceptance aligning “with the objectives of Swedish cultural policy and library regulations” (Engström 2024, 239). The correlation between this conflict and the spread of drag panic in the year 2022 is not coincidental. Although conservatives have been pushing for the ban of LGBTQ literature in schools and public libraries as they deem it inappropriate for minors, the current war on DSH stands out among other forms of LGBTQ censorship as “its main target is not specific book titles nor specific speakers, but the method in which stories are presented to children” (Ellis 2022, 95). That is to say, the pressing issue is not the material read at DSH, but the manner in which it’s read.

Figure 1. Drag Story Hour held by Stockholm Deputy Major Jan Jönsson [pictured in drag] in solidarity with the DSH movement in the country. Source: Robin Bäckman / BBC News.

The pushback against DSH is not a mere matter of public and social media debate. Numerous protests have been held outside venues scheduled to host DSH events all around the globe. For example, among the hundreds of anti-LGBTQ demonstrations that took place in 2022 and 2023 in the US, over 161 protests and threats specifically targeted drag events and DSH (GLAAD 2023). 

In Finland, a group of anti-drag activists gathered outside of the Helsinki Central Library Oodi in 2022 to protest against satutuokio belonging to Helsinki Pride, hosted by Finnish drag queen Gaylien 2000 (Yle 1.7.2023). After around 20 protesters were removed by police, the event was able to take place in the public library (Figure 2 & 3). While these kinds of non-violent protests have taken place in Finland, other countries have seen stronger negative reactions, including harassment and intimidation both online and in person, assault, and property damage (Ellis 2022, 95). As opposed to the message of inclusion and literacy that DSH works towards, the one sent by protesters is one of intolerance, prejudice, and discrimination.

Figure 2. Anti-Drag Story Hour sign outside of the Central Library Oodi in Helsinki, reading “näpit irti lapsista (ENG: keep your hands off the children)”, July 1, 2022. Source: Kansalainen.fi.
Figure 3. Drag Story Hour with Gaylien 2000 at Oodi, July 1, 2022. Source: Keskustakirjasto Oodi / Facebook.

In the report A Year of Hate: Understanding Threats and Harassment Targeting Drag Shows and the LGBTQ+ Community (Squirrel & Davey 2023), the Institute for Strategic Dialogue (ISD) reviews the growth of the anti-LGBTQ movement in the Americas, Europe, and Australia in 2022. More specifically, in this document, the ISD focuses on the current anti-drag activism by examining over 200 anti-drag mobilisations at a global scale. 

The report identifies the US as the main anti-drag actor in the anti-LGBTQ movement, with the largest number of anti-drag protests and the highest number of violence attributed to the cause (Squirrel & Davey 2023, 5). While the previously discussed Colorado Springs shooting is an act of extreme violence towards the LGBTQ community and drag performers, other acts of violence include vandalism, doxxing, violent threats, and harassment towards performers and venues that host drag events both in person and online (Squirrel & Davey 2023, 11). Furthermore, many US states have been trying to pass new anti-drag legislation since 2023, especially in Western states like Oklahoma and within the Bible Belt, like Tennessee and Florida (NBC News 1.6.2023). The proposal and passing of regulations and legislations is also a consequence of moral panics (Goode et al. 1994, 168–169). By vocally condemning drag through organised demonstration, protesters call for the banning of Drag Story Hour and censorship of LGBTQ materials in public libraries and schools. 

As already noted, the biggest narrative surrounding the current drag panic is the framing of drag as inherently being harmful to children, shielding behind the narrative of drag being an inherent sexualised performance. Anti-drag activists often justify their actions under the excuse of “protecting children” (Squirrel & Davey 2023, 12). In other words, even if political actions become violent or directly harm drag performers, anti-drag advocates consider them a rightful response against a growing threat against morality: drag. As noted by Goode et al. (1994), hostility is one of the biggest characteristics of moral panics, following concern (156-159). When a moral panic emerges, there is an increased and expected level of hostility and violence towards groups of people who engage in the alleged threatening behaviour. Therein surges the mentality of us, the morally correct people, versus them, those who oppose a threat to our values and, therefore, are evil (Goode et al. 1994, 157). Drag panic follows the same dichotomy: anti-drag activists view themselves as the good in the fight, a folk hero battling the villain, drag, a folk devil standing against societal values. 

Figure 4. On the left, anti-gay rights activist Anita Bryant’s Save Our Children campaign (1977) Source: Associated Press / Women & the American Story (WAMS). On the right, anti-drag activists at a Drag Story Hour protest in Saskatoon, Canada (2022). Source: Jon Perez / SASKTODAY.ca.

News and Disinformation: The Driving Force Behind Modern Moral Panics?

Cohen (2011) maintains that news is often the main source of information “about the normative contours of a society” (11). In other words, the news plays a big role in framing narratives of right and wrong, of correctness and deviance to large audiences. News networks are responsible to feed information to news consumers, and when this information is tailored to fit the ideological preferences of a specific audience, the already existing bias against groups of people can be strengthened. 

Take the American news channel Fox News as an example. Fox News is known to have a bias towards the Republican Party and against the Democratic party, as it presents information from a conservative standpoint and, as a result, a strong link is established between broadcaster and the political affiliation of its consumers (Hoewe et al. 2021, 368). Fox News has, for instance, been an active agent in framing conservative narratives around immigration in America. [2] The framing of immigration as invasion by Fox News portrays Latin American immigrants as a threat, thus further dehumanising and stigmatising Hispanic immigrants (Hoewe et al. 2021, 382). With American president Donald Trump regularly employing anti-immigration rhetoric in rallies during his 2024 presidential campaign (e.g., stating that immigrants are “poisoning the blood of our country,” [Reuters 17.12.2023]), and reports of over 70 % of Republicans wanting immigration decreased in the country (Gallup 13.7.2023), Fox News becomes an echo chamber for its conservative viewers. 

In a similar manner, conservative news networks like Fox News are active actors in the anti-drag and anti-LGBTQ movement of today. The rhetoric used by conservative news networks converge into a “collective narrative structure” driven by conspiracy theories and “targeted disinformation campaigns” (Marwick et al. 2024, 475). A 2023 study by American non-governmental LGBTQ advocacy organisation Gay & Lesbian Alliance Against Defamation (GLAAD) found that multiple drag shows were first targeted by news outlets like Fox News and the Daily Wire prior to in-person anti-drag demonstrations taking place. The report explains that these conservative news networks would misinterpret upcoming drag shows, “spinning them as harmful to children, and protests or threats would follow” (GLAAD 2023). This, undoubtedly, factors in the growth and spread of drag panic in the US and its global dissemination through conservative social media channels. 

Harris (2023) expands on the topic by explaining that these conservative news outlets and social media channels further the anti-drag sentiment by pushing the narrative that “drag performers are corrupting the minds of children with gender ideology, grooming and sexualizing children, and, overall, corrupting our society’s moral compass” (154). In doing so, the group of society that is constantly fed this biased and false information begins to believe such a threat is real. Goode et al. (1994) describe this widespread agreement (consensus) as another key characteristic of moral panics (156–159). However, it is important to note that although moral panics see members of a society reaching general agreement regarding a supposed emergent threat, this percentage of the population do not need to make the majority (Goode et al. 157). That is to say, moral panics can cause great fear and concern in certain groups of our society; sometimes these groups make the majority, and sometimes they do not. 

Drag Culture in the Mainstream

As I have stated throughout the text, Drag Story Hour finds itself at the centre of the drag panic of the 2020s. Its mere existence threatens the value of conservatives who believe these events can be harmful to kids, be it because of narratives that frame drag as a sexualised performance, or because the goals of DSH include advocating for inclusion and acceptance of LGBTQ people. At the same time, although the Drag Story Hour project began in 2015, drag panic has spread and grown stronger in the 2020s. A factor that may influence the current focus on drag is the introduction of drag culture into the mainstream media. 

Today, drag has become a larger cultural phenomenon, gaining growing and steady visibility during the 2010s than in decades prior (Ellis 2022, 107). From television series, to music, film, and social media, drag has made its presence felt during the past decade. Harris (2023) credits American drag queen RuPaul Charles as one of the biggest contributors of drag in mainstream society (133). In this respect, the American reality competition television series RuPaul’s Drag Race (RPDR [Logo, VH1, MTV 2009 –]) particularly stands out. 

Figure 5. RuPaul’s Drag Race poster (2024). Source: MTV / Paramount+.

With over sixteen seasons, spin-offs, as well as numerous international adaptations, and plenty Emmys and accolades, Drag Race is responsible for bringing drag culture to a large audience all across the world (Martinez Ziegler 2024). The premise of the original RPDR series is to have a group of drag queens competing in several challenges to earn the title of America’s Next Drag Superstar and a cash prize of $200,000. Contestants, also known as racers, get to showcase their skills in makeup, dance, comedy, and overall drag performance throughout the entire competition, while RuPaul acts as the host and main judge of the show. 

Modern television, particularly in the case of reality television, is highly affective: it aims to provoke, challenge, and generate emotions in the viewer (Tuomi 2019, 48). Although it varies from program to program, this is often achieved by amplifying the “spontaneous” situations captured by the camera. At the same time, television can become a medium where to open dialogue about topics that are often viewed as taboo (Tuomi 2019, 54; Tuomi, 2022). All of these elements are present in RPDR. Whether it is through scripted conflicts between two or more contestants and encouraging the viewer to take a side, or by bringing hurtful queer pasts and experiences under spotlight by discussing the marginalisation of sexual and gender minorities in the show, RPDR aims to keep the audience engaged by generating reactions with every episode. In doing so, the show further encourages its audience to question what genuine solidarity is, and what political causes are worth fighting for (Hermes 2023, 142).

For example, Tuomi (2019) explains that confession cam segments are used in reality TV to show a person’s personality, emotions, and thoughts to the viewer (67). These reflective segments are a big part of RPDR. Each episode includes confession cam segments throughout the entire episode, where contestants are shown out of drag (i.e., as the “real” queer people behind the drag persona). Brennan & Gudelunas (2017) stress the importance of these segments for the narrative of the show, explaining that it is through them that the audience gets to know how their queer identities are formed “by experiences of pain, abandonment, rejection and abuse, as well as those of love, partnership, re-connection and support” (31). In other words, RPDR does not only bring drag performances into the mainstream, but queer experiences as well. 

From the late 2010s onwards, the overall success of the Drag Race franchise extends beyond television, with former contestants “taking over YouTube and Instagram, and getting Netflix specials” after their appearances on the show (Harris 2023, 133–134). Case in point, American drag queen Trixie Mattel (Brian Firkus, 1989–) has become one of the most well-known drag queens in the world, gaining a lot of fame after her appearance in the seventh season of the show and winning the third instalment of the spin-off series RuPaul’s Drag Race: All Stars in 2018. Apart from being known for her high-camp style of drag and comedy, Trixie has built a multimedia empire consisting of her own make-up line, Trixie Cosmetics, four music albums, international tours, several web series including Netflix’s I Like to Watch (2019–), and a motel, which renovation was covered in Discovery’s docuseries Trixie Motel (2022–), to name a few. Several drag performers have followed similar paths after their Drag Race career and have thus played a role in making the presence of drag felt in our everyday lives. 

Figure 6. Left, Trixie Cosmetics lipsticks (2024), source: Trixie Cosmetics / Facebook. Middle: Trixie Mattel posing with her doll by Integrity Toys (2021), source: Albert Sanchez / The Fashion Doll Chronicles. Right: Trixie Motel poster (2022), source: Trixie Mattel / Linktree.

Although the introduction of drag culture into the mainstream creates many positive outcomes, especially in the context of destigmatising the lives and experiences of sexual and gender minorities, it also turns drag performers into targets of hate crimes (The Washington Post 21.8.2022). Drag is more visible than ever before, more accessible; it does not only occur in underground clubs and hidden venues as it once did. Drag can be spotted in popular media, at local bookstores and libraries, and even in the makeup aisle at the department store. It is this prevailing presence in our society that is perceived as a threat and challenge to conservative values, which is where drag panic truly stems from; a newfound active threat to the morals of society that is “uncontrollable, unknowable, unfamiliar” (Goode et al. 1994, 163). 

Conclusion

As I have been examining throughout my text, Drag Story Hour has found itself at the very centre of drag panic during the past couple of years. The hundreds of protests and threats that have emerged in the 2020s have targeted drag performers, public venues where DSH is held, and the very values and objectives of the program. However, the false narratives adopted by conservative groups and anti-drag activists echo intolerant and homophobic remarks that have been utilised in anti-LGBTQ movements throughout history. 

Goode et al. (1994) suggest that moral panics can be built upon older ones (169). The grooming narrative implemented by anti-drag activists is part of a much older anti-LGBTQ rhetoric, which can be found, for instance, in Anita Bryant’s 1977 Save Our Children campaign, the first organised opposition to LGBTQ rights in the US that aimed to keep gay people out of public and social life (The Washington Post 24.7.2023). In fact, Harris (2023) considers that the greater anti-LGBTQ movement of today mirrors the late 19th century’s “concerns around gender and sexual deviation” (154–155). Because queer lives challenge heteronormative norms, panics that surround them view their existence as a threatening behaviour. 

To summarise, the anxieties and disproportional fear that drive drag panic are not new. They are built upon already existing anti-LGBTQ sentiments and narratives that demonise gender and sexual minorities. The visibility of drag culture in today’s society thanks to its introduction into the mainstream, as well as the push towards tolerance and acceptance of gender and sexual minorities during the past decade mark a key difference in the moral panic of today. Within this framework, I argue that this perceived modern “openness” has been translated into a growing and imminent threat to traditional values by conservative thinkers, fuelled by disinformation and conspiracy theories. In true moral panic fashion, the consequences of the modern drag panic are acts of extreme violence, discrimination, and criminalisation of drag. The pendulum swings, and its current trajectory seems to be towards intolerance.

“There are windows of openness in our culture. And then our culture closes those windows down just as fast. (…) In a culture, you can choose fear or love. It’s been my experience and my observation that humans on this planet feel more comfortable with fear rather than love and openness. So, the future of drag? Who knows what it is. I do know what history tells us about humans. And humans, they actually don’t feel very comfortable with openness and freedom. They really don’t.”

RuPaul Charles (Metro Weekly 7.4.2016)

References

All links verified 9.6.2025.

Figures

Figure 1

BBC News 19.06.2023. ”Stockholm’s deputy mayor hosts drag queen story hour”. https://www.bbc.co.uk/programmes/p0fw1d9n

Figure 2

Kansalainen 1.7.2022. Nina Metsälä: ”Helsingin keskustakirjasto Oodin edessä pidettiin 1.7. mielenosoitus pikkulasten groomausta vastaan”. https://www.kansalainen.fi/helsingin-keskustakirjasto-oodin-edessa-pidettiin-1-7-mielenosoitus-pikkulasten-groomausta-vastaan

Figure 3

Keskustakirjasto Oodi 2022. ”Kiitos herttaiselle Gaylien 2000 -alienille. Facebook. July 1, 2022. https://www.facebook.com/photo/?fbid=5681998721813072

Figure 4

Women & the American Story (WAMS). n.d. Anti LGBTQ+ Activism. Resource. https://wams.nyhistory.org/end-of-the-twentieth-century/the-information-age/anti-lgbtq-activism/

SASKTODAY.ca. 16.10.2022. Jon Perez ”Protesters, LGBTQ supporters clash over children’s storytelling event”. https://www.sasktoday.ca/central/local-news/protesters-lgbtq-supporters-clash-over-childrens-storytelling-event-5964535

Figure 5

Deadline 16.08.2024. Armando Tinoco: ”‘RuPaul’s Drag Race’ Renewed For Season 17 At MTV; Paramount+ Picks Up ‘RuPaul’s Drag Race All Stars’ For Season 10”. https://deadline.com/2024/08/rupauls-drag-race-season-17-mtv-all-stars-season-10-paramount-plus-1236041806/

Figure 6

Trixie Cosmetics 2024. ”The million dollar question.” Facebook. August 26, 2024. https://www.facebook.com/TrixieCosmetics1/posts/pfbid02a4PGcRhVPfK2pQKna7DjtVNkUstentf3EdzsbUpjFFpxZ61hKYCPUdRUVsperXxJl

The Fashion Doll Chronicles 13.11.2021. ”Integrity Toys makes a Mattel! Trixie Mattel!”. https://fashiondollchronicles.com/fashiondollchronicles/2021/11/13/integrity-toys-makes-a-mattel-trixie-mattel

Trixie Mattel. n.d. ”Icon, Legend & Star”. Linktree. https://linktr.ee/trixiemattel

Literature

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Brennan, Niall & David Gudelunas. 2023. Drag in the Global Digital Public Sphere: Queer Visibility, Online Discourse and Political Change. Routledge Research in Cultural and Media Studies. Routledge.

Campana, Mario, Katherine Duffy & Maria Rita Micheli. 2022. ““We’re All Born Naked and the Rest Is Drag”: Spectacularization of Core Stigma in RuPaul ’s Drag Race.” Journal of Management Studies 59 (8), 1950–86. https://doi.org/10.1111/joms.12848

CNN 14.12.2022. Sarah Fortinsky: “‘Shame on you’: Club Q survivors blame GOP rhetoric for mass violence”. https://www.cnn.com/2022/12/14/politics/club-q-survivors-hearing 

Cohen, Stanley. 2011. Folk Devils and Moral Panics: The Creation of the Mods and Rockers. Routledge Classics. Abingdon, Oxon; New York: Routledge.

Ellis, Justin R. 2022. “A Fairy Tale Gone Wrong: Social Media, Recursive Hate and the Politicisation of Drag Queen Storytime.” The Journal of Criminal Law 86 (2), 94–108. https://doi.org/10.1177/00220183221086455

Engström, Lisa, Hanna Carlsson & Fredrik Hanell. 2024. “Drag Story Hour at Public Libraries: The Reading Child and the Construction of Fear and Othering in Swedish Cultural Policy Debate.” Journal of Documentation 80 (7), 226–45. https://doi.org/10.1108/JD-02-2024-0026 

Fitzgerald, Tom & Lorenzo Marquez. 2020. Legendary Children: The First Decade of RuPaul’s Drag Race and the Last Century of Queer Life. New York: Penguin Books.

Gallup 13.7.2023. Lydia Saad: “Americans Still Value Immigration, but Have Concerns”. https://news.gallup.com/poll/508520/americans-value-immigration-concerns.aspx

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Glad Law. 2023. ”International Drag Day: Drag and the Fight for LGBTQ+ Rights.” Glad Law: GLBTQ Legal Advocates & Defenders. July 16, 2024. https://www.gladlaw.org/international-drag-day-drag-and-the-fight-for-lgbtq-rights/

Goode, Erich & Nachman Ben-Yehuda. 1994. “Moral Panics: Culture, Politics, and Social Construction.” Annual Review of Sociology 20 (1), 149–71. https://doi.org/10.1146/annurev.so.20.080194.001053

Harris, Zackary W. 2023. “Shantay You Stay: Keeping Kids at Drag Shows.” Journal of Law and Policy 32 (1). https://brooklynworks.brooklaw.edu/jlp/vol32/iss1/4

Hermes, Joke. 2023. Cultural Citizenship and Popular Culture: The Art of Listening. 1st ed. London: Routledge. https://doi.org/10.4324/9781003288855

Hoewe, Jennifer, Kathryn Cramer Brownell & Eric C. Wiemer. 2021. “The Role and Impact of Fox News.” The Forum 18 (3), 367–88. https://doi.org/10.1515/for-2020-2014

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Marwick, Alice, Jacob Smith, Belle Basnight, Dahlia Boyles, Margaret Donnelly, Stephanie Kaczynski, Evan Ringel, Sarah Whitmarsh & Carolina Yabase. 2024. “Child-Sacrificing Drag Queens: Historical Antecedents in Disinformative Narratives Supporting the Drag Queen Story Hour Moral Panic.” Women’s Studies in Communication 47 (4), 459–479. https://doi.org/10.1080/07491409.2024.2396288 

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Moore, Ramey. 2013. “Everything Else Is Drag: Linguistic Drag and Gender Parody on RuPaul’s Drag Race.” Journal of Research in Gender Studies 3 (2), 15–26.

NBC News 1.6.2023. Elaina Patton, Jillian Eugenios, Ellie Rudy, Brooke Sopelsa & Jay Valle: “Pride 30: Drag performers who made ’herstory’”. https://www.nbcnews.com/specials/pride-month-2023-drag-performers-who-made-herstory/index.html

New York Times 21.11.2022. Michelle Goldberg: “Club Q and the Demonization of Drag Queens”. https://www.nytimes.com/2022/11/21/opinion/colorado-springs-shooting.html

Reuters 17.12.2023. Nathan Layne: “Trump repeats ’poisoning the blood’ anti-immigrant remark”. https://www.reuters.com/world/us/trump-repeats-poisoning-blood-anti-immigrant-remark-2023-12-16/

Rufo, Christopher. 2022. “The Real Story Behind Drag Queen Story Hour.” The City Journal. October 23, 2022. https://www.city-journal.org/article/the-real-story-behind-drag-queen-story-hour

Squirrell, Tim & Jacob Davey. 2023. A Year of Hate: Understanding Threats and Harassment Targeting Drag Shows and the LGBTQ+ Community. London: Institute for Strategic Dialogue. https://www.isdglobal.org/wp-content/uploads/2023/06/Understanding-Threats-and-Harassment-Targeting-Drag-Shows-and-the-LGBTQ-Community.pdf 

Tuomi, Pauliina. 2019. “Pakko Katsoa?! Nykypäivän Provokatiivinen Televisiotuotanto Mediateollisuuden Muotona”. Lähikuva 31 (4), 48–79. https://doi.org/10.23994/lk.77933

Tuomi, Pauliina. 2022. “Puhtoisuuden illuusio: moraali- ja arvokäsityksiä ravistelevat televisiotuotannot mediassa”. WiderScreen 25 (1–2). http://widerscreen.fi/numerot/2022-1-2/puhtoisuuden-illuusio-moraali-ja-arvokasityksia-ravistelevat-televisiotuotannot-mediassa/ 

Velour, Sasha. 2023. The Big Reveal: An Illustrated Manifesto of Drag. Harper.

The Washington Post 24.7.2023. Susanna Cassisa: “The ‘groomer’ anti-LGBTQ+ panic is not new — and has caused immense harm“. https://www.washingtonpost.com/made-by-history/2023/07/24/groomer-lgbtq-germany-children/

The Washington Post 21.8.2022. James Bikales: “Drag faces new threats as it moves into the mainstream“. https://www.washingtonpost.com/nation/2022/08/12/drag-mainstream-attacks-crossroads/

Yle 1.7.2023. Rosa Lehtokari & Tiina Karppi: “Poliisi poisti häiriköijiä Oodista, jossa oli menossa drag queenin pitämä lasten satutunti – kirjastonjohtaja: mielenosoittajilla näkyi hakaristejä”. https://yle.fi/a/3-12519192

Notes

[1] Also known as Drag Queen Story Hour, Drag Queen Storytime, and Drag Story Time.

[2] For more information on this, see Understanding Trump Supporters’ News Use: Beyond the Fox News Bubble (2021), Sadie Dempsey et al.; Media: Fox News, Racism, and White America in the Age of Trump (2021), Kalemba Kizito; Media Coverage of LGBT Issues: Legal, Religious, and Political Frames (2019), Scott N. Nolan.

Kategoriat
Ajankohtaista

Irony, Exclusion, and Community – Femcel Identities and Community Dynamics on Reddit

femcel, femcelcore, incel, online communities, Reddit, online discussions

Ada Jussila
adajussila [a] gmail.com
MA, Digital Culture
University of Turku

How to cite: Jussila, Ada. 2025. “Irony, Exclusion, and Community – Femcel Identities and Community Dynamics on Reddit”. WiderScreen Ajankohtaista 16.4.2025. https://widerscreen.fi/numerot/ajankohtaista/irony-exclusion-and-community—femcel-identities-and-community-dynamics-on-reddit/

Printable PDF-version

The Reddit community r/femcelgrippysockjail provides a nuanced perspective on the construction and expression of femcel identity within a digital environment. Two coexisting identity models emerge: traditional femcelhood, rooted in perceived physical and social exclusion, and second-wave femcelhood, shaped by mental health narratives and the aesthetic of femcelcore. The community constructs belonging through irony, affect, and visual symbolism, while simultaneously enforcing boundaries through gatekeeping practices. Its ambivalent relationship with men is articulated via ironic misandry, reflecting the tensions of heteronormative expectations. Ultimately, femcelhood within this context emerges as a fluid, affective, and aestheticized identity shaped by digital culture.

Introduction

Online environments and social media platforms function as spaces where individuals can construct, modify, and challenge their identities. The femcel subculture emerged online, where women who identify as femcels share experiences of involuntary celibacy—namely romantic and sexual exclusion—as well as feelings of marginalization. Although the term originated in male-dominated incel communities, femcel spaces have evolved into their own subcultural domain, where irony, collective emotional processing, and distinctive digital aesthetics are closely interwoven.

In this review article, I explore the construction of identities and community dynamics within the Reddit community r/femcelgrippysockjail. The article is based on my master’s thesis, “I know I’m pretty, but I have the femcel mindset”: The Construction of Identity and Dynamics in the Femcel Community (Jussila 2025), in which I analyze how community members understand their own identities, what kind of dynamics shape the group, and how they express views about men.

Johanssen and Kay (2024) have divided the femcel subculture into two main currents: traditional femcels and second-wave femcels (femcel 2.0). Traditional femcel identity is rooted in experiences of exclusion based primarily on physical appearance, whereas second-wave femcels define themselves through mental health narratives, ironic self-expression, and aesthetic modes of communication. In my thesis, I demonstrate that both forms of femcel identity coexist and intersect within the r/femcelgrippysockjail community. The result is a unique space where diverse femcel identities and modes of expression converge.

The study material consists of comments and discussion posts published within the community. The research method follows Braun and Clarke’s (2006) model of thematic analysis, supplemented by netnography, which served both as an inspiration and methodological approach.

Theoretical Background of the Femcel Discourse

The examination of the femcel discourse is grounded in the broader concept of “incel” (involuntary celibate), which refers to individuals who perceive themselves as living in involuntary celibacy. Although the term is gender-neutral, it has become primarily associated with men, and communities formed around it have garnered significant attention due to associations with violence, misogyny, and radicalization (Evans & Lankford 2024, 917). The term “femcel”, on the other hand, refers to women who feel excluded from sexual and romantic relationships against their will. Compared to male incels, femcels have been studied far less extensively, as the femcel subculture has not been linked to similar societal threats as the male incel culture (Kay 2022).

Femcel identity is a relatively new digital subculture that emerged as a distinct community in 2018 with the creation of the Reddit community r/TruFemcels. This community explicitly distanced itself from male incel culture, particularly from its misogynistic and anti-feminist tendencies (Kay 2022). Within the femcel subculture, however, several divergent currents can be observed. Johanssen and Kay (2024) categorize femcels into two main groups: traditional femcels and second-wave femcels. Traditional femcel identity is rooted in experiences of romantic and sexual rejection, which are perceived to result from one’s perceived unattractiveness and the constraints of societal beauty hierarchies. In contrast, second-wave femcels define femcelhood through psychological struggles, personality traits, and the aesthetic and ironic expression known as femcelcore.

The femcelcore aesthetic is characterized by representations of alienation, toxic femininity, and dissociation, often communicated through memes and TikTok videos. What matters is not only the aesthetic itself, but the affective message it conveys—often serious, but visually playful. This resigned stance toward gendered disappointments is described by Johanssen and Kay (2024) with the concept of heteronihilism.

Interactions within femcel communities give rise to various dynamics that shape both internal relationships and attitudes toward men. One central concept is ironic misandry, which refers to exaggerated, satirical statements about men — often blending feminist critique with humor (Ging 2017, 640–641). Such memes and discussions provide ways to process frustration, while also fostering a sense of community. According to Vaahensalo (2021, 3), othering in online discourse functions as a tool through which internal differences within a community are structured into oppositional categories — for example, traditional and second-wave femcels may depict one another as outsiders in relation to what is considered “authentic” femcelhood. The community’s internal dynamics can also be analyzed through Hunnicutt’s (2009) theory of patriarchy. Hunnicutt emphasizes patriarchy as a mutable and context-dependent structure of power that shapes gender roles and defines feminine value through appearance, desirability, and relationship status. In femcel communities, these norms are frequently questioned—though often through resignation rather than resistance.

Research Material and Methods

The research material is drawn from the Reddit community r/femcelgrippysockjail, an active subreddit primarily focused on femcel-related topics. The community was established on May 25, 2023, and at the time of data collection, it had approximately 49,000 members. Reddit is a social media platform where content is organized into topic-specific discussion forums known as subreddits. Users operate through pseudonymous profiles, enabling the sharing of personal and sensitive experiences. The structure of Reddit has been shown to support the formation of subcultural identities (Massanari 2015).

The data was collected between November 11, 2024, and February 13, 2025. It consists of 395 comments and 17 discussion posts, which primarily include memes, images, and text-based thread starters. The subreddit’s name, “grippy sock jail”, is a humorous reference to psychiatric care or hospitalization (Urban Dictionary) and reflects the community’s characteristic ironic approach to mental health struggles and femcel identity. The aesthetic of the posts is influenced by Japanese popular culture, particularly so-called yandere characters, which convey intense, even chaotic emotional expression (Kotaku 20.8.2013).

The study is qualitative and combines a netnographic approach with thematic analysis. Netnography serves in this research both as a source of inspiration and as a methodological framework, particularly in the context of fieldwork conducted on Reddit. While the analysis follows the principles of thematic analysis as outlined by Braun and Clarke (2006), the research approach is also informed by Turtiainen and Östman’s (2013) “researcher’s roadmap,” which frames the internet as simultaneously an object, source, tool, and environment of research. This highlights the researcher’s responsibility and the need for ongoing reflection on the ethical sustainability of the study (Turtiainen & Östman 2013). The research was conducted through passive observation — without interaction with community members — following the example of Vainikka (2019) in her study on misogyny in the Finnish imageboard Ylilauta. This distant observer role helped preserve the authenticity of the material and supported the ethical integrity of the study.

The data was analyzed using the model of thematic analysis developed by Braun and Clarke (2006). In this method, recurring patterns of meaning are identified and coded into themes. A deductive analytical approach was used, where the analysis was partially guided by theoretical frameworks but remained open to data-driven insights. The thematic focus was placed on the construction of femcel identities, the community’s internal dynamics, and gendered discourse. Throughout the analysis, the researcher actively reflected on their own positionality and its influence on the interpretive process (Braun & Clarke 2021).

Identities in the Community

Within the Reddit community r/femcelgrippysockjail, two distinct forms of femcel identity appear side by side: traditional femcels and second-wave femcels. These identities differ in how femcelhood is described, processed, and presented. Traditional femcels are characterized by earnest and serious sharing of personal experiences, while second-wave femcels have adopted an ironic and aesthetic approach.

Traditional femcel identity is grounded in narratives of rejection linked to physical appearance and social failures. Text-based discussions frequently contain expressions of feeling unattractive, lacking social skills, and being trapped in an unchanging life. These posts convey a strong sense that one’s exclusion from relationships and societal acceptance is permanent — that social marginalization is irreversible (Johanssen & Kay 2024, 13–14). This identity is underpinned by a belief in a rigid appearance-based hierarchy that excludes certain women entirely from romantic and sexual opportunities. A pervasive sense of failure is shared through confessional statements such as “I would literally do anything to just have a man go on a date with me” or “boys’ standards for girls are incredibly high and barely any boys care about personality, they all just want pretty girls.” Through this, a shared melancholic atmosphere is created, where feelings of rejection and exclusion are mutually reinforced (Kay 2022, 4–5).

Second-wave femcels represent a newer generation of femcel identity, where the focus is less on physical unattractiveness and more on expressing femcelhood through aesthetic, ironic, and humorous means. Johanssen and Kay (2024, 14–16) describe this orientation as femcelcore, which draws inspiration from sad girl culture, girlhood, the mentalcel narrative, and Japanese popular culture. Femcelcore posts are primarily visual in nature, including memes and TikTok videos, combining exaggerated emotional expression, vulnerability, and self-deprecating humor.

According to Bergeron-Stokes (2023), the style of femcelcore memes is built around a recognizable “quirky” aesthetic, sad girl symbolism, and affective experientiality. These visual representations explore themes of alienation, loneliness, and failed romantic experiences, often through a lens of aesthetic playfulness and irony. While the memes are often visually striking, their power lies in their emotional resonance and relatability. Johanssen and Kay (2024) describe femcelcore as a form of curated emptiness — an attempt to shape disappointment, nihilism, and affective alienation into a shareable experience through aesthetic means.

Figure 1. A meme referencing manga artist Tatsuki Fujimoto.

Memes and images frequently feature messy “vibes”, daily life spent in front of a computer, themes related to mental health struggles, and characters drawn from Japanese popular culture — particularly, in this community, the yandere-type female characters from Tatsuki Fujimoto’s Chainsaw Man series (see Figure 1). Yandere characters are loving but obsessive and even violent, and within the community they are admired as symbols of unstable, norm-defying femininity. The purpose of femcelcore representations is not to depict individuals’ realities literally, but rather to create a shared aesthetic language for expressing femcelhood — playfully, but with a serious undertone (Glamour 1.3.2023; Metro 20.3.2022).

Figure 2. A meme combining pastel-toned girlhood aesthetics with a stark message.

Femcelcore content blends visual aesthetics with emotionally heavy themes, such as mental health and experiences of social exclusion. In Figure 2, a soft, pink aesthetic is juxtaposed with a stark phrase about hiding a body, creating an ironic and conflicting impression. These kinds of contrasts are characteristic of femcelcore: they combine pastel-toned, soft (girlhood-themed) visuals with text referencing violence, obsession, and vulnerability. Johanssen and Kay (2024), along with Bergeron-Stokes (2023), describe this approach as “vibes”, where visuality becomes a way to process emotions and challenge cultural norms of femininity.

Community Dynamics: Identification and Opposition

A sense of community within r/femcelgrippysockjail is primarily built through identification. Members share common experiences, values, and identity-related traits, which strengthens their sense of belonging. On social media platforms like Reddit, this identification manifests through the offering of peer support and the recognition of shared experiences, which in turn helps alleviate feelings of loneliness (Naslund et al. 2016, 113–122). Within the community, identification is especially evident through commenting and upvoting posts. Simple comments such as “Literally me” express strong identification with the content of a post. This phrase frequently signals that members perceive the emotions and experiences described by others as reflections of their own.

Figure 3. An image shared by a community member depicting a messy bedroom.

Identification within the community is also reinforced visually, particularly through the replication of meme trends. For example, images of messy bedrooms became a trend, and sharing such images served as a symbolic expression of communal identification and shared experiences. Figure 3, depicting a messy room with the r/femcelgrippysockjail subreddit visible on the computer screen, creates a meta-level reference to the community and highlights the individual’s commitment to it. Humorous elements, such as the use of a body pillow as a boyfriend substitute, further communicate shared understandings of loneliness and the inaccessibility of romantic relationships.

According to Naslund et al. (2016, 113–122), the peer support offered by online communities is particularly valuable for individuals struggling with mental health issues or social exclusion. Online interaction removes the barriers of face-to-face communication and provides a safe and anonymous space for sharing sensitive experiences. Platforms like Reddit allow for both active participation and passive content consumption, thereby accommodating users’ individual needs and enhancing their sense of agency.

While community built through identification offers many benefits, such as empowerment and a reduction of stigma, it also carries risks. Echo chamber and filter bubble effects can reinforce one-sided worldviews and limit exposure to diverse perspectives. These dynamics have been especially significant in male incel communities, where they have contributed to radicalization and extreme behavior (Bright 2018, 17–33; Pariser 2011, 215–217; Sugiura 2021, 13). In femcel communities, however, no signs of radicalization or violent action have been observed, even though expressions of frustration or hostility occasionally emerge (Evans & Lankford 2024, 923–929).

Figure 4. A meme questioning the legitimacy of the femcel identity.

Beyond shared identification, the community dynamic is also shaped by strong internal divisions, as members continuously negotiate the meaning and boundaries of femcel identity. Second-wave femcels broaden the concept of femcelhood beyond appearance-based definitions to include psychological and social difficulties, as well as the associated “vibes”. However, this perspective is met with criticism from more traditional femcels, who feel that the misuse of the femcel label threatens its original meaning. Through gatekeeping, they attempt to exclude those whose experiences do not align with the idea of involuntary celibacy caused by perceived unattractiveness. These debates revolve around who qualifies as a “real” femcel and who is entitled to use the term for themselves. For example, Figure 4 features a meme that comments on how “average” women, who fail to find a partner due to overly high standards, are co-opting the femcel label — while the truly marginalized members of the community are ignored.

This internal split can be understood as a form of othering within online discourse. According to Vaahensalo (2021), othering in online conversations refers to discursive practices that define certain groups as outsiders in relation to an in-group identity. While othering typically targets those outside the community, in this case it occurs internally: traditional femcels position second-wave femcels as “others” who do not fully share the same experiences or interpretations of femcelhood. This “us versus them” dynamic is common in the discourse of marginalized groups and serves as a way to define internal group identity and belonging—even on anonymous platforms like Reddit (Vaahensalo 2021, 3).

How Femcels Express Views About Men

In the r/femcelgrippysockjail community, expressions of attitudes toward men are layered and emotionally complex, oscillating between desire, hostility, and obsessive intrigue. A recurring pattern is the performative contradiction inherent in heteronormative relationships — femcels often articulate both a yearning for romantic connection and deep-seated frustration with men. These tensions are most commonly expressed through memes and comments infused with irony, sarcasm, and absurdist humor. For instance, one widely shared meme shows a woman lying beside a man while typing on her phone: “I hate men #misandrist.” This captures the duality many femcels express — the ability to simultaneously resent and desire men, often wrapped in a tone of self-aware contradiction.

These expressions reflect the concept of heteronihilism as described by Johanssen and Kay (2024, 13–14), in which heterosexuality is seen as a (partially compulsory) system (see Rich 1980) that is difficult to detach from, even though it involves disappointment and inequality (Walby 1990, 87). Within the community’s discussions, this is evident in comments where users express a wish not to feel attracted to men, or voice frustration and even hatred toward men while simultaneously acknowledging persistent sexual desire. Statements like “You can desire men without liking them or wanting to be around them”, “I would sacrifice my soul to never be attracted to men…” and “I mean, I can hate men and still like dicks, what’s the problem? Let us be silly” illustrate this ambivalence, where longing and resistance exist side by side.

In this context, ironic misandry functions as a collective outlet for these contradictory emotions, providing the community with a safe way to express frustration and disappointment (Ging 2017, 640–641; Ringrose & Lawrence 2018, 687–688; Powell & Henry 2017, 24–43). These tensions can also be examined through Hunnicutt’s (2009, 558–565) theory of patriarchy, which defines patriarchy not as a fixed or clearly bounded system, but as an evolving process in which power manifests in diverse ways — including through the active participation of women. This perspective helps explain why femcel communities may simultaneously express patriarchal thinking and feminist-tinged critique that challenges those very structures.

Hunnicutt’s (2009, 558–565) theory of patriarchy, which emphasizes patriarchy as a dynamic and context-dependent system, helps to illuminate this interplay. Power in these communities is not static; it is negotiated, resisted, and sometimes even internalized. Femcel discourse reflects this tension: expressions of frustration with men can coexist with internalized patriarchal logics, even as the community articulates its own distinct language of dissent.

Disagreements within the subreddit also emerge around how to express views about men “correctly” or in a way that reflects “authentic” femcelhood. Some members express deep pain and longing for companionship, while others reject heteroromantic intimacy outright, citing distrust and past trauma. These differing expressive stances often lead to debates about whether seeking connection constitutes weakness or self-betrayal. In one long thread, users argued whether desiring a relationship is compatible with self-respect, or whether true femcels should embrace solitude as a protective choice.

A distinctive linguistic feature within these expressions is the term moid — a deliberately dehumanizing label for men, adapted from male incel communities’ use of foid (female humanoid). It reduces men to base biological entities, stripping away emotional depth. Comments like “I would never lay with a moid, women are for love, moids are for children and nothing else” demonstrate a symbolic distancing of emotional intimacy from men, re-centering women as the true subjects of love. Yet even here, tone matters: such statements are often marked by intentional exaggeration, irony, or deadpan humor designed to provoke, unsettle, or amuse — rather than to incite.

Altogether, the ways femcels express views about men in this community are saturated with emotional complexity, stylistic play, and cultural critique. Irony, contradiction, and meme aesthetics allow users to externalize personal frustrations while building a collective affective vocabulary — one that comments on gendered expectations while remaining self-aware of its own contradictions.

Figure 5. A meme playfully mocking masculinity through irony.

Criticism of men is also expressed through the community’s meme culture. In Figure 5, a meme suggests that playing video games is “female trait,” while encouraging men to build houses or go to war instead. This kind of content functions as a humorous counterimage to traditional masculine expectations, offering a playful critique of those norms. The irony and exaggeration present in such memes should not be interpreted as straightforward man-hating, but rather as a way of processing frustration with patriarchal power structures and their associated gender roles (Rivera & Scholar 2019, 1–9).

Nerd culture and video gaming — frequent subjects of this meme-based critique — are closely linked to second-wave femcels and the femcelcore aesthetic (Johanssen & Kay 2024, 9–11). These memes can also be read as critical reflections on gaming culture itself, especially its gendered structures and the marginalization, suspicion, and misogyny often directed toward women within those spaces (Massanari 2017, 334–337).

Overall, femcels’ expressions of attitudes toward men are not simple or uniform, but rather layered, emotionally charged, and stylistically diverse. Community discourse constantly navigates the tensions between personal desire, heteronormative expectations, and larger cultural power structures. In this context, ironic misandry serves both as a coping mechanism and as a form of feminist critique — enabling community members to process anxiety and frustration, while searching for meaning in their lived experiences.

Conclusions

The Reddit community r/femcelgrippysockjail offers a unique perspective on how femcel identity is constructed and experienced within a digital space. During the period of analysis, two distinct yet coexisting forms of femcelhood stood out: traditional femcel and second-wave femcel identities. These approaches reflect parallel — but at times conflicting — interpretations of what it means to be a femcel, visible both in visual representations and in member interactions.

Traditional femcel identity is rooted in the belief that rejection stems from physical appearance and social inadequacies, perceived as irreversible and fated. In contrast, second-wave femcels define their identity through mental health narratives, emotional expression, and the femcelcore aesthetic. Femcelcore draws from influences such as sad girl culture, the visual language of girlhood, Japanese popular culture, and the aesthetics of dissociation. As a result, femcelhood becomes not only a personal experience but also a shared emotional expression and visual language.

What unites the community is a strong sense of identification, built especially around memes, irony, and humor. Simple reactions or visual elements — such as messiness or distinctive “vibes” — convey affective communal belonging. At the same time, the community displays intense gatekeeping: traditional femcels seek to maintain strict boundaries around who can claim the identity, resisting broader interpretations that might include conventionally attractive women or those who voluntarily withdraw from romantic relationships. This internal opposition can be understood through the concept of othering in online discourse, where group boundaries are drawn and negotiated through interaction.

The community’s relationship to men is emotionally complex and marked by contradiction. Expressions range from longing and vulnerability to resentment and resignation. Ironic misandry serves as a coping mechanism to process this tension and navigate the pressures of heteronormative expectations. Johanssen and Kay’s (2024) concept of heteronihilism is particularly relevant here: romantic relationships are no longer fully believed in, yet not entirely abandoned either. Femcelcore enables the exploration of this emotional spectrum through aesthetics and humor, offering a space to challenge and reimagine cultural norms.

Ultimately, femcel identity and culture are not static, but in constant flux. Femcelhood cannot be reduced to a single dimension; rather, it is shaped by a fusion of lived experience, aesthetics, irony, and emotion—a new kind of female identity shaped by the digital age.

References

All links verified 16.4.2025.

Research Material

The primary research material consists of posts from the Reddit community r/femcelgrippysockjail, including 17 discussion threads and 395 comments. The data was collected between November 11, 2024, and February 13, 2025.

Literature

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TerceraGuerraMundial in Memes: Latin American Perspectives on the
Russo-Ukrainian War

Latin America, war memes, political memes, social media, Ukraine war

Samantha Martinez Ziegler
samazi [a] utu.fi
MA, doctoral student
Digital Culture
University of Turku

How to cite: Martinez Ziegler, Samantha. 2025. “TerceraGuerraMundial in Memes: Latin American Perspectives on the Russo-Ukrainian War”. WiderScreen 28 (1–2). https://widerscreen.fi/numerot/1-2-2025-widerscreen-28-numerot/terceraguerramundial-in-memes-latin-american-perspectives-on-the-russo-ukrainian-war-2/

Printable PDF-version

The Russian invasion of Ukraine in February 2022 has seen the use of war memes on social media as tools to engage in political discussion, spread ideologies, and as visual propaganda, particularly in anglophone cyberspaces and with an Eurocentric standpoint. In Latin America, where memetic culture is distinctly rooted in humour, emotions, and irony, Ukraine war memes have been used to express social and political commentary on the conflict. These war memes reveal affective responses to the Russia-Ukraine war, and present different perspectives on the effects of the war. The focus of this paper is the Latin American perspectives on the Russia-Ukraine war conveyed through memes created and posted on the day of the invasion under the hashtag Tercera Guerra Mundial (Third World War). By examining ten Spanish-language memes, I establish three common responses and stances, and explain the context in which they are conceived. This text was originally written for the 2024 course on Media Criticism and Society as part of the Dark Play project in the Digital Culture, Cultural Heritage and Landscape program at the University of Turku, and was revisited and last modified in the autumn of 2024.

In Latin America and the Caribbean, memes have been used as political and social commentary for years. From criticism and mockery aimed at specific political figures and parties, to bringing awareness to social issues that affect society, memes are today a common tool of Latin American political agendas (Makhortykh & González Aguilar 2020, 342). While this commentary sometimes focuses on local incidents and political figures that are relevant within specific geographical boundaries, as it can be commonly observed in memes that highlight the ongoing social unrest in countries like Argentina, Venezuela, Chile, Mexico, among others, other instances also show how memes are used to engage in political discourse that extends beyond the region, like international geopolitical issues. In this sense, the Latino memetic culture on social media is built upon the communicative power established between individuals that can observe reality from a particular perspective, thus allowing for collective commentary on foreign socio-political issues (Vera Campillay 2016, 6).

From a personal standpoint, I have been part of Twitterzuela (Graterol 2021), an online community of Venezuelan X[1] users, since 2009. My experience as a member of this digital community has given me the opportunity to witness the evolution and production of political memes first-hand. A good example of the popularity of political memes in Twitterzuela is the creation of memes to celebrate the death of former president and controversial politician Hugo Chávez. Since 2013, the hashtag #ChavezPartyNightClub has been used on X every March 5th to share hundreds of memes, usually through a mix of image macros, text, and video clips (Maduradas 2021). Many of these memes are recycled and reposted each year, although it is common for new posts in the form of image macros or videos to be shared as well.

The memetic culture found in Twitterzuela is, though, part of a much larger culture that is shared with other Spanish-speaking countries in the region. For instance, in Mexico, memes became an effective campaign weapon employed by political parties and their followers during the 2018 presidential elections (Franco Estrada & Rawnsley 2021, 334). Latino abortion rights activists created and shared political memes during massive online protests on social media platforms like X and Instagram under the hashtag #AbortoLegalYa (Legal abortion now) since the late 2010s onwards (Acosta 2020, 40). In this manner, with over 400 million native Spanish speakers living across 20 countries (Osoblivaia 2020), Latin America has developed their own way of creating, replicating, adopting, and sharing memes through the years. The semantics of the Spanish language allow for visual and textual imagery to travel across these countries, despite the slight differences in regional dialects and area-specific internet jargon.

Bueno Oliviera (2022, 178) expands on this by explaining that the cultural characteristics of the Latino memes are not always understood by foreign individuals, and vice versa. In regard to political memes directed towards foreign conflicts and/or events, the digital boundaries between the Latin American countries begin to blur. Instead of 20 countries, the region becomes one geographical entity, a spectator isolated from the rest of the world where the conflict takes place (Gómez-Muñoz & Muñoz-Pico 2023, 23). This has been the case in respect to the ongoing Russo-Ukrainian war following the Russia invasion of Ukraine in 2022 (ibid). The Ukraine war memes created and shared in Spanish spaces on social media do not stay in country-specific bubbles; rather, these memes are intended to express collective thoughts, ideas, and sentiments of Latin America, whether explicitly or implicitly, in their content. This is reflected by the use of visual and textual elements (e.g., including the map and/or flags of Latin American countries, or including the word Latinoamérica or Latam in the memes) to talk about “us” in relation to “them/it” (in this instance, the war).

On social media, particularly on the platform X, the use of the hashtag #TerceraGuerraMundial (Third World War) to post memes about the Russo-Ukraine war particularly stands out. The hashtag is a hyperbole, where Latinos interpret contemporary foreign conflicts and crises of international interest and reach as an “unofficial” Third World War. Along these lines, #TerceraGuerraMundial has been used sporadically since 2020 by Latinos to share political memes, especially whenever international tensions arise. For example, the January 2020 Iranian attack on US forces (Harkins 2021) generated a lot of reactionary memes in Latin American spaces, which were shared through this hashtag on X (see Fig. 1). Although the fear of conflict factors in the creation of political memes (Gómez-Muñoz & Muñoz-Pico 2023, 3), the use of #TerceraGuerraMundial also hints at an alarmist reaction before international political unrest.

Figure 1. Screenshot of a post on X. The post reads the following dialogue: “Trump: Latin America is on the side of the US. -Latin America:” followed by a video of the television show RuPaul’s Drag Race: Untucked (2009–) to show lack of interest and indifference towards the statement. Source: navas, X, 2020.

Today, #TerceraGuerraMundial has become particularly relevant to discuss the Russia-Ukraine war in Latino cyberspaces (Quintanilla Kanter 2022). This paper discusses Latin American perspectives on the Russian invasion of Ukraine based on the textual and visual contents of war memes. In particular, I am interested in examining the earliest memetic responses to the conflict in Ukraine. From this perspective, I ponder the following: what kind of social commentary on the Russia-Ukraine war do Latinos express through memes on social media? Which particular emotions, ideas, and stances are reflected in the content of these war memes? What are the characteristics of Latino meme culture on the social media platform X? Towards this goal, I collected a small sample of 10 Spanish memes that were published shortly after the Russia invasion of Ukraine on February 24, 2022 on X. The sample was then split into three categories based on the ideational components of its contents, which in turn offer three typical frames of reference on the conflict.

War Memes: Political Weapons of the Digital Age

The term “meme” was first used by biologist Richard Dawkins in 1976 to talk about units of culture that are transmitted from person to person, usually by imitation (Shifman 2014, 2). This definition has served as the base upon which academics have further developed the concept of meme. Particularly, in regard to internet memetics, professor Limor Shifman departs from Dawkins’ original definition proposes that instead of viewing memes as singular units of culture, they should be viewed as groups of units with common features, formats, and themes that can be replicated and imitated (Vainikka 2016, 61). Although the term is used colloquially to talk about fast-spread humorous images, videos, texts, among other media that is copied and replicated by others on the internet, academics offer a more ample understanding of what they are, what they represent, and how to interpret their content.

For example, Makhortykh & González Aguilar (2020, 343) describe memes as a combination of visual and verbal elements that aim to “stir affective reactions.” This echoes earlier statements by Nissenbaum and Shifman (2018, 297), which hold that “emotions are central to the operation of memes.” As another way of putting it, memes are carriers of an affective power. In this vein, Gómez-Muñoz & Muñoz-Pico (2023, 6) support these claims by defining memes as messages transmitted through repetition and emotions, anchored to the perception of a particular reality.

While internet memes can be used to convey positivity (e.g., celebrate success, enhance positive feelings, and show empathy), they can also be tools to spread misinformation, hate speech, and political propaganda (Vainikka 2016, 63; Nissenbaum & Shifman 2018, 297). Internet memes have played a particular role in the Russo-Ukrainian war, being used by both of the parties involved to promote their respective political agendas on social media. Pro-Ukraine and pro-Russia have been used by both civilians and government officials since the conflict started to engage in political discourse (Saarikoski et al. 2024, 7). In fact, a cartoon depicting Adolf Hitler caressing Russian president Vladimir Putin’s cheek, captioned “This is not a ‘meme’, but our and your reality right now” posted by the Ukraine government’s official X account hours after Putin announced the start of a “special military operation” in Ukraine on February 24, 2022, is one of the first official uses of political memes in this particular armed conflict (Gómez-Muñoz & Muñoz-Pico 2023, 7).

Figure 2. Screenshot of a post thread on X. The posts show what is considered to be the first official meme of the Russian invasion of Ukraine. Source: Ukraine / Україна, X, 2022.

In a recent study, Chen et al. (2023) analysed the content of pro-Russia and pro-Ukraine war memes and were able to place them in different categories according to their contextual usage to convey political messages. Their findings indicate that the thematic of pro-Russian memes often emphasise the high competence of the Russian government while showcasing the incompetence of the enemies, i.e., “targeting aspects of US and their allies’ culture and beliefs” (Chen et al. 2023, 42). Meanwhile, the study allocates pro-Ukraine memes into three different categories: Russian deceit, Russian incompetence, and Ukrainian fortitude (Chen et al. 2023, 45). These findings establish similar patterns in the use of war memes by both of the belligerent parties, particularly as digital weapons to undermine the enemy (especially in the case of pro-Russian memes), as well as praising their fellow countrymen, military forces, and government.

Although acknowledging the weaponization of political memes in digital spaces is vital when discussing ideologies, movements, and modern conflicts as the war in Ukraine, it is important to note that memes have had other uses as well. For instance, Saarikoski et al. (2024, 6) explain that beyond political agendas, memes have been used to express emotions caused by the war, particularly in regard to coping with emotional trauma. In other words, memes can offer cathartic psychological relief to those negatively affected by the war. Nissenbaum & Shifman (2018, 297) have previously explained the emotional nature of the internet meme, and have suggested that these emotions are co-constructed at both individual and collective levels. In this sense, although memes can reflect individualistic emotions (e.g., someone’s personal fears and anxieties about the war), their relatability and virality further indicate that these emotions are felt collectively as well.

The aforementioned studies on the use of memes in the Russo-Ukrainian war also suggest that part of the conflict is carried out on social media as well (Saarikoski et al. 2024, 5). In this context, social media platforms are not only used to comment on the conflict, but as digital spaces where to use memetic warfare (ibid.). That is to say, the effects of the war are felt in geographical locations as well as in cyberspace. Nonetheless, the war memes analysed in these studies offer insights into (Western) European and Russian perspectives and do not encompass the entire landscape of Ukraine war memes shared online. Consequently, other foreign outlooks and stances are largely absent from their findings.

As noted earlier, the creation and sharing of Spanish-language war memes from a Latin American viewpoint has prevailed on social media from February 24, 2022, onwards. Discussing the memetic practices of Spanish speakers in Latin America, Bueno Olivera (2020, 180-181) highlights the use of humorous memes as political expressions and in the face of crises and disasters. Humour is one of the biggest characteristics of the Spanish-speaking internet, influencing the perception and creation of realities in the region.[2] A recent study on the Latin American representation of the Russo-Ukrainian by Xavier Alejandro Gómez-Muñoz & Hilda Paola Muñoz-Pico (2023, 22) show that the memetic culture in the region heavily relies on humour and affective emotions rather than on logic. The authors focused on the rhetoric analysis of the most popular Ukraine war memes found on X at the time of their writing, as determined by the number of likes in a post. Furthermore, this research also found two predominant themes in Spanish memes: the celebration of Latin American integration (positive emotion) and an apathetic stance towards the war (self-awareness, and often negative emotions), both expressed through humour (Gómez-Muñoz & Muñoz-Pico 2023, 23).

Following their perspective, the memes discussed below illustrate these types of responses to conflict in the context of Latin American memetic culture. While the study by Gómez-Muñoz and Muñoz-Pico chose to approach the topic by using a sample size of 10 X posts based on popularity, my sample was selected in terms of: immediacy (memes that were posted on the same day or the day after the invasion was announced) and hashtag usage (must include the hashtag #TerceraGuerraMundial).

Integration: “Today is a good day to be from Latin America”

Figure 3. Screenshot of a post on X. The post reads: “It’s a good day to be from Latin America. #Ukraine #ATTENTION #NOW #ThirdWorldWar.” Underneath, a meme template of Jotchua with the addition of the Latin American map, reading “I love you.” Source: Richie (@GranRichiee), X, 2022.

The meme above shows a template of Jotchua, a golden retriever puppy held up in one hand towards the camera, next to a map of Latin America and the Caribbean, with added text above reading “I love you,” in regard to the region (see Fig. 3). This meme, also known as Perro Dinero (Money Dog), has been used by Spanish speakers on social media, particularly on X, to express thankfulness. The superimposed text reading “I love you” above the puppy’s shabby and pixelated appearance often indicates a feeling best described as a “pained” relief. For instance, this meme became very popular during the Olympic games to show support for athletes and teams, especially in cases where the possibilities of winning were minimal (Gómez-Muñoz & Muñoz-Pico 2023, 19).

This meme reflects the sentiments of Latin American integration from a cultural and geographical standpoint, and isolation (from the rest of the world) that were previously discussed. The humour here is subtle but simple: the war is happening in Europe, not in Latin America, and therefore, positive feelings towards living in Latin America are expressed. Although the war in Ukraine has affected the region in terms of lower economic growth and high inflation even a few months after the war began (UN 2022), the positive emotion here is reflected in the lack of proximity to the armed conflict.

The juxtaposition of the meme and its caption versus the hashtags used are also worth pointing out; while the visual and textual imagery show love towards Latin America, the use of warning hashtags like #ATENCIÓN #AHORA (#ATTENTION #NOW), in addition to the more alarmist #ThirdWorldWar creates a contrast in the message delivered by the meme. At the same time, the hashtags are used to give further background on the meme. If we were to view these memes by themselves, without knowing that they were posted in regard to the Russo-Ukrainian war, the meaning would surely be lost. This demonstrates what Milner (2013, 2365) has defined as “minimalistic humour,” a characteristic of memes in which further context is needed to understand its humour and textual content.

Figure 4. SpongeBob SquarePants image macro captioned ”Latin America, my home.” Source: Zeceña, X, 2022.
Figure 5. Map of Latin America with video game character Kirby next to it, reading “Don’t take me out of Latin America anymore.” Source: Bonnie🦋, X, 2022.
Figure 6. A SpongeBob SquarePants image macro captioned “I like it here. Here are the people I love.” In the context this meme was shared, the place “here” refers to Latin America, whereas “the people I love,” represented in the image by a group of criminal cartoon fish, refers to other Latinos. Source: Licenciado Yagami, X, 2022.

In the collected sample, I found several examples of memes that convey a strong collective feeling of Latin American integration, despite experienced hardships and socio-cultural issues found in the region (see Figs. 4-6). Simultaneously, other characteristics of the memetic culture in Latin America arose. For instance, in a study comparing the use of political memes in Venezuela and Ukraine, Makhortykh & González Aguilar (2020) point out that Venezuelan memes reference popular culture products, such as Western popular culture and anime/manga (349). The figures above illustrate how image macros of the American animated series SpongeBob SquarePants and the Nintendo video games character Kirby have been used to express feelings of love towards Latin America by Latinos (see Figs. 5-6).

A critical approach one could implement when studying these types of memes is the lack of empathy and insensitivity towards the effects of the war (namely casualties, injuries, tragedy). While the message of these memes is not meant to be mock the conflict, and rather showcases a newfound sense of unity in the region, there is still the lingering question of whether it is ethical to “celebrate” not being involved in a war, especially by using alarmist hashtags like #ATTENTION and the more visible #ThirdWarWorld to spread these memes.

Apathy: “That’s my secret, Europe, I’m always in crisis”

Figure 7. Screenshot of a post on X. The post shows a dialogue: “Europe: Latin America, why are you not in crisis due to the #ThirdWorldWar? Latin America: That’s my secret, Europe, I’m always in crisis.” Underneath, an image of superhero the Hulk in the film the Avengers (2012). Source: Alex, X, 2022.

This second type of meme showcases a playful take on the region’s apathy in situations of international crisis or disasters. In the particular meme above, a figureless representation of Europe asks, “Latin America, why are you not in crisis due to the #ThirdWorldWar?” In this context, the hashtag is used to replace the name of the actual conflict, the Russian invasion of Ukraine. The meme shows a reconfiguration of the original line delivered by the Hulk in Marvel’s 2012 film the Avengers: “that’s my secret, Captain. I’m always angry” becomes “that’s my secret, Europe. I’m always in crisis,” and in this stance, Latin America is embodied by the Hulk (see Fig. 7).

Apathy is best defined as a human behaviour that reflects absence or suppression of empathy, emotion, or interest. I mentioned earlier that humorous memes are used to cope with the trauma generated by the war. At the same time, pessimistic and parodic humour can be employed as a coping mechanism for other political stresses and insecurities (Makhortykh & González Aguilar 2020, 352). In the case of Latin America, the region has been afflicted by socioeconomic crises for decades, many of which have been heightened by several military dictatorships from the 19th century onwards, leaving millions living in poverty. For instance, a study by the United Nations Economic Commission for Latin America and the Caribbean (ECLAC 2023) shows that “more than 180 million people in the region do not have enough income to meet their basic needs and 70 million of them lack the income needed to acquire a basic food basket.” My home country of Venezuela has seen an inflation rate of over 60.000% in the past years (Statista 2020), while its capital city, Caracas, is ranked third in the world’s most violent cities (World Population Review, n.d.). The top ten is composed of Latin American cities.

With this in mind, it is easier to put the apathy expressed through these memes in a wider geopolitical and social context. Seiffert et al. (2018, 2863) consider that, while memes can be used as political commentary, they can move from their original political expression “toward humour, irreverence, and meaninglessness.” In the case of these memes, while they are originally intended to show lack of interest in the Russo-Ukrainian war and further the feelings of isolation previously described by Gómez-Muñoz and Muñoz-Pico (2023), they can also be viewed as a collective introspection. In other words, Latin Americans look at their own experiences living in the region, they review the negative side of it (i.e., the socio-economic crises, economic collapses, dictatorships, corruption, ongoing violence, etc), and acknowledge them through humour.

Figure 8. Megadeth comic trip. The strip above reads “Russia and Ukraine.” Below, the text continues, “As I was saying, I never wanted to leave the country. I love Latin America.” Source: Wen, X, 2022.
Figure 9. Screenshot of a post on X. The text reads “And they said that there are no benefits of living in a third world country #ThirdWorldWar #URGENT.” Underneath, the image of a dog in a tie sitting in front of a laptop, with images of war in the background. Source: 🍄✨ Pøly_shitpøster✨🍄, X, 2022.

That said, the content of these memes can also be examined through more critical lenses. For instance, in the examples shown in Figs. 8-9, both images indicate that Spanish speakers are aware of the war and the tragedy it brings, but they choose not to take a side or express any empathy towards any of the belligerent parties. In the first meme (Fig. 8), the anthropomorphic skeleton glances at the nuclear explosion happening at its back, yet chooses to look away and carry on the conversation, strengthening the feeling of Latin American integration that was described in the previous chapter. Ironically, or perhaps intentionally, the comic strip that serves as a template for this meme is taken from the cover of Peace Sells… but Who’s Buying? (1986), an album by American thrash metal band Megadeth.

Alternatively, the next sample meme (Fig. 9) shows a combination of a visual component (an image of a golden retriever dog sitting in front of a laptop while the background behind it depicts a catastrophic war scenario) and a textual component (the post caption, indicating that a benefit from living in a “third world country,” namely a developing country, is not to be affected by the war). The dog’s breed (golden retriever) and demeanour (its mouth open and relaxed, with the tongue hanging out) can represent happiness, while the war at its back represents the Ukraine war. The dog’s paws are on the laptop, thus showing that it must carry on its activities, in spite of the conflict.

It is worth nothing that these memes were posted on the day of the Russian invasion of Ukraine. Over two years afterwards, we have witnessed the rampant tragedy, death and destruction brought by the war. The dark and borderline prophetic nature of these memes must then be questioned. Is apathy visible in these memes still “justifiable,” when there is an implicit level of consciousness of the possible consequences of the Ukraine war? Can we infer that apathy equals acceptance, when this reality had not yet come to fruition? Or rather, should this apathy be interpreted as a form of complacency?

Fear and Self-Awareness: “No. Next question.”

Figure 10. Screenshot of a post on X. The post reads, “Other countries: Latin America, can you stop making memes to hide your fear and take this seriously? Latin America: #ThirdWorldWar.” Underneath, an image from the American sitcom the Big Bang Theory (2007–2019) captioned “No. Next question.” Source: GabyLR🌌🛸🐙🐋🌎☄️🌕 , X, 2022.

Lastly, this last example shows a dialogue in Spanish followed by an image of the character Amy Fowler from the American sitcom the Big Bang Theory (2007–2019). As has been the case with previous examples, the dialogue in this meme is between a foreign figure (“other countries”) and Latin America as one entity. The foreign figure addresses the influx of Spanish memes and jokes being created about the war, and acknowledges the unspoken and widespread feelings of dread caused by the conflict. In return, Latin America’s response is that of Amy Fowler. In the image, the character is being pushed for questions by reporters, and carries a blank expression as the caption “No. Next question,” indicates a rather blunt, direct answer.

In a recent study of the depiction of fear in memes related to the COVID-19 pandemic, Damatis (2024, 41) determined that emotions are commonly represented by a combination of verbal and visual elements. Namely, the mix of pictures and text let the reader understand the emotion behind its creation. The representation of fear present in the Spanish-language sample are not dissimilar; it is the combination of text and images that gives meaning to the memes at an emotional level. And even more so, the memes used as example here show a level of self-awareness and introspection in regard to this fear; Latinos acknowledge the fear of war and conflict, even if it is happening in another continent, and credit it as the driving force behind the creation of war memes. Yet, at the same time, the dialogue shown in Fig. 10 points that despite their self-awareness, Latinos refuse to stop using memes to cope and “take it seriously.” 

Earlier in the text, I referenced research of Saarikoski et al. (2024, 6-7), who argue that memes become a momentary relief to cope with traumatic experiences in the case of the Russo-Ukrainian war. Along these lines, Gómez-Muñoz and Muñoz-Pico (2023, 23) also observed in their study of Spanish-language memes that fear was the most predominant emotion present in their sample. More specifically, their findings establish that this fear is rooted in being forced to be involved in the war, and not on the overall effects of the war at a global scale (ibid.). With this in mind, we must once again think of the ethics of war memes. Is it right to share memes that either celebrate the isolation of the continent or that turn a blind eye to the war, when the same are masking the fear of being forced into taking part in it through humour?

Latinos seem to be aware of the moral dilemmas associated with war memes, as reflected in the figures shown in this section. In this regard, the main question seems to be “why post memes about the war, given how serious the issue is?” Each of the memes selected offer a different stance: the first meme shows avoidance and bluntness (see Fig. 10). The second meme shows the duality of the Latino memetic culture, highlighting the affinity for humour even when facing moments of distress (see Fig. 11). Lastly, the third meme shows a similar lack of interest and empathy as described in the previous chapter; the comic strip shows the map of Latin America personified by the character Homer Simpson, who not only acknowledges it is not right to “joke” about serious topics, but seconds the sentiment with apathy by stating that “that’s just how things are” (see Fig. 12) The implication here is subtle but strong: this is how the memetic culture in the region is, and Latinos are not willing to compromise nor change it.

Figure 11. Screenshot of a post on X. The caption reads: “Everyone is worried about the Third World War yet still logging onto Twitter to look at the memes.” Underneath, an image of Marge Simpson from the Simpsons (1989–) pensively looking to the side, superimposed with a still image of the same character laughing. Source: Luisa, X, 2022.
Figure 12. Simpsons comic strip. The strip above reads, “You can’t make memes about a serious topic like this,” while the strip below reads, “That’s what I say, but that’s just how things are.” Source: Perez, X, 2022. 

Conclusion

Global events of international importance inspire the creation of memes. In today’s time and age, memes have gained a purpose beyond humour and/or entertainment, becoming vehicles through which to engage in social and political discourse. Through satire and comedy, memes can be used to quickly spread opinions, thoughts, and ideas with the intention to praise, criticise, or simply offer commentary on socio-political problems, figures, and environments. Along these lines, the creation of memes does not occur in a vacuum; external factors, particularly social and cultural ones, influence the textual and visual components of the meme, and the overall message it conveys.

Through the years, Latin America has developed its own memetic culture in the digital world. This culture is very much headlined by a distinct, and oftentimes unapologetic sense of humour, which itself reflects the vibrant and jokey nature of Latinos. In this regard, Spanish-language memes are used to express collective stances and remarks on current and political issues, as has been the case with the ongoing Russo-Ukrainian war. On February 24, 2022, the day of the invasion of Ukraine, Latinos turned to the social media platform X to engage in political discourse by sharing memes with the hashtag #TerceraGuerraMundial. Translating to Third World War in English, the hashtag carries a heavy and rather alarmist connotation: this war will become a global conflict.

Although the full effects of the Ukraine war and its impact on the global economic, geopolitics, cost-of-living were yet to erupt as we have now witnessed in the past couple of years, these memes reflect a collectivistic and immediate response to the possibility of an upcoming global conflict. As is the case with the memetic culture of Latin America, humour and satire have been used to express collective feelings, and in particular, positive and negative emotions.

The collected sample shows that a portion of the Spanish-language memes focused on highlighting the geographical separation between Latin America and Ukraine, where the conflict is taking place. In doing so, memes are used to create a feeling of integration in the region. This is reflected in the “happy” textual and visual components of the memes (i.e., the use of images where hearts and smiling characters are visible, the bold text reading “I love you” above the Latin America map). Yet, while these emotions are positive from a Latin America perspective, they can be interpreted as insensitive or rude in view of a real war that has had appalling consequences.

Thus and thus, apathy and fear were the two prevalent negative emotions found in the sample. As I mentioned, the creation of memes does not happen in a vacuum; the apathy that is shown in these memes can be attributed to the socioeconomic and political challenges and inequalities that have impacted the lives of millions of people living in Latin America. Namely, when daily life is a struggle, poverty is all around, and violence is rampant, a conflict taking place thousands of kilometres away does not feel as impactful as the realities Latinos face on their day-to-day. Yet, interestingly so, these Ukraine war memes also show a level of introspection, as Latinos use them to express their fear of the possibility of a Third World War. More specifically, of their forced participation in a global armed conflict. In this case, apathy and fear shall not be viewed as a juxtaposition; rather, this fear is closely related to the emergent problems found in the region. If life in Latin America can be very difficult, any additional threats, such as being forced to take part in a World War, can seem extremely frightening.

Whether positive or negative, the sample demonstrates how war memes are used to cope with the stress and anxieties of an emerging conflict, and shines the spotlight on Latin American perspectives of the war. The matter of whether or not certain stances and employed humour are insensitive or dark must be approached carefully, and it is of great importance to put things in the right context prior to making meanings of them. Viewing things from a critical perspective not only lets us have a better understanding of digital phenomena and human behaviour, but also to question them and the reasons behind them. I believe that some of the questions raised by the examples discussed in this paper, as well as evoked in the reader, could be answered by examining the evolution of these Spanish-langue war memes from February 2022 until today. Moreover, a comparative study might indicate whether the stances have changed with the evolution of the conflict.

References

All links verified 18.12.2024. 

Research Material

🍄✨ Pøly_shitpøster✨🍄 (@ShippaiG). 2022. “Y decían que vivir en un país tercermundista no traía beneficios #TerceraGuerraMundial #URGENTE.” X, Feb 24, 2022, 7:53 AM. https://x.com/ShippaiG/status/1496724943601639427.

Alex (@alexculee). 2022. “Europa: Latinoamérica por qué no entras en crisis por #TerceraGuerraMundial ? Latam: ese es mi secreto Europa, siempre estoy en crisis.” X, Feb 24, 2022, 8:29 PM. https://x.com/alexculee/status/1496915131334377473.

Bonnie🦋 (@Bonnie_chan05). 2022. “Yo antes: sAQUENME DE LATINOAMERICA Yo ahora: viendo la tendencia -Putin, corea del norte, Estados unidos, Rusia, china, Ucrania, Guerra, etc- No gracias, acá toy bien #TerceraGuerraMundial” X, Feb 24, 2022, 10:15 PM. https://x.com/Bonnie_chan05/status/1496941865916153860.

GabyLR🌌🛸🐙🐋🌎☄️🌕 (@GabyLR15). 2022. “Los demás países: Latinoamérica puedes dejar de hacer memes para ocultar tu miedo y tomarte esto enserio? Latinoamérica #TerceraGuerraMundial” X, Feb 24, 2022, 2:35 PM. https://x.com/GabyLR15/status/1496826082821132290.

Luisa (@Luimv96). 2022. “Todos preocupados por la tercera guerra mundial pero aún así entrando a twitter a ver los momazos: #TerceraGuerraMundial.” X, Feb 24, 2022, 6:20 AM. https://x.com/Luimv96/status/1496701433093271552

Licenciado Yagami (@NegritoTuiter0). 2022. “Ya no me saquen de Latinoamérica banda… 🥲 #Rusia LATAM #Ucrania #Ucraina #Putin #TerceraGuerraMundial.” X, Feb 24, 2022, 5:36 PM. https://x.com/NegritoTuiter0/status/1496871671516565504.

navas, misael (@misael_666). 2020. “Trump: ”latinoamerica esta de lado de eeuu” Latinoamérica: #WWIII #TerceraGuerraMundial #worldwar3” X, Jan 4, 2020, 5:18 AM. https://x.com/misael_666/status/1213298625683578881.

Perez, Francisco (@Olympus_Mons96). 2022. “#TerceraGuerraMundial #Anonymous *Rusia, Estados Unidos y Ucrania en plena guerra* Todos en el conflicto … LATAM:” X, Feb 25, 2022, 7:46 PM.https://x.com/Olympus_Mons96/status/1497266128804061188/

Richie (@GranRichiee). 2022. “Es un buen día para ser de LATAM #Ucrania #Ukraine #ATENCION #AHORA #TerceraGuerraMundial.” X, Feb 24, 2022, 3:18 PM. https://x.com/GranRichiee/status/1496836943866441730.

Ukraine / Україна (@Ukraine). 2022. “This is not a ‘meme’, but our and your reality right now.” X, Feb 24, 2022, 10:43 AM. https://x.com/Ukraine/status/1496767831182041089.

Wen🇦🇷🏆⭐⭐⭐ (@wensugg). 2022. “*Yo hasta ayer queriendo irme del país y de LATAM* Yo hoy: #TerceraGuerraMundial #WWIII.” X, Feb 24, 2022, 1:46 PM. https://x.com/wensugg/status/1496813852796747776.

Zeceña, Marlon (@marlonzece). 2022. “Donde están los estudiantes de la UVG que querían salir de Latinoamérica. #TerceraGuerraMundial #WWIII.” X, Feb 24, 2022, 10:50 PM. https://x.com/marlonzece/status/1496952850219511808.

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Notes

[1] Formerly known as Twitter; hence the portmanteau “Twitterzuela.”

[2] For further information, see Internet, Humor, and Nation in Latin America (2024), edited by Héctor Fernández L’Hoeste and Juan Poblete.

Ajankohtaista

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Science Fiction to the Rescue! Harnessing Anthropological Design Fiction for Paradigmatic Changes in the World of Collapsing Ecosystems

anthropology, design fiction, design research, future-making, science fiction, smart city

Johanna Ylipulli
Johanna.ylipulli [a] aalto.fi
Academy of Finland research fellow
Information networks
Department of Computer Science
Aalto University

Viittaaminen / How to cite: Ylipulli, Johanna. 2021. ”Science Fiction to the Rescue! Harnessing Anthropological Design Fiction for Paradigmatic Changes in the World of Collapsing Ecosystems”. WiderScreen Ajankohtaista 15.12.2021. http://widerscreen.fi/numerot/ajankohtaista/science-fiction-to-the-rescue-harnessing-anthropological-design-fiction-for-paradigmatic-changes-in-the-world-of-collapsing-ecosystems/


In the field of design, applying science fiction has become a common practice. These approaches are called design fiction which refers to using science fiction within a design process – to test concepts and prototype in the context of a fictional world, or to comment, reflect and criticize innovations. This review article introduces design fiction and ponders whether design could draw more from the subgenre of anthropological science fiction. This would enable holistic imaginings and more conscious creation of complete socio-cultural worlds instead of focusing on particular technologies or use situations. Anthropological design fiction could be utilized with broader aims in mind: it could, potentially, assist in changing the seemingly inevitable direction of certain powerful agendas, such as the smart city agenda, which heavily steers the urban development of numerous cities globally.

Introduction

In recent years, a design approach utilizing science fiction, namely design fiction, has become a basic part of many designers’ and design researchers’ toolbox. The most classic definition of design fiction describes it as science fiction that takes into account the realities of design (Sterling 2005); it allows crossing the boundaries of facts and of what is currently possible over to the imaginary side. It refers to a variety of approaches having somewhat different aims: it is mainly utilized to ideate, prototype, and expand visions of future technologies, but also for reflecting, commenting and criticizing current trends or developments. What is common for all approaches falling under the rubric of design fiction is that they consciously utilize fictional narrative within a design process (Sterling 2005). On the other hand, Coulton et al. (2017) argue that a narrative is not central in design fiction; fictional artefacts are the key as they can act as an entry point to a fictional world. In any case, the argued strengths of design fiction include that it enables putting technologies that are not yet here within a context and imagining emotions, thoughts, and social situations they can produce. Further, it can provide understandings on the potential societal impact of various future technologies or infrastructures. (Bleecker 2009; Dunne & Raby 2013; Sterling 2005.) Relatively often a certain technology, gadget or application works as a starting point for design fictional endeavors. Consequently, the focus is on potential use of novel technology and its implications (Ylipulli et al. 2016).

This article explores the idea of integrating design fiction with perspectives offered by a specific sub-genre of science fiction, namely anthropological or social science fiction (Stover 1973). Shifting the focus from creating imaginary technologies to creating imaginary societies could be highly useful, especially when considering the future of extremely complex entities such as cities. Anthropological science fiction focuses on experimenting with cultural and social issues by asking, for example, what are humans and how does culture work. It can describe situations where cultural practices have developed into new directions due to encounters with alien species, or it might discuss the resilience of human culture when transferred into a strange environment. These kinds of imaginings that offer views to future but do not center on technological novelties but cultural novelties are needed now perhaps more than ever: the immense challenges of Anthropocene, climate change and biodiversity loss, require taking action immediately and steering away from incremental problem-solving towards paradigm shifts (Luusua et al. 2017). As claimed in the next subchapter, imaginary views offered by fiction are not just powerless dreams but they can effectively steer our thinking and actions.

The long-term relationship of science fiction and design

We can argue that fiction, understood broadly, has always been part of design. When we couple fiction with design, we tap one of the most profound human capabilities: that of making tools. On its purest level, this ability is based on imagining something that does not exist yet, and projecting the creations of imagination into the real world – by crafting tools, buildings and technologies, and eventually, by transforming whole environments. The narrower use of the term “fiction” implies that there is a narrative, a story, that is not based on facts nor presented as a fact. Leaning on this definition does not save us from a throwback to history: stories have inspired technology design and engineering for centuries or for thousands of years across different cultures (see e.g. Cave et al. 2020). Moreover, inventors and scientists have created speculative designs to test their ideas.

Science fiction as a modern literary genre (and later other media genre) was born as a result of the industrial revolution (Franklin 2011). It offers an imaginary venue for the critical reflection of scientific discoveries and also enables pondering alternative paths of development. In other words, science fiction can be seen as offering a safe arena where our increasingly technologizing society can exercise introspection (Franklin 2011). To give a brief general definition, science fiction describes and creates reflections on the impact of technology and science on human societies – and also on individual human. Typically, science fiction is more or less rooted in the advances of science and technology. Some subgenres, especially hard science fiction, pay more attention to scientific accuracy.

Furthermore, not only fiction reflects science, but it has been argued that also science reflects fiction and draws inspiration from it. (Bardzell and Bardzell 2014; Reeves 2012). For example, it has been highlighted in media that some tech companies have hired science fiction writers to boost innovation; and reportedly, the virtual reality company Oculus has handed the science fiction novel Ready Player One (2011) to its new employees (Wingfield 2016). The interaction between fiction and science can also be more unconscious. Paul Dourish and Genevieve Bell (2014) state that “science fiction does not merely anticipate but actively shapes technological futures through its effect on the collective imagination.”

However, although the relationship between fiction and design can be seen as ancient, and also science fiction has been around for more than a century, the concept of design fiction is relatively new. Design fiction as we understand it was it was coined by Bruce Sterling in his book Shaping Things (2005). He defined it as science fiction concerned with the realities of design. Another seminal publication came out in 2008 when Julian Bleecker discussed the concept in a presentation given at the Engage Design conference and in a digital essay (Bleecker 2008). Subsequently, the papers referring to design fiction have multiplied and its uses have been elaborated into multiple different approaches. Lindley et al. (2014) describe in their paper that “Returning to Sterling’s definition of design fiction, a central point is that designers are now using diegetic prototypes intentionally. Whereas in examples from literature, film and comics, diegetic prototyping occurs as a byproduct of the storytelling and entertainment endeavor, designers and practitioners of design fiction now are mobilizing diegetic prototypes intentionally for the purposes of informing design processes and projects.” In other words, the central point here is that fiction is used consciously as a part of design.

The more recent trends include combining participatory approaches to design with design fiction which enables imagining new futures together with more diverse group of participants (Baumann et al. 2018; Lyckvi et al. 2018). It has been argued that this is essential in order to create more diverse futures and to democratize future-making which is often confined to privileged groups such as policy-makers, futurists, entrepreneurs – and designers (e.g. Maze 2016).

When we look at the current works employing design fiction, they are often quite centered on gadgets and devices. In other words, technologies act as an entry point to the future AND the main aim is to create fictional prototypes. For example, Baumann et al. (2017) introduce a design process including four phases in which prototyping precedes the creation of design fiction: 1) Brainstorming; 2) Prototyping; 3) Design Fictions; 4) Presentation. Another example of this focus on artefacts and prototyping is offered by Coulton et al. (2017) who intend to redefine design fiction in their paper as focused on world building through several fictional artefacts: “[–] Design Fiction also demonstrates how an unreal world can be built using a wide variety of different artefacts, for example signs, maps, hardware blueprints, new legislation, and a user interface. In this case a single ‘container’ artefact, the research paper, linked all of these elements together. Each of these individual elements, which in aggregate tell a world not a story, represent ‘entry points’ to that fictional world.” This focus of design fiction is very understandable as the dominant motive for using the approach has been to innovate new technologies, and I want to emphasize the aim of this article is not to argue against this kind of use. Rather, the idea is to suggest an adjacent approach; following the example of science fiction, design fiction can also accommodate different subgenres that serve different purposes.

Another alliance: science fiction and anthropology

Anthropological science fiction is a subgenre of science fiction, having a distinct focus. Rather than starting with technology and science, anthropological science fiction experiments and innovates with cultural and social issues. It is centered around the very same questions as academic anthropology: it ponders what humans are and how does culture work. Typically, it describes situations where cultural practices have developed into new directions due to encounters with alien species, or it might imagine how human culture would change when transferred into a strange environment. Ursula Le Guin’s seminal Hainish Cycle novels (1969–2000) as well as Octavia Butler’s Xenogenesis trilogy (1987–1989) are classic examples of anthropological science fiction. Famously, Le Guin’s father was a well-known cultural anthropologist.

Interestingly, again the interaction between fiction and academic discipline(s) is reciprocal: as demonstrated above, fiction writers have been interested in anthropological speculation, but also anthropologist have for decades been interested in the potential offered by narratives and the power of speculation (e.g. Gerald 2003; Stover 1973). Sean Seeger and Daniel Davison-Vecchione (2021) map the recent developments of this area and mention a blog series (Anderson et al. 2018) on speculative anthropologies, commissioned by the Society for Cultural Anthropology. In the series scholars from social sciences and humanities ponder how questions posed by their fields resonate with science fiction. Further, Matthew Wolf-Meyer (2019) has recently built on these explorations and authored a short monograph on anthropology and speculative fiction, drawing on a range of science fiction. He claims that there should not be sharp distinction between social theory and speculative fiction as the knowledge claims of social sciences can be understood as somewhat speculative in nature: “Social theory and speculative fiction are two sides of the same coin. It is not the case that social theory is the sole provenance of academics nor that speculative fiction is that of science fiction writers. Both traditions ask us to imagine worlds that can be described and depicted, and ask us as audiences to imagine the rules that undergird a society and its human and more-than- human relationships” (Wolf-Meyer 2019, 5.) In short, Wolf-Meyer intends to tease out more creative ways of thinking about the world ahead, and create space for more diverse potential futures.

Despite these highly interesting explorations that all appear to point towards the same direction, there seems to be a gap between designerly uses of science fiction and anthropological interests on the subject. A few scholars have begun connecting the dots: Lindley et al. (2014) discuss in their paper how design fiction and design ethnography could work together in theory, resulting in an approach they call anticipatory ethnography. Further, anthropologist Anne Galloway has studied the possibilities of fantastic ethnography or creative ethnography (Galloway 2012; Galloway & Caudwell 2019). Design anthropologists Mette Kjærsgaard and Laurens Boer (2015) have also made a bold suggestion that we need to develop more speculative anthropology inspired by critical design and more situated critical design inspired by anthropology. They describe an approach realized with students where they combined ethnographic fieldwork, creation of speculative artefacts and writing of fictional narratives. Overall, there seem to be several fascinating propositions but also a lot of space for developing these ideas further, both in theory and in practice. One way forward is finding more resonances between approaches raising, on the other hand, from the field of anthropology and from aspirations to create understandings of (future) human condition through fiction, and design-led approaches focusing on technological change.

The importance of incorporating anthropological or holistic socio-cultural perspectives to design fiction can be justified by thinking about the persistent separation of technology and culture. These two are still often treated as separate domains; the view is dominating the everyday life thinking and often also conceptualizations in business world – and sometimes also research and design activities (e.g. Suopajärvi et al. 2012). This separation is often connected to technological determinism which still seems to haunt large part of the public discourse around technology, depicting it as an “arrow of progress” which moves towards a certain direction and cannot be controlled (Escobar et al. 1994). The separation of technology and culture is harmful in many ways: it prevents us from properly reflecting on the potential consequences of technological innovation and it also restricts the imaginative space of design itself (e.g. Balsamo 2011).

Technology can be defined as a set of tools, machines and knowledge related to them; and culture as “socially shared symbolic system of signs and meanings” (Balsamo 2011, 5) cannot be separated from it. Anne Balsamo (2011) uses the concept of technoculture that unites these two. According to her, social elements contribute to the overall meaning of technology, and technologies take shape through social practices. Her list of social facets inseparable from technology include also “the rituals and habits engendered by innovative devices, and the social structures that congeal through the use of machines, the consumption of products, the imposition of laws, and the enactment of policies” (Balsamo 2011, 9). Science and technology studies (STS) scholars have concluded that on the most fundamental level, every technology is socio-technical construction. Furthermore, Balsamo refers to the Humanist notions which claim that every technology also includes the expression of cultural understandings – “in the form of narratives, myths, values and truth claims. Therefore, technological innovations should be understood as hybrid socio-technical-cultural assemblages.” (Balsamo 2011, 9.) It can be argued that this corresponds also to fictional technological innovations – also they can be seen as hybrid socio-technical-cultural assemblages.

It can be argued that in order to create more holistic and sustainable visions of the possible futures, designers and design researchers utilizing design fiction need to pay attention to deeper socio-cultural structures. Anthropological science fiction can offer models for this work. We began to study the possibilities of combining anthropological thinking with design fiction in a paper published in 2016 (Ylipulli et al. 2016) in which we explored some ongoing urban research projects in the light of design fiction without an intention to prototype anything. We were especially interested in the social, cultural and ethical aspects and found ourselves pondering, for example, what death means in a potential future where all humans have their digital 3D replicas and tons of digital information of themselves online, and AI can mimic anything based on this information. Design fiction allowed us to dive deep into many profoundly cultural themes before the changes in question had actually happened, and to ponder their promises, challenges and threats. (Of course, now we are much closer to this fictional future than 5 years ago!). We noted that actually the science fiction inspired project of design fiction and the aims of anthropologists who study emerging technologies fit together well. This insight can be broadened by arguing that design fiction provides intriguing tools for anthropologists who try to make sense of emerging socio-technical futures and their implications for different groups of people. These notions are resonating clearly with arguments by Wolf-Meyer (2019) about speculative anthropology.

Reconfiguring dominant paradigms with anthropological design fiction?

To summarize, the reasons for harnessing dormant powers of anthropological speculation in design lay in the necessity to address the deeply entangled nature of culture and technology, but also in the urgent need to question complete paradigms or agendas steering technology design and development. Most of the design fiction operates within these paradigms; they do not necessarily challenge the very ideas of developing for example autonomous vehicles, ubiquitous computing or smart cities. All of these can be seen as dominant paradigms of technology design, based on certain choices, values and beliefs, and promoting the development of certain types of infrastructures and interactions. The social scientific orientation that encourages to question and challenge hegemonic arrangements, see their historicalness and relativity, can open up completely new, unexpected future horizons and help to reconfigure dominant paradigms. This can be especially useful concerning those agendas that are repeatedly critiqued for causing adverse societal impacts – such as the ones mentioned above.

For example, smart city as an urban development agenda has been extensively critiqued by urban scholars for being too exclusive and targeted mainly to wealthy and tech-savvy citizens. This can strengthen the existing axes of inequality, including those related to space and different residential areas, and create new ones, based on digital capability. Furthermore, it has been claimed smart city agenda promotes excessive surveillance and control, and transfers power from city dwellers either to big tech companies or to authoritarian governments (see Ylipulli and Luusua 2019; Ylipulli 2015; Zuboff 2015). Urbanization and technologization are megatrends that cannot be ignored when visioning the future of humankind; we need alternative techno-urban visions to accompany the critiques and to challenge the existing agendas.

I wish to underline that drawing from anthropological science fiction in design-oriented explorations does not mean we would completely steer away from technology and protypes. Rather, the idea would be to define a new starting point and reverse the order of imaginative processes: first, we have the anthropological, fictional scenario; changed living environment or societal arrangements that are different from the current situation. After having imagined these, we could focus on what technologies would be desirable. It is out of the scope of this brief paper to elaborate the process in detail – it will probably require some empirical studies as well. However, in the following I introduce three notions that can assist in developing the idea of anthropological design fiction further. The notions are inspired by all the three fields I wish to combine here: science fiction, anthropology and design.

Notes from three different “universes”

First of all, it may be useful to look at our original starting point, science fiction as genre, more closely and see whether it offers new insights for understanding anthropological design fiction. It has been argued that science fiction has three central modus operandi: intensification, extrapolation, and mutation, each one offering a different orientation towards understanding the future possibilities (Wolf-Meyer 2019). They are important to recognize as one of them is especially suitable for creating anthropological design fiction capable of breaking existing paradigms – namely mutation.

Image 1. The film Blade Runner 2049 (2017) takes several current developmental paths or megatrends and leads us to a rather bleak and unfertile future world created by intense urbanization, and packed with elaborated technology.
Image: Warner Bros Entertainment / Sony Pictures
Image 2. In the future world depicted by the film Dune: Part One (2021) mutation plays an important role. The narrative effectively demonstrates how human societies may transform in harsh extraterrestrial conditions, and introduces us the desert people Fremen with their social, cultural and technical adaptations.
Image: Warner Bros Entertainment

If we take brief examples from contemporary science fiction, the film Blade Runner 2049 (2017) leans strongly on intensification. The narrative follows several present developmental paths to the future and intensifies them: Blade Runner introduces a world of accelerated climate change, biodiversity loss, and excessive urbanization, coupled with elaborated robotics, AI and VR. Humans live in the vast and rather bleak urban areas, and boundaries between human/artificial and reality/digital reality are becoming unclear (image 1). The film presents an interesting commentary, for example, on human nature, but when assessed from the perspective of designing new futures, we can contend that it does not necessarily sign a way forward. It shows what developmental paths we should maybe consider again and seek other options, but these options are not really opened up.

Extrapolation takes a practice, institution or people and investigates what would happen if it would survive to the future. One recent example of this tendency could be The Handmaid’s Tale, a book by Margaret Atwood (1985), which was adapted into an award-winning series in 2017–2021. Although the narrative falls maybe more clearly under the category of speculative fiction than science fiction, offering a view to an alternative reality, it is a very clear example of extrapolation: it takes many forces of today’s world – totalitarianism, hierarchies, extreme religiousness – and weaves them into a dystopic future where part of the women are ripped off all their rights and forced to live as breeding machines. And the society pictured does not seem to make its creators, the class holding all the power, that happy either. This form of science fiction can offer extremely effective commentary on current trends and on horrifying injustice human societies are capable of, it can criticize and warn – but likewise narratives drawing from intensification, it often lacks the ability to effectively show us an alternative way forward: how we could do things differently.

The book Dune (1965) by Frank Herbert was also recently adapted into an audiovisual work – the film Dune: Part One (2021). The original novel is sometimes categorized as an important piece that bridges the science and technology centered hard science fiction and “soft”, anthropological science fiction drawing from social sciences (Kennedy 2020). Anthropological understandings of culture have clearly informed Herbert’s descriptions of various groups of people. The Fremen, people living in extremely hostile conditions in the desert planet Arrakis, provide a fascinating example of the mutation in science fiction: the Fremen have adapted to the harsh environment and developed numerous innovations, including technical ones, that help them to survive in the middle of lethal sand storms and enormous creatures, sand worms, living underground and hunting anything that moves above them (image 2). Further, their belief systems and values have also been affected by the environmental conditions. For example, they are seeing the sandworms as physical representation of God. However, it is important to note that the modes of science fiction can also exists simultaneously, and in addition to drawing from (cultural) mutation, also Dune carries traces of, for example, extrapolation (feudal governing structure, family clans, militarism). Nevertheless, considering the aim here which is to reach towards more constructive views on future, the use of mutation in science fiction is probably the most fruitful one.

The next two notions can be explained more briefly but they are as central as the need to study the origins of design fiction, i.e. different modes and orientations of science fiction, in more detail. My second notion concerns the inspiration for alternative thinking models, worldviews, and consequently, experiences – where the creator or facilitator of anthropological design fiction should start? One option is to look at the enormous richness of the past or current human cultures which can offer alternative starting points, and turn many (western) conceptualizations that we take for granted upside down. For example, a variety of basic building blocks of our reality are understood differently among different societies: the classic anthropological examples include, for example, the concepts of family, property, ownership, or a more abstract concepts of privacy and agency (Ratner 2000). For example, widely held thoughts connected to animism, which refers giving agency to non-human world – plants, spirits, objects and animals – and communicating with them could offer alternative starting points (e.g. Rival 2012). This does not mean some particular cultural conceptualizations should be followed in detail but studying and recognizing the great variety of worldviews and perspectives found in human societies can help in finding alternative ways to think about futures.

The third point raises from the current trends of design fiction: The anthropological design fiction must be created through participation. As stated earlier, it has been argued in the field of design that design fiction needs to be participatory in order to democratize potential futures. If works of speculation are exhibited only in museums or scientific forums, they are accessible only for limited audience. If they are created only by groups having intellectual, political or economic power, they will reflect only their future hopes, fears and dreams. Participatory design has a long tradition and can surely offer approaches that work in conjunction with design fiction, as some authors have suggested (Candy & Kornet 2019; Lyckvi et al. 2018).

To end with an example of how the ideas presented above could be applied, I offer a quick look at the research project titled Digital Inequality in Smart Cities (DISC) that I currently lead at the Aalto University. The latter part of the project will focus on exploring “alternative smart cities’” by utilizing anthropological design fiction and participatory approach. The intention is to craft design fictions based on results of multi-stakeholder workshops held during previous phases of the project; therefore, they will be embedded in the lived reality of the city dwellers. The tentative plan is to hire professional writer(s) to create engaging and comprehensive “smart city fictions”, and film maker(s) to create short films. These products intend to reflect collaborative visions of alternative smart cities, and represent them in a form that is easy to comprehend and spread. In the final workshops held during the project these products will be presented to the study participants and feedback will be gathered. Further, the very last part of the project turns design fictions or parts of them into tangible creations: prototypes of alternative urban services, their parts or novel platforms will be designed in collaboration with interested workshop participants, the Cities, companies and engineering and design students. The aim is to find subversive approaches that can reverse the impact of smart city development: instead of being an agenda that increases (digital) inequality, the bold aim is to turn it into a vehicle for increasing digital equality and people’s technological agency.

Conclusions

We can conclude that science fiction, anthropology and design are by no means strangers to each other. Design and science fiction and on the other hand, also anthropology and science fiction have been mixed for different purposes for decades, and they have also been affecting each other in more subconscious and subtle ways. It must be mentioned that also design and anthropology have been interacting with each other for a long time, but discussing this further falls out of the scope of this brief article. However, the combinations of these three areas offer still plenty of space for theoretical and methodological investigation. Through carefully combining the strands of thought raising from different fields, we could develop approaches for envisioning more holistic socio-technical transformations.

I argue that in order to arrive into creative and effective combinations of the said areas we need interdisciplinary, deep knowledge of all the fields discussed. We need to consider science fiction as a genre speculating about change, anthropology as a field of intending to understand human societies and their change, and design as a field aiming towards change, which is necessarily always also cultural and social. This could enable developing interdisciplinary approaches that could assist in creating plausible alternatives for global agendas that are currently dominating our thinking and actions, and shaping our future.

Acknowledgements

Johanna Ylipulli would like to acknowledge grant n:o 332143 from the Academy of Finland for the project Digital Inequality in Smart Cities (DISC).

References

All links verified 13.12.2021

Websites

Bleecker, Julian. 2009. “Design fiction: A short essay on design, science, fact and fiction.” Near Future Laboratory. https://blog.nearfuturelaboratory.com/2009/03/17/design-fiction-a-short-essay-on-design-science-fact-and-fiction/.

Franklin, H. Bruce. “Science Fiction: The Early History.” Rutgers Literary Resources on the Net, 2011. https://www.hbrucefranklin.com/articles/history-of-science-fiction/.

News articles

Wingfield, Nick. 2016. “Virtual Reality Companies Look to Science Fiction for Their Next Play.” New York Times. 2016. https://www.nytimes.com/2016/02/17/technology/virtual-reality-companies-look-to-science-fiction-for-their-next-play.html.

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Kategoriat
1–2/2021 WiderScreen 24 (1–2)

Eternal Returns to a Peak Experience: Creating and Curating Play(ful) Tributes to Twin Peaks

artistic tributes, peak experience, replaying, toyification, Twin Peaks

Katriina Heljakka
katriina.heljakka [a] utu.fi
Postdoctoral researcher
Digital Culture
University of Turku


Viittaaminen / How to cite: Heljakka, Katriina. 2021. ”Eternal Returns to a Peak Experience: Creating and Curating Play(ful) Tributes to Twin Peaks”. WiderScreen 24 (1-2). http://widerscreen.fi/numerot/2021-1-2/eternal-returns-to-a-peak-experience-creating-and-curating-playful-tributes-to-twin-peaks/

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This article documents the infinite allure of the cult series according to its own logic: In the spirit of play, what follows is a creative reflection of the author’s personal exploration of Twin Peaks through fandom, artistry and curatorship that sets to traverse the boundaries of a traditional academic text. The autoethnographic, artistic compilation includes a retrospective and reflective documentation of the author’s past experiences, exhibitions and events in relation to the Twin Peaks television series, seasons 1, 2 and 3; Twin Peaks: The Return, featuring a written introduction as well as ample visual and audiovisual material from the Peak Experience art exhibitions and related adventures. In the article, connections between the fictional series, its imaginative characters, and the actual geographic space of the pilot’s (Season 1) filming locations are made to fan-art, as they are discussed as inspirational resources for fans and artists in the creation, crafting and curation of play(ful) tributes to Twin Peaks. As a scholarly contribution of a researcher of toys and play, the text references contemporary sources on play theory as well as source texts tying the reflection with analyses of Lynch’s oeuvre. The discussion flows freely between the opus maximus that Twin Peaks is, and the innate playfulness and toyness of the artistic pieces produced for the ongoing exhibition series, as well as the author’s own photoplay in reference to the activities as a fan of the television series. The collage of photographic and audiovisual ‘playworks’ and artworks, which function as research material for the analysis, are claimed to follow a ‘lynchian aesthetic’—multiple and ambiguous in their identity – as proposed by Foster-Wallace (1997, 151), and represent the results of creation and curation of play(ful) tributes to Twin Peaks. By asking how ‘the happening again’ manifests in a loop of eternal returns, the author highlights the timeless gold of Twin Peaks as a source for artistry, fandom and play of creative adults.

Image 1. Curtain call: Meet the Peak Experience curator (self-portrait, 2017).

Beginning (19901992)

“I have no idea where this will lead us, but I have a definite feeling it will be a place both wonderful and strange”, David Lynch once said about Twin Peaks (Burns 2015, 15). It is on this very foundational idea I build on my analysis and discussion on the phenomenon that the fiction and fantasy of Twin Peaks is—filled with the ambiguity of simultaneous wonder and mesmerization so familiar to play.

People play because they enjoy perplexity (Henricks 2015, 383). For this reason, the quest for wonder and awe demand talent from those who strive to move us imaginatively and emotionally. Today’s creative talents, the artists, designers, authors and play makers of the world know that predictable playgrounds offer very little magic. In fact, it is unpredictability, rarity, novelty, beauty, color, secrecy, and incongruity, which all stretch the imagination and encourage flights of fantasy (Frost 2015, 430).

Players yearn to be wowed and play is said to sometimes yield peak experiences of particularly high personal quality (Kerr & Apter 1991, 112). For Brian Sutton-Smith (2004, xiii), play represents a peak experience, which manifests as self-actualization, as ‘flow of being in the zone’. “Play is of the mind,” states Sutton-Smith as documented by Dorothy Howard (in Darian-Smith & Factor 2006, 6). He believes that play, humor, true pretend, and dreams permit the mind to go anywhere.

“Engaging with any form of entertainment, particularly of a fictional nature, is a form of play” (Gray 2010, 205). Humans are also ‘playback machines’ (Gaines 1991) that record what they see, hear, and otherwise experience sensorially, and then play back those experiences, transforming them in the process (De Kosnik 2016, 7). With these ideas in mind, humans both return to and re-play what is familiar and memorable for them.

Image 2. What will be Twin Peaks to fans forever. (Snoqualmie Falls, 2009).

The starting point for my own playing back and reflections on Twin Peaks, are derived from play theory as well as my personal reminiscing around manifestations of Peak Experience, a series of artistic tributes to the hauntingly unforgettable masterpiece that the 1990s television show is. By making my stance of a toy and play scholar and a fangirl transparent, it is easier to justify this uncritical, yet creative take on the subject.

In earlier research activities (Heljakka 2016), I have focused on the re-playing aspect of artistic fan engagements with Twin Peaks. In the study, one interviewee identified Twin Peaks as filled with ambiguities, using the terms “oppressing, decadent, mysterious, playful, enigmatic, sick, scary, cranky, fabled, surprising, erotic, weird and addictive” to describe the ambiance of the series. Indeed, Lynch’s work has been described to have an interest in forces, not identifiable as good or bad, but ambivalent forces with an impetus on environments and possibilities (Foster-Wallace 1997, 204).

The motivation for this think piece[1] is to play with potentiality of the (perhaps) perverse passion that Twin Peaks represents to me: To formulate an autoethnographic account and an artistic compilation, which includes a retrospective and reflective documentation of the past experiences, exhibitions and events related to the series, with a particular accentuation on Seasons 1 and 2. It features a presentation of playful theoretical threads, which have aided my own readings of Twin Peaks, as well as ample visual and audiovisual material from the Peak Experience art exhibitions. What adds on to the reflective and playful autoethnographic approach of the text (meaning both experimentation and eclecticism), are my personal adventures interested in investigations of Twin Peaks through fan travels, creations and curation of art.

The Timeless Gold of Twin Peaks

I consider Lynch a master of make-believe, just like George Lucas of Star Wars fame. His oeuvre begs to be approached as a paidic system, with childlike curiosity and enthusiasm. In contrast to ludic systems known from games, for Caillois’, paidic means open-endedness and more unstructured forms of play. Paidic systems are like sandboxes, which afford unlimited, unregulated space for creative play. Games have a steady foothold in Twin Peaks – just consider the gambling in One-Eye Jack’s casino, and later in Las Vegas, or more generally, the eternal game between the good and evil, black and white, pieces of chess played by Windom Earle against Dale Cooper. Without the rigidity the rules that these games imply, the childlikeness of paidic play communicates more whimsy, distortion and multiple ways of toying with possibility – being more malleable and plastic, asking to be tugged and towed to unexpected territories, even beyond the borders of the sandbox.

I believe David Lynch to possess a paidic mindset, interested in fantastic world-building according to his own aesthetic and rules – a logic forever reinvented. For this reason, he is a magician of play. But Twin Peaks despite its ‘paidic circle’ of play is not directed to children’s engagement or playful fantasizing. The series is very much a springboard for the adult imagination, as well as an invitation to many forms of play for the adult fan. It is no secret, then, that Twin Peaks has spawned playful tributes since it’s 90s beginnings thanks to Lynch’s originality, ingeniousness and vision. I consider it to resemble a ‘sandbox’ game, in which alterations and constellations are rather asked than afforded, or a construction toy kit, which provides more opportunities than limitations on building both material and imaginative layers on the flickering products of the mind – light and dark. As one of the Peak Experience artists, Jennifer Ramirez, writes: “This series is timeless gold that raises questions about our existence, about our most inner desires, our inner darkness our sadness, traumas and life force.” (Warmsquirrel blog, November 8, 2018)

My own journey with Twin Peaks started decades ago: In the beginning of the 1990’s I was a teenager, who after videotaping episodes of Twin Peaks with her sister, watched the recordings in the daylight and used to press the pause button every time Killer BOB appeared on the screen. Oh the teenage anticipation teased out of those tapings – I can see clearly now the temptation of it—the horrendous pleasure derived from balancing between the beautiful and the bad-assed. What else could it have been about than licking the cherry sunken in a weird cocktail of innocence and damnation (Foster-Wallace 1997, 211), distinctly a part of who Miss Palmer was prior to her murder, maybe even post mortem.

The eerie atmosphere around the series lingered around long after its ending on Finnish television in the 1990s, but the video tapings were never played again. For a long time, the mystery remained unsolved. Curiously, Laura Palmer, filled with secrets, had stated in one of the last episodes: “I’ll see you again in 25 years.” As Telotte (1995, 171) observes, Twin Peaks left us hanging from the cliff unlike any other episodic series has done. The wait began. What a lengthy teaser.

“Although the play-world exists in actual space and time, it also creates its own space and time” (Russell & Ryall 2015, 155). As suggested here, adult engagement in play, or reminiscing of teenage experiences of a cultish television series is not only about nostalgia, or endless manipulation of the souvenirs in one’s mind. It is about finding the force, being energized by it and navigating one’s own ways of using it as a source of wonder and possibility all over again. After having been a fan of the series for decades, I have during the past five years explored Twin Peaks both as a toy and play scholar and as a visual artist and curator. It is the adult cultures of toy play that inspired what would become a seemingly endless, “lynchian” playground for my own creativity, self-expression and exploration.

Invitation to Play(fulness)

Play scholar Henricks envisions how a society dominated by play principles would acknowledge the importance of openness, inclusivity, and aesthetic dimension of life (Henricks 2015, 116).

The most obvious modern manifestations of play as a consumable experience, however, include children’s toys, computer and video games, the attendance at artistic and sporting events of the young and the old-and the plethora of other and more specific entertainment available (Sutton-Smith, 2017, 233–234).

The aesthetic of play manifests in games, toys and playful environments. What is the link between contemporary television and toy play? Perhaps enjoyment and participation. The openness and inclusivity have indeed become part of what TV is today – inviting and interactive, just like many playthings of the present. Furthermore, media entertainment also provides possibilities for the flights of fantasies and escapism. Neurologist and founder of psychoanalysis, Sigmund Freud defines play as fantasy woven around real objects that are or become toys, as contrasted with the pure fantasy of dreaming and daydreaming (Frappier, 1976, 104). The wowness of toys becomes tangible through the manipulation of them, the actual acts of interacting with the plaything through fantastic scenarios and narratives. It is here the dimensions of immaterial imaginings and material artefacts merge. Toying with the fantasy-laden resources of the world, like media products, means that affects are triggered.

Media, TV, toys and the like inspire art and in playing, even the fan becomes an artist. Nina Lieberman views the artist as a practitioner of playfulness (Lieberman 1977, 10). In the spirit of play, what follows is a spontaneously crafted and creative reflection of the author’s personal exploration of Twin Peaks through artistry and curatorship, which sets to traverse boundaries of a traditional academic text. This think piece documents the infinite allure of a cult series according to its own logic.

After having seen Raisa Kettunen’s astounding re-playing of iconic Twin Peaks scenes with her Blythe doll (Blythe as Laura, Blythe as the Log Lady, see Image 5), I dreamed up the idea of an art exhibition, which would invite contemporary Finnish artists and fans to participate in a group exhibition as Twin Peaks players and creatives. Instead of a ‘peak subjective experience’ (Sutton-Smith 2004, 45), the series of exhibitions celebrates Twin Peaks as a co-created, collective Peak Experience: Consequently, a dream team and an artist collective emerged, including Columbian and Russian talent.

The invitation to play with Twin Peaks has generated multiple pieces for the Peak Experience exhibitions; paintings, sculptures, mixed-method pieces, installations, toy-art, graphics, photographs and photogenic environments. Between 2016–2018 the collective has organized four exhibitions including setting up experiential spaces and performative events including various artworks installed both indoors and outdoors at galleries in Pori and Helsinki and the Superwood Festival. The collective has grown by each exhibition including artists and fans of different ages, gender, even nationalities.

Image 3. Welcome to Twin Peaks (2009). The author photographed by Tommi Vuorenmaa.

Revisiting (2009)

Tourism has been frequently compared to play. Heynders and van Nuenen (2014) recognize the fan tourist as a player of “cult geographies” (Geraghty 2014). In 2009, I made a road trip to Snoqualmie and North Bend with a friend. Fandom impacts the tourist experience in peculiar ways: While driving towards the mountains, Angelo Badalamenti’s original soundtrack was not playing in the car, but in the back of my head. Strange how the familiar tunes stick with one forever despite the fact that I was long beyond my teenage years and the first encounter with Twin Peaks. With my travel companion, we chased the location for the ‘Welcome to Twin Peaks’ sign, based on mere guesses as proper online homework had not been done, finally begging us to give up as the night darkened.[2] Of course, we were chasing a dream, an object and place that (no longer) exists in the real world and came to the intersection, in which reality, imagination, and the media that are at the heart of film tourism, meet (Waysdorf 2020, 284). Interestingly, we were probably not too far from the site.[3]

We decided not to splurge on the ‘Great Northern’ hotel, in reality Salish Lodge. However, after seeing the lobby, I realized I would need to revisit and accommodate properly some day. We chose a cheap motel instead. But the atmosphere was undoubtedly there – from the parking lot, you could see the traffic light, hanging on top of the street, giving that eerie, squeaky sound. The night landed swiftly on the mountainous landscape, almost like a blanket.

A fangirl forever, I am, and absolutely, needed to visit the Double R Diner, in reality, Twede’s Café in North Bend. This worn-out diner tucked in a street corner with slow traffic has an iconic spot for photoplay in its backyard. Snapshots they were, those quickly taken photographs I would now call ‘assisted selfies’ (Image 3), but most of the material aimed to capture the atmosphere (Image 4).

Images 4. The way to Twin Peaks, Twede’s Café and a slice of pie. Photographs by the author (2009).

In a transmedia sense, toys embody fictions. There were no Twin Peaks-related industrially-produced toys around at the moment, not even available in Snoqualmie or North Bend at the time, so no toy tourism (see e.g. Heljakka & Ihamäki 2020) with playthings with a direct fit to the setting of ‘real’ Twin Peaks could take place. I remember traveling with an Uglydoll plush (‘Deer Ugly’) at the time, but it was not taken out to roam the matter-of-fact Lynchian landscape on this occasion. Later on, in 2018 to be precise, however, I would travel here with a bag-full of character toys to indulge in photoplay (or, toy photography, see Heljakka 2012) in these particular and strangely enigmatic geographies of fan play, linking the imaginative with the realness of the landscape.

“Really experiencing” a place needs to be done in a multisensory fashion (Waysdorf 2020, 285), and this involves consumption conducted with all senses: “what is most important in any imaginative experience is that the fan is having the experience in their own body” (Ibid., 288)—even on their body (for Twin Peaks fandom expressed in nail fashion and wearable art, see Images 9 and 11). What was available were the oral pleasures: The visit called for take-out pie, neatly unboxed and eaten and washed down with a heap of filtered coffee at a lookout spot in miserably foggy Seattle. The city was quickly scouted through the windows of a rental car, before escaping to some nearby national park’s hiking trails, a must if you have a thing for the firs and entering the woods, when driving out of Twin Peaks (see Image 4).

Image 5. Raisa Kettunen’s artwork In the Waiting Room (2014).

Re-playing (2015–2016)

Whenever adults imagine and create, they are to some degree playing (Gray 2015, 126). Years 2015–2016 mark the anni mirabilis period in the author’s co-existence with Twin Peaks. In May 2015, I joined the conference “I’ll See You Again in 25 Years: The Return of Twin Peaks and Generations of Cult TV”, at the School of Art and Media, University of Salford. For myself, this event set many Twin Peaks related activities in motion.

In my presentation focusing on the fan play around Twin Peaks, I noted how existing Twin Peaks-related toys and playthings found on the Internet by the time, were the products of fan creativity, not industrial productions. I uttered my confident prediction that toy maker Funko would surely produce a series of toyified Twin Peaks Images, with plump heads and bodies, with that oh-so-familiar aesthetic known by contemporary storyworlds. Probably in one year, the sketches had already been presented to the decision makers of the toy company. In three years, I brought my own Twin Peaks Funko Vinyl Pops to Snoqualmie and North Bend.

To admit the toyetic[4] quality of Twin Peaks is to recognize its transmedia potentiality, but to realize its capacity to influence entire worlds of (adult) fan play, would be far more accurate. In 2016, 25 years had passed since the first broadcasting of Twin Peaks Season 1. It was time to start re-playing—to retreat to artistic amusings inspired by Lynch’s beautiful, yet dark and mysterious world. Inspired by Raisa Kettunen’s work, I invited artists to join the Peak Experience collective as both a curator and creator. A creator creates ‘stuff’ and services, but what does a curator do in a profoundly digitalizing age?

Wolff and Mulholland (2013) note that with the advent of improved web infrastructure and storage, users can select, collect, annotate, tailor, organize and present content of multiple media types. This process is similar to the one of museum curators, who research, select, interpret, organize and narrate exhibitions.

A curated exhibition is based on the knowledge and research of one or more experts in the field. This research informs both the selection and organization of the objects. Importantly, the curator offers an interpretation of how the objects relate to one another. Essentially, they tell a story (Wolff and Mulholland 2013, n.p.).

The grand narrative behind the series of the Peak Experience exhibitions are artists’ and fans’ responses to the multidimensional storytelling related to Twin Peaks. My role as a Peak curator entailed first, a selection of artists with a connection to the series as devoted fans or commentators of Lynch and Frost’s mesmerizing storyworld. Second, a collection based on artworks was created, some of them tailor-made for the exhibition, some channeling a recognizable aura of ‘lynchian aesthetic’ (meaning ambiguity resorted between the nodes of wonderful/strange), and therefore, qualified for the exhibition. Foster-Wallace explicates the meanings of ‘lynchian’ as follows:

An academic definition of Lynchian might be that the term “refers to a particular kind of irony where the very macabre and the very mundane combine in such a way as to reveal the former’s perpetual containment within the latter.” But like postmodern or pornographic, Lynchian is one of those […] words that’s definable only ostensively—i.e. we know it when we see it. (Foster-Wallace 1997, 161).

Image 6. Gallery exhibition poster art by Carina Laine; P-galleria, Creat Space, and Superwood/Ivana Helsinki House (2016–2018).

The name of our exhibition refers, besides Twin Peaks, to peak experiences theorized by psychologist Abraham Maslow (1908–1970). A peak experience stands for a moment of happiness and fulfilment, which has meaning to both wellbeing and mental development. Maslow placed the human desire for self-expression on the top of his hierarchy and by doing so, ensured a valuable position of play among the hierarchy of needs.

Play by large, is a self-expressive activity. According to Henricks, we do not play to refine what we already know; we play to discover what we do not yet know (Henricks 2017, 11). Play may focus on imaginary matters (Henricks 2015, 5) just as it often circles around physical matters. Again, “Imaginative play may underlie creativity, innovation, and new ways of operating within the physical, organic, and social worlds in which all creatures are embedded” (Burghardt 2015, 35). In fact, imaginative play is a celebration of our personal originality (Sutton-Smith 2008) as well as in artistic tributes, in which imagination as a mediated practice is built on the idea of re-creation and mimesis.

When playing, a person may have a peak experience related to the use of imagination and limitless self-expression. Contemporary forms of play are often inspired by popular culture and the re-imagining of and toying with story worlds connected to transmedia phenomena have become emergent in both fandoms and in the context of art. Mimetic forms of play and multifaceted intertextual references to iconic popular productions are present in fan art and tributes of various kinds. The selected artworks of the Peak Experience exhibitions each link to the series in their unique ways – some recapturing unforgettable scenes, some reinterpreting its memorable characters:

Our Peak Experience art exhibition plays with artworks and spatial atmospheres created with different techniques. It is an artistic tribute to the magic story world created by David Lynch and Mark Frost. In our exhibition minimalism meets maximalism, plastic meets organic materials and beauty is juxtaposed with terror. At the same time, humor, mischievousness and mystery are present. Further, visitors may photograph themselves in a staged environment reminiscent of Agent Dale Cooper’s dream world/the Black and White Lodge. (Press release for Peak Experience at P-galleria, 2016)

The first Peak Experience exhibition was organized at P-galleria in Pori in October, 2016. Displaying of the pieces was a product of the curator’s vision of how to distribute the works in the three rooms of the gallery; The first space, a seductive introduction, inviting visitors in a small mountain town, so familiar for many, the second space a walk through the fir-infested, eerie woods with the innate owls, a giant portrait of the Log Lady, and the third space[5], the quintessential Black/White Lodge.

Instead of aggression and the violent aspects of Twin Peaks, the Peak Experience exhibitions have sought to bring to the fore affective reactions and responses to it. Besides its ‘lynchian vibe’, the art created aims towards a certain aesthetic interest in toyification: to cutify and craft the mysteries into the form of visual, material and spatial objects, so that they become playable in the sense of both object play and play of the mind.

Image 7. Welcome to Twin Peaks (2016). A painting by Katja Tukiainen.

Welcome to the Playground

The notion of space is essential to play, may it mean roaming in terrains of the physical, virtual or imaginative. Lynch contributed greatly to the localization of the imagination by filming the pilot in the North-West. The forests and mountains of the mysterious lands, marks for a North-European person very much the spiritual ground of native Americans, a natural landscape surrounded by ancient traditions and respectful co-existence between nature, animal and human. My wish was, when designing the exhibition space, to bring some of this magic to the art and how it is ‘dis-played’.

The idea behind the physical organization of the Peak Experience exhibitions was to function as experimental spaces and immersive environments—as the Black and White Lodge with its zigzag black-and-white pattern was recreated and the red velvet curtains hanged to achieve that special atmosphere in the three exhibitions. In the exhibition at P-galleria, a participatory invitation to play was also thrown to the general public, first to join in the game by posting photographs depicting landscapes from their hometown, which remind them of Twin Peaks by using hashtags #ihakotvinpiiksis #precissomitwinpeaks #justlikeintwinpeaks and #peakexperience. The challenge resulted in a photographic artwork being included in the exhibition (see Image 8).[6]

Image 8. On the left a photograph by Rauno Korhonen at P-galleria, photographed by the author (2016). On the right, Black and White Lodge, a painting by Katja Tukiainen (2016).

My baby girl, merely 6 months during the first exhibition in October 2016, placed on the chair in that space mimicking the Black and White Lodge, reminded me how different the affordances for play appreciated by the very young and those “I’ve seen it all” adults are. Somehow, when joining me for the displaying day, she had grasped a branch of the fake Douglas “fir” I’ve salvaged at the furniture rental, and happily occupied herself by chewing it, while I was giving the exhibition its finishing touches. Then again, a quick conversation between the artists at the opening party revealed their spontaneous desire to roll around on the zigzag floor, just like the mischievous little maidens in Peak Experience artist Katja Tukiainen’s oil painting “Black and White Lodge” (Image 8). This illustrated how the paidic pleasures of play may not be so different for children and adults.[7]

Toys are the most known ‘paidic’ objects to cater for play in the contemporary world. Toys gain meaning and a glow (Heljakka, 2013) once manipulated as objects of play. Their materiality and design longs for human touch. In art, toys are used both as raw material and inspiration (Heljakka 2016). When remodeled into sculptures and installations, the artist casts an additional glow on the toys, just like any player. Worn out toys channel the message that they have been cared for, at best dearly loved. It is because of this that toys that are only allowed to live in the collector’s glass cabinet carry an aura of melancholy around them. In all these manifestations, play is about the consequences of self-expression (Henricks 2017, 11).

One example of toyified and playable art is “The owls are what they seem” (protecting its wearer from the evils of Ghostwood) my own wearable art piece with 52 plush owls, hand-sewn into the fabric base (Image 9). This toyified piece is heavy, wearing it feels like walking in a harness, dressed in the toyetic essence of Twin Peaks. Later on, this protective jacket – because plush owls would not be there to scare you, just to cover you – has been worn for Toy Fair in New York and by a TV show host for Finnish Broadcaster Yle’s morning show on Twin Peaks.

Image 9. Come, follow the owls. Peak Experience at P-galleria (2016). An assisted selfie of the author photographed by Merja Heljakka.

Returning (20172018)

The second Peak Experience exhibition opened at Creat Space Helsinki on the 5th of January 2017. The exhibition received good media coverage: The curator joined fellow Peak artists Katja Tukiainen and Mari Kasurinen in radio interviews conducted with Radio Helsinki and Yle, and multiple blogs published posts and photographs of the exhibition. Twin Peaks: The Return aired on HBO Nordic on May 22 in 2017. The saga of the original cult television series that still attracts new audiences continued in 2017, when the third season created by Mark Frost and David Lynch, and directed by Lynch saw the daylight. Bob returned, but so did Laura.

What happened before this was that I received an invitation to play the part of a Twin Peaks connoisseur on national broadcaster Yle’s morning show. Due to a hectic schedule at the time, I was destined to be in Tel Aviv for a toy design conference on the very same day that the live show was to be aired on Finnish TV. Arrangements were made and flights rescheduled so that I could be present. The protective owl jacket and some of my Funkos were sent to the studio in advance, so that I would reconnect with them when returning from Israel. Through a catastrophic series of delayed flights on the way home, I got stuck in Berlin and joined the TV show through a fast-organized tele-presence. Clothed in my Ivana Helsinki owl-themed top at the airport, I managed to participate from a distance from the airport lounge. The interview went well, but to my misfortune, someone stole Bob from Yle’s studio in Finland. In fury, I mitigated the feelings of loss by ordering a replacement from Amazon on the same day. The unfortunate event also prompted some photoplay, inspired by artefacts from the original series. I replayed a poster with the drawn face of Bob, asking “Have you seen this man?” replacing the question with “Have you seen this toy?” (Image 10). Later on, I was interviewed by a local radio station about the first episode on the same day it became available. This time, in-person participation was possible. This time the toys followed—none of them escaped.

Image 10. Have You Seen This Toy? A screenshot of an Instagram post made by the author (2017).

Repurposing Legos and the Log

Many returns followed. In 2018 the Peak Experience collective functioned as the main (visual) art partner of the Superwood Festival organized at Hotel Rantapuisto in Helsinki. Paola Suhonen, the designer of Ivana Helsinki, creator and curator of the festival and a filmmaker herself, has often referenced Twin Peaks in her work.[8] The Superwood ‘boutique festival’ is said to resemble a sleepover with a Twin Peaks-atmosphere: ”Art installations around the hotel milieu set the mood with quirky Twin Peaks atmosphere” (Superwood Festival website).

At Superwood, the Peak Experience collective grew into a significantly larger group of artists, who displayed works around and outside the hotel from the corridors to a specific gallery room. Some of the pieces were installed outdoors. In the gallery, visual artist and musician Sasha Kretova installed an ambient sound piece, and as an auditive experience, a completely new addition to the exhibition.

In playing, anything becomes possible—the strange disappearances of Twin Peaks treasures did not stop: For the occasion, I thought of making a neck-piece for myself of my daughter’s Lego shovel by giving it a gilded touch inspired by the tools seen in The Return. I rummaged her toy box and snatched the perfect piece suitable for this intention. Mysteriously, when it was time to paint the part for the impromptu necklace, the toy had vanished from the hotel room. I’m still looking for a replacement and wondering about the mystery. Please do not tell her.

For the Superwood exhibition, the artists were invited to create their individual interpretation of the Log. Game scholar Ian Bogost notes, how a stick doesn’t come with a manual. but it has properties. Length and woodenness, strength and breakability, a status as detritus inviting its absconding and repurposing, sharpness and length etc. “The stick’s delight owes a greater debt to the thing itself than it does to the child who would put it in use-even if that child’s invention of new uses for the stick’s material properties also contributes to its function as a plaything” (Bogost 2016, 166–167). The stick, the ultimate found-object-as-toy is “very open-ended, all-natural, the perfect price,” Strong curator of collections Christopher Bensch has said (Bogost 2016, 161). A stick comes close to the Log. But whereas the stick is an improvised, tactile plaything, organic and akin to a chunkier wizard’s wand, the log is shaped by human hands, leaving a texture of labor on it. It is rather wood than ‘wooden’ like some industrial toys, but it’s naturalness has been affected by the cut. Philosopher, sociologist and art critic Walter Benjamin (1935) liked wooden toys because according to him, their aura was sustained in the raw-material.

The Log in possession of the Log Lady in Twin Peaks is anthropomorphized like any toy character, highly personal and therefore psychologically powerful. Not everything is what it seems, and even dead wood may possess magic capacities. Held in one’s arms, the Log is a very universal toyfriend, just like the stick. Being more robust, the weight of the Log resembles that of a child—needy and demanding, it requires attention and nurturing. It has something to say, but like a doll, cannot speak for itself. Despite the fact that most (non-technological) dolls have mouths, they need players to articulate their inner lives. The Log, even, like Eero Aarnio’s famous Puppy furniture-characters, does not have a face at all. But what counts is its capacity to let the player imagine and thereafter, project a face on them. In this way, any appropriately modelled object, shaped either by nature or a designer, may become a toy and parasocial[9] companion if the player so demands. In the Superwood exhibition the Log reappeared in many manifestations of artistic play, in both subtle and subversive interpretations (Image 11).

Image 11. Super(iority of) wood and some characters. Peak Experience artworks (clockwise from lower left corner) by Mari Kasurinen, Henna Kallionkieli, Sampo Marjomaa, and Jasmin Anoschkin at Ivana Helsinki House photographed by Johanna Lehtinen (2018).

Toyification of Twin Peaks

Toys are prompts that trigger and persuade people to play with others. The Peak Experience has featured toys from its beginning – in the form of raw material, inspiration and actual toy-art. In Caillois’ (1964) definition, mimicry is a way for players to escape themselves by becoming someone or something else. As demonstrated, once superimposed with capacities of the human imagination, (toylike) things have the same potential.

In play, more than anywhere else, apart from madness, the player can escape the usual orthodox links between signs and their referents. In play, the significance of what is going on may come as much out of the minds of the players as out of the objects in their hands or the world to which those objects refer. (Sutton-Smith 1986)

Toyification communicates the idea of an entity (physical, digital or hybrid) being intentionally reinforced with toyish elements or dimensions; an object, a structure, an application, a character or a technology acquiring a toyish appearance, form or function (Thibault & Heljakka 2018). Many transmedia creations are toyified at some point, unless they are toys from the start. As noted in earlier research (Heljakka 2016) ‘toyish’ interpretations of Twin Peaks were long produced as part of the activities of fans only, and not as industrially made playthings. Nevertheless, like many media productions, even Twin Peaks was destined to become toyified. This happened through fan play and art long before the launch of Funkos, but happened again, as the Vinyl Pops entered the market.

Funko Vinyl Pop characters come with eyes, just like Hello Kitty (see Image 12). They are mouthless, but not mute. Like character toys in general, they come with eyes, and eyes are a gateway to the soul: “When you see the nose, eyes, forehead and when you are able to describe them, you relate to the other as if it is an object. The face is meaning […] The face talks” (Levinas 1996, 73–74). Despite their obvious amiability and cuteness, the magic of Funkos lies in how recognizability to the original referents remains, although the toys come with rounded edges, large heads, tiny noses and hands, channeling Lorenz’ kindchenschema (orig. 1943, see Lange et al., 2017).

My personal peak experiences in association with Twin Peaks have demonstrated how toyification, once at the level of imagination, on the one hand lets the simplest wood chunks become toys. On the other hand, industrial toys as precisive objects for play, are meant to set the imagination in motion by offering more clues for play.

Fantasy of the mind travels beyond semiotics, even if to be toyified in one’s imagination, and when the object calls out a certain weight and aesthetic. Therefore, we can see that the Log can be a toy in more ways that the saw that cut it never could. Nevertheless, what makes the Log more human than Funko, is its vulnerability. The Log may die once burned the way plastic never could. The materiality of toys therefore regulates their life cycles as human companions. The eerie foreverness of plastic toy figurines make them appear powerful, even threatening. Frank Silva might be long gone as an actor, but the image of Bob lives on in the form of Funko (see Image 13). As a toy, Bob always seems to lurk in the shadows of the glass cabinet of collectables, looking for opportunities to crawl behind a sofa and scare any other player, toy—or human. This, unless of course, Bob becomes stolen, evaporates or decides to leave to some other place, more beautiful and strange.

Image 12. The Log Lady and Dale Cooper joined me for a damn fine cup of joe at the ‘Double-R’ Diner, a.k.a. Twede’s. Photographed by Carina Laine (2018).

Toy tourism in Twin Peaks

In 2018, I returned to Snoqualmie and North Bend with fellow Peak artist Carina Laine. This time with my nails painted exactly like Diane’s, or her Tulpa (Image 12). This time dressed for the part with a tartan-patterned skirt, a homage to the visual style of the series that had such a huge impact in my teens. This time with toys. The ones that I predicted in my essay (Heljakka 2016), would be later launched by Funko. And they were (see Image 13).

Images 13. Dale Cooper and Bob as Funko Pop Vinyl toy characters, photoplayed by the author (2018).

Therefore, it is interesting to note, how traveling with toys to locations of film and television toyrism follow ideas presented in reference to being a fan, for “Fandom, both in terms of the community and other fans and the experience of being a fan, is not an isolated moment. It is something that the fan brings with them to the location they visit and something they carry with them once they leave”, writes Waysdorf (2020, 290). Engaging in toy tourism, when visiting Twin Peaks, then, is to let the plaything make fandom tactile—tangible and playable, and perhaps most of all, to be photoplayed, once again captured on camera being behind the screen just like on television.

The phenomenon of travelling toys refers to activities, in which toys travel in the name of toy tourism, either as a part of amateur practices as their owners’ companions (see Images 13), single-handedly within hosting programs or professionally organized toy travel agency services (Heljakka 2013, 289), or within the game of geocaching (Heljakka & Ihamäki 2020). Previous research observes how toy tourism—or toyrism—is a hybrid of value dimensions, playful artifacts, and touristic playscapes in destinations and social media (Heljakka & Räikkönen 2021).

My friend and fellow Peak artist and I stayed at the “Great Northern”, a.k.a. Salish Lodge, this time the only possible choice. What echoed the visual attributes of Twin Peaks were surprisingly few in the hotel. Of course, we lit up the quintessential (electric) fireplace and prepared our cups of joe with the local roast. What is the highlight of this accommodation is its vicinity to the Snoqualmie waterfall and it’s beyond words scenic vistas offering amazing possibilities for photoplay with human companions and toyfriends (see Image 2). Perfect occasions and locations for tributes of fandom.

After breakfast at Twede’s, we strolled to North Bend making use of every photo opportunity that arose in the picturesque village. During the daytime the place seemed welcoming and harmless. An Uber driver navigated the way to Ronette’s bridge solely based on our assumptions that it would be located adjacent to a railroad. Upon arrival, I made myself into a toy, triumphantly swiveling in my long skirt of the sheer euphoria of being there. We found it like a treasure, without having that map (Image 14).[10]

Image 14. Assisted selfie on Ronette’s Bridge, on the left (North Bend, 2018) and Noormarkku, Finland, on the right (2020). Photographed by Carina Laine.

I asked for a number of ‘assisted selfies’ by my friend (for example, see Images 14 and 15) and found limitless joy in photoplaying with all the toyfriends that traveled with me this time. This time photographing needed not be rushed or restricted to a few shots only like during my first visit in 2009. My smartphone has a brilliant camera and plenty of storage, which encourages delving into play and a thorough state of flow, including concentration, contemplation and the ultimate freedom for self-expression, making this 2018 visit far more fruitful in terms of productive play than the visit of 2009 had been. Thanks to rapidly evolving technologies, contemporary play becomes enriched with extended possibilities.

Image 15. Welcome to Twin Peaks, again (2018). Photographed by Carina Laine.

There is no end (to imagination): The concept of eternal returns

The symbol for eternity, to infinity and beyond has become perceivable in some media creations, like toys. In my own art (This is Play, 2011) I have asked, “Are there toys in heaven?” To some, the thought of life as an endless state of play would be intolerable, the epitome of regression at worst, but for some the utmost and desirable precondition, in which the playing human (or any fan) may survive.

Essentially, play is progress through communication, and if there is no possibility for dialogue between players, one is limited to her own inner world and to the silent dialogues. A world without art and entertainment would mean a situation, in which we had more limited possibilities to toy with in terms of our imaginings. This would have severe outcomes for our creativity and problem-solving skills, even relationships. The idea of eternity intimidates, because it has cosmic proportions and transforms us humans into the toys of God as philosophized by Plato.[11] Lynch is a Buddhist and his spiritual worldview comes across in Twin Peaks in many ways. The concept of eternal return is therefore not distant from analyses on the cult series and nor can they be so in the reflections of a researcher, or a curator of ‘peak experiences.’

Sutton-Smith (2017, 225) writes how “we assume that the peak experiential states within play must be about happiness”. Despite the concept of eternal returns, it is not the cyclic movement that results in happiness, nor an end-state of ‘static’ afterlife. Play is far too messy to generate happiness only, and consequently more akin to the roughness and realness of creative chaos that succumbs to the hunger of novelty, and the quest for weirdness and wondering. It is the variations that are made during each cycle that make us content.

Essentially, contemporary play just like the world of Lynch, draws its awe from mystery and the unanswered. It is probably better not to know if there are toys in heaven, or whether we transform into cosmic dust in space in passing. Playing is about molding and extending the imagination—and nurturing the imaginations of others by adding endless narrative layers answering the what if’s that set it in motion. It is the glimmer in the creative beast’s mind, persistently chasing to feed on the unexpected, the unheard, the unseen. This asks for mental plasticity of a curious mind—the famous out of the box way of thinking. Finding oneself out of the box seems to have been an innate quality of Lynch, who paradoxically, by creating Twin Peaks with fellow producer Mark Frost got ‘inside the box’ that the TV of it’s time was. Clearly, a media that needed some serious toying with its conventions—some stirring and shaking in terms of defining what TV could be. Lynch returned by repeating the trick with Twin Peaks: The Return, with the hallucinatory episode 8 (Gotta Light?) in particular, but again, with a historical(ly) twist(ed angle).

According to Henricks, people play to discover expanded versions of self (2015, 11). Paul Frappier, a researcher of adult play states: In playing we recuperate unused parts of ourselves (1976, 195). I would add to this: people play because they want to test the limits of their (own and others’) tolerance and capacities. What is most rewarding is to stretch and by doing so, titillate the imagination, keeping the peak experience at reach of the fingertips, but never completely in one’s hands.

“By adopting, inventing, constructing, and reconfiguring the material and conceptual limits around us, we can fashion novelty from anything at all.” (Bogost, 2016, 223). In the end—or rather—at the dusk of a new beginning, what seems to keep fans and artists going, just like the creativity of Lynch, is looking for the rabbit holes in which, repeatedly let oneself fall in and bring oneself again, and again to those familiar vistas, that waterfall, that coffee mug, those cherries rolling inside our mouths, eternally teasing ourselves if the knot can be made or not. That is the secret of wrapping—to let it be intact, leave it be, unboxed and never opened and at the same time, to play with the concept of the endless potentiality of possibility. Like the fantasy of catching unicorns, or rather, white horses or the idea of forces of time, nature, and destiny, constantly affecting our environments and existence. Just look what happened to Laura—filled with secrets, but even though unwrapped, never emptied of her mysteries, really.

It is happening again (20192021)

Long-term play often gives the most gratification. The plan was to take Peak Experience to Tokyo in fall of 2019 with Ivana Helsinki. We planned a miniature exhibition including an AR element featuring the easily transportable log collection traveling in one suitcase and possibly, a mobile app. But time was not on our side and the event was postponed. Then, the world was hit by the pandemic with serious outcomes, limiting travel and movement for a duration, still by large, unknown.

Social distancing has had an effect on how we play, but not why we play. In play, we seek solidarity and companionship. We are socioemotional beings and remain playful even in times of crises. For many, pandemic play has produced a temporary, positive refuge from the never-ending flood of pessimistic news. Because play is escapism as much as it is interaction with the actual world. As Waysdorf notes, physical place may be even more significant in a digital and transmedial age (2020, 294). In the pandemic of loneliness and isolation, the desire to project sceneries from familiar and ‘fannish’ media locations, popularized by film or television on nearby landscapes, may represent forms of playful escapism to many. We seek the fantastic in the familiar, and are ready to believe in the make-believe superimposed even on everyday environments.

As the curator, I started scouting for a new exhibition location in my hometown, the city of Pori, where it all began, years ago. How I continued the quest for peak experiences in my own ‘hoods’ and woods, was by seeking the scenes in my own everyday environment. A familiar fact was that the town I live in has many neighborhoods that so obviously channel a ‘Twin Peaks vibe’—multiple railroad bridges resembling that of Ronette’s, a couple of historical saw mills and those somewhat disturbing forest-areas, which seem so similar to Twin Peaks that one would not dare to step into them in the dark hours. Perfect locations for filming the next Peak Experience—an immersive and completely digitized edition of our exhibition (for reference, see Addendum). So, there I am, once again, in Twin Peaks, on that bridge, swiveling around in a pleated skirt, feeling alive and ready to play (see Image 14).

Ultimately, peak experiential states are sustained through imagination, the key element of play. Peak experiences happen, because of creativity of artists, fans and players, not through fulfilment by happiness and having it all. To be kept alive, play asks for reruns and returns. Play requires reminiscing, so that it can prepare us to become curious again, for what comes next and what differs from what has been seen and done before. Through the playful artistic tributes, the Legacy of the Log lives on. Eternal returns mean that by playing (back), I’ll see You again, and again. And I’ll play (with) You again.

Addendum

The dream was to create an immersive, virtual exhibition of Peak Experience (Peak Experience: Immersive Edit) that can be accessed as a bonus feature below this reflective think piece. This multidimensional documentation exemplifies the many tributes to the TV series that were created and curated during the journey. Let us demonstrate how the magic of Twin Peaks lingers around. Welcome to our Peak Experience, virtually.

Acknowledgments

You’ve got to be grateful for beautiful things that are replayed in life. The author would like to express her deep gratitude to Kirsty Fairclough, Michael Goddard, and Anthony Smith at Salford University for organizing the conference on Twin Peaks in 2015, and to the fantastic fellow editors of this special issue, Petri and Pauliina: Thank you so much for your professionalism, good spirits and showing the ropes between some damn good cups of virtual coffee. What yields acknowledgment, is also the tremendous role of the late toy and play scholar Brian Sutton-Smith, my most preferred theorist on play(things). Markku, my father, for playing the drone, and Aliisa, who frequently revisits the wondrous territories of creative videography with me through our cooperation. And last, but definitely not least, thank you, my fellow artist superfans from all the four (+1) Peak Experience exhibitions, so far organized in 2016–2018 (+2021). I would not have wanted to do it, or could not have done it without You. As your Peak Curator let me promise You this: I’ll play (with You) again.

References

All links verified 30.5.2021

Art exhibitions

Peak Experience Collective (2016). Peak Experience. Art exhibition. P-galleria, Pori. 2.11.-20.11.2016.

Peak Experience Collective (2017). Peak Experience. Art exhibition. Creat Space, Helsinki. 5.-17.1.2017.

Peak Experience Collective (2018). Peak Experience Replayed. Art exhibition. Superwood Festival, Helsinki. 12.–14.10.2018.

Peak Experience Collective (2018). Peak Experience Replayed Extended. Art exhibition. Ivana Helsinki House. 1.-28.11.2018.

Peak Experience Collective (2021) Peak Experience Immersive Edit. Virtual exhibition.

@peakexperienceart on Instagram. https://www.instagram.com/peakexperienceart/.

Television series

Twin Peaks. Lynch, David & Frost, Mark (1990–1992). Television series. Seasons I & II.

Twin Peaks: The Return. Lynch, David & Frost, Mark (2017). Television series. Season III.

Websites

Gooney Bird. 2011. Kenner Collector Focus: Interview with Bernard “Bernie” Loomis – President of Kenner, Posted on March 4, 2011, http://www.kennercollector.com/2011/03/interview-with-bernard-bernie-loomis-president-of-kenner/.

Merriam-Webster. 2021. Think piece. https://www.merriam-webster.com/dictionary/think%20piece.

Ramirez, Jennifer. 2018. Twin Peaks fans creating a damn good exhibition! November 8, 2018. https://warmsquirrel.com/crochet-art/crochet-art-log-lady-twin-peaks/.

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YLE Areena. 2017. Tähtihetki: Twin Peaks tekee paluun. [Twin Peaks Returns] 19.5.2017. https://areena.yle.fi/1-4142308.

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Notes

[1] According to Merriam-Webster dictionary, a think piece is “a piece of writing meant to be thought-provoking and speculative that consists chiefly of background material and personal opinion and analysis”, see https://www.merriam-webster.com/dictionary/think%20piece.

[2] For a similar experience, see Tuomi in this Special Issue.

[3] For reference, please compare the landscapes of Figure 3. and Figure 4.

[4] Toyetic is a term coined by Berbie Loomis, who worked at Kenner Toys. For reference, see Gooney Bird (2011).

[5] Third space also refers to the theorizing of E. Soja (1996), who proposes a different way of thinking about space and spatiality. “First and second spaces are two different, and possibly conflicting, spatial groupings where people interact physically and socially: such as home (everyday knowledge) and school (academic knowledge). Third spaces are the in-between, or hybrid, spaces, where the first and second spaces work together to generate a new third space.” For reference, see ‘Third space theory’, https://www.oxfordreference.com/view/10.1093/oi/authority.20110803103943995. More fitting for this analysis is perhaps the following perspective on third space: The term Third Space is coined by the theorist Homi K. Bhabha. He describes the Third Space as a transition space, where post-colonial power relations and norms are subverted by political, aesthetic or everyday practices. A Third Space is not a physical place, it’s much more a space where hybrid identifications are possible and where cultural transformations can happen. Third Spaces enable cultural hybridity, that is to say identities and practices, which perform difference without an assumed or imposed hierarchy. In reference to the ‘narrative space’ of Twin Peaks, we could consider the forest as a third space, shared by the presence of forces, and allowing shapeshifting and hybridizing of identities to take place. For this definition, see https://thirdspace-webseries.com/.

[6] Twin Peaks is a popular reference in association with descriptions of small and secluded townscapes and communities. At the time of writing, the author notices how Twin Peaks was brought up in reference to Mariehamn, Åland in Finnish travel magazine Mondo, where artist Nayab Kram compared her hometown to Twin Peaks by saying “Mariehamn can also be like Twin Peaks, mystic, uncanny, with secrets beneath the surface”. See Roviomaa, Johannes (2021) Onnellisten saari, Mondo 4/2021, 36–45.

[7] In fact, paidia refers to children in Greek language. For reference, see Alemany Oliver (2015).

[8] In a runway show in New York, Paola Suhonen chose to play Julee Cruise’s song Into the Night (1989) as the models walked the show for the Velvet Lake 2011/2012 collection. During cocktails after the fashion show I asked the designer if I had heard right, and she confirmed.

[9] Parasociality refers to “a term coined by Horton and Wohl in 1956 to refer to a kind of psychological relationship experienced by members of an audience in their mediated encounters with certain performers in the mass media, particularly on television. Regular viewers come to feel that they know familiar television personalities almost as friends.” See ‘parasocial interaction’ in Oxford reference https://www.oxfordreference.com/view/10.1093/oi/authority.20110803100305809.

[10] In this Special Issue, a detailed map of these territories is provided by Pauliina Tuomi. For reference, see Tuomi, Pauliina (2021) ”Pöllöt eivät ole sitä, miltä näyttävät, mutta ovat löydettävissä: matkapäiväkirja ja vinkit Twin Peaks -kierrokselle”.

[11] For reference, see Plato, Laws (English) book 7, section 803c: http://www.perseus.tufts.edu/hopper/text?doc=Perseus:text:1999.01.0166:book=7:section=803c&highlight=plaything.