A 2011 article from the National Oceanic and Atmospheric Administration linked recent severe droughts in the Mediterranean to anthropogenic climate change. Now Francesco Femia and Caitlin Werrell assert that the drought (and agricultural mismanagement) lead to the displacement of a million and a half people in Syria, which helped spark the current civil war.
WikiLeaks, Drought and Syria by Thomas Friedman: Cables from 2008, outline Syria’s growing recognition of the potential for civil unrest because of the drought.
Fighting against a well armed military, the rebels in Syria have had to do a lot of improvisation. A basic knowledge of physics and chemistry has proven somewhat useful.
The Atlantic has a collection of photos of DIY (do it yourself) weapons, that includes catapults and sling-shots.
Sebastiano Tomada Piccolomini has a fascinating photo-essay in the New Republic showing the one item that members of one group of rebels considered as their most crucial weapon. These range from a radio, to a packet of cigarettes, to improvised grenades.
Finally, one of my students discovered that a cell phone and power-source from a computer can be made to look an awful lot like and improvised explosive device.
We are living in the future, but sometimes I wonder if it’s where we want to be.
Cynical, but, if you consider the current “kinetic military action” in Libya, way to close to reality. Indeed, this highlights the question: When does it become too easy to go to war?
American planes are taking off, they are entering Libyan air space, they are locating targets, they are dropping bombs, and the bombs are killing and injuring people and destroying things. It is war. Some say it is a good war and some say it is a bad war, but surely it is a war.
Nonetheless, the Obama administration insists it is not a war. Why?
…, the balance of forces is so lopsided in favour of the United States that no Americans are dying or are threatened with dying. War is only war, it seems, when Americans are dying, when we die. When only they, the Libyans, die, it is something else …
A successful democratic revolution may well need a relatively wealthy and educated population, however, one of the main things that seem to drive revolutions themselves is just how many young adults there are in a country.
… countries in which 60 percent or more of the population is under the age of 30 are more likely to experience outbreaks of civil conflict than those where age structures are more balanced.
— Madsen (2011): The Demographics of Revolt
When there are lots of young people getting to the age when they are just trying to find jobs and start families, but the country’s economy can’t grow fast enough to provide all the jobs they need, then you have a lot of dissatisfied, disaffected people with time on their hands; it’s a tinderbox ready for any spark.
I recently attended a talk by Jennifer Scuibba where she laid out the case. Scuibba’s blog, also has a
a very good set of links that look at the age demographics of the current revolutions in the Arab world.
One of the links goes to a report by Richard Cincotta and others (Cincotta et al., 2003) that used this type of demographic analysis to figure out which countries were most likely to end up in conflict.
They talk about the demographic transition, “a population’s shift from high to low rates of birth and death,” as being a key factor in reducing the likelihood of conflicts. Therefore, they suggest:
If civil conflict leads to a successful democratic transition, then political stability is probably not a net benefit.
However, once there is a democratic revolution, the same large cohort of young people still exists, which could make a country like Egypt unstable for quite a while, until it goes through the demographic transition. After all:
…countries do not become mature democracies overnight. They usually go through a rocky transition, where mass politics mixes with authoritarian elete politics in a volatile way. Statistical evidence covering the past two centuries shows that in this transitional phase of democratization, countries become more aggressive and war-prone, not less …
— Mansfield and Snyder (1995): Democratization and War
Mortar shells landing on concrete create a pattern almost like a floral arrangement. In Sarajevo, after the Bosnian War, the mortar scars in the sidewalks were filled in with red resin. The results are called Sarajevo Roses.
Flickr has a nice map that links to Rose pictures in downtown Sarajevo.
I found out about these from reading a recent set of View From Your Window Contest entries on Andrew Sullivan’s blog.
The history of the second half of the 20th century is interlaced with the history nuclear weapons. From ending the Second World War in the Pacific to mutually assured destruction to the conflict between India and Pakistan. It’s fascinating how you can interpret that history from video above showing the relative timing of the nuclear explosions. It also interesting to note just how many nukes were exploded and by whom. Wired magazine has a good article about the video, and I’ve posted previously about tying nuclear weapons into both the Natural and Social sciences.
I tend to like violent games, the same reason that I’ve worked as a war correspondent, the same reason I wrote a book about a war. I’m interested in violence.
That said, there are some games that have interesting stuff to say about violence and some games that just treat it mindlessly. And, you know both can be fun. But the ones that really affect me are the ones that actually try to address the subject. – Tom Bissell on On The Media.
In particular, he highlights “Far Cry 2”:
There’s a game called Far Cry 2 that takes place in a contemporary African civil war. It’s extremely beautiful.
And yet, it is just the most unrelentingly savage game I think I’ve ever played.
Most games that are violent give you the gun, push you in the direction of the bad guys and say hey, go kill all those guys, they’re bad. You’ll be rewarded. Good job.
Far Cry 2 does something really confounding. Going through the game, quote, “getting better at killing,” the game kind of introduces slowly that you’re actually not helping things, that, in fact, you’re kind of the problem.
Everything you’re doing is just making this conflict worse. So by the end of the game you’re just a wreck. You’re progressing through the game because that’s what the game’s asked you to do, but it’s also throwing all of this stuff back at you that’s actually shaming you a little bit for being participant in this virtual slaughter. And I love that about it. – Tom Bissell on On The Media.
Is he reading too much into violent video games trying to justify his own habits? Perhaps, but he does have a point.
When my students were telling me about Call Of Duty:Modern Warfare 2, one of the first things we talked about was the infamous airport mission. The player is an undercover agent with a terrorist organization and has to participate in shooting civilians in an attack on an airport. Jesse Stern, the scriptwriter for the video game says the mission was intended to be provocative:
People want to know. As terrifying as it is, you want to know. And there’s a part of you that wants to know what it’s like to be there because this is a human experience. These are human beings who perpetrate these acts, so you don’t really want to turn a blind eye to it. You want to take it apart and figure out how that happened and what, if anything, can be done to prevent it. Ultimately, our intention was to put you as close as possible to atrocity. As for the effect it has on you, that’s not for us to determine. Hopefully, it does have an emotional impact and it seems to have riled up a lot of people in interesting ways. Some of them good. Some of them bad.
– Jesse Stern in Gaudiosi, 2009.
There is a difference between vicariously becoming a participant in violence when a novelist lets us see the world through the eyes of a killer, and actually having to pull the virtual trigger yourself, but it seems as much one of degree as anything else. While I’ve seen some initial evidence that violent video games are bad, I’m not familiar at all with the evidence that violent novels are also bad.
Perhaps, however, when we start treating video games, particularly violent ones, in as pedantic a way as literature is sometimes treated, maybe they’ll lose some of their appeal. Or maybe, they’ll just become more educational experiences. Stern again:
When we tested the level, it was interesting. …people would get angry or sad or disgusted and immediately wonder what the Hell was going on here. And then after a few moments of having that experience, they would remember that they were in a video game and they would let go. Every single person in testing opened fire on the crowd, which is human nature. It feels so real but at the same time it’s a video game and the response to it has been fascinating. I never really knew you could elicit such a deep feeling from a video game, but it has.
The peace index is based on quite the number of factors, some subjective, including, “Perceived criminality in society”, “Respect for human rights”, “Weapons exports” and “Number of conflicts fought”. All these factors were weighed and tabulated based on the input of an international team. It’s assembled by the Institute for Economics and Peace who have a number of downloadable peace education teaching materials designed for 14-16 year olds on their website.
They have an excellent video (see below) explaining what the peace index is all about and the effect that peaceful societies have on economic growth.
The maps and video would be excellent additions to our discussions of war and peace. I especially like that they try to directly link peace with economic growth, which offers something almost tangible whose importance and implications students can fairly easily understand. I really like these resources.