Sunday, July 26, 2020

The story of reconciliation and development in the genocide hit Rwanda

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Inshiya Nalawala

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The story of reconciliation and development in the genocide hit Rwanda

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Global Views 360

Publication Date

July 26, 2020

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Paul Kagame, President of Rwanda

Paul Kagame, President of Rwanda | Source: ITU Pictures via Flickr

The genocide and civil war had rendered hundreds of thousand of people homeless and in utter misery. If the Tutsi’s were the primary victims of genocide, the Hutu’s too suffer in the ensuing civil war when Paul Kagame led Rwandan Patriotic Front defeated the government forces and took over Rwanda.

When the genocide stopped by August 1994, the the suspected perpetrators of crime were hounded by the new government forces. Thousands of Hutus left the country and sought refuge in the neighbouring countries. The legal system of Rwanda was in shambles and the vengeance was taking precedence over the quest of justice. Over a hundred thousand suspected genocidaires were put in prison but could not be properly tried due to a strained judicial system.  

Things however started to change from the year 2000, when Paul Kagame became Rwanda’s President. The biggest challenge for him was to rebuild a society that is economically and socially stable. The socio-economic transformation of Rwanda under Kagame is an inspiring story of reconciliation based on acceptance, repentance and forgiveness, the very foundation on which the edifice of Rwanda's reconciliation is standing firmly today.

The first step towards reconciliation started in 2002 when Rwanda introduced the community-based dispute resolution mechanism, Gacaca to try the genocide related crimes. Gacaca was traditionally used in Rwanda to resolve minor disputes. In its new incarnation, the objectives included not only delivering justice, but also strengthening reconciliation, and revealing the truth about the genocide.  

In the Gacaca court the local community elected the judges who then tried the defendants  in front of members of the local community. These community members  were asked to share whatever they knewabout the the role of defendant during the genocide. Gacaca courts functioned extensively during 2005 to 2012 and processed almost two million cases in this duration.

Though Gacaca courts were criticised by many human right organisations for putting speed over fairness in trial, it undoubtedly resulted in giving the opportunity for some genocide survivors to learn what had happened to their relatives. It helped many families of survivors and perpetrators living side by side with peace and contentment in many reconciliation villages, after the ‘perpetrators’ confessed their crimes and expressed repentance.

Taking inspiration from The Truth and Reconciliation Commission” of South Africa, Rwanda established a “National Unity and Reconciliation Commission” in 1999 with an objective to reconcile and unite the Rwandan citizens. This process used four specific tools. (1) Ingandos - to bring normal activities to a standstill in order to reflect on, and find solutions to national challenges, (2) Organising reconciliation summits, (3) Creation of a leadership academy for developing a new set of grassroot leaders, and (4) Frequent exchanges and consultations at inter-community level.

All these efforts along with that of many non-governmental organisations helped to greatly heal the deep wound of sectarian violence in Rwanda. According to the report published by the National Unity and Reconciliation Commission of Rwanda in 2016, over 92% of Rwandans feel that reconciliation is happening.  

Alongside the reconciliation process, the government of Rwanda started spending on health, education and other civic infrastructure which has paid a good dividend in last two decades.

Government expenditure on healthcare facilities per person has gone up sixfold from just $21 in 1995 to $125 in 2014) which contributed to the increase in Life expectancy at birth by 32 years between 1990 and 2016 while  reducing the infant mortality by half since 2000.

The focus on the education sector resulted in almost three quarters of girls and two-thirds of boys now completing primary schooling while literacy rates of adult males and females increased to 75% and 68% respectively.

Rwanda now ranks 6th out 149 countries in the global gender gap index and a high proportion of front-line political positions, including 61% of the parliamentary seats are occupied by women. Rwandan women possess the right to inherit property and can also pass citizenship to their children.

The newfound peace, stability and reconciliation in Rwanda gave a boost to the country’s economy which saw per capita GDP growth from $200 to almost $800 between 1994 and 2017. In 2018 the GDP grew at  8.6% and the county rated the second-best place to do business in Africa.

Rwanda today is a shining example that a country with a long and painful history of violent sectarianism, can achieve great success, if it takes every section of the population along on a path of peace, unity and reconciliation.

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February 4, 2021 5:21 PM

The Toxicity in Video Games and Cyberpunk 2077

Cyberpunk 2077, the most awaited video game was released on consoles and PC on 10th of December, 2020. The game went under 10 years of build-up and had kept gamers waiting for over 8 years. Cyberpunk 2077 is inspired by a cult-favourite tabletop roleplaying game. The video game was designed by well-known Polish studio, CD Projekt Red. Cyberpunk was the studio’s first big console game since The Witcher 3: Wild hunt which was an extraordinarily triumphant game that won numerous awards after its launch in 2015.

The popular video game, when released, faced backlash from the gaming community and non-gamers for several reasons. To many observers and gamers, Cyberpunk 2077 even proved to be an absolute failure. Several gamers called out the game developers for the promotion of sexiest ideologies and transphobia. However, the reviews weren’t well received by the fans. Cyberpunk 2077 fans responded with unacceptable abuses, harrasing and hateful messages and even rape and death threats.

Keanu Reeves in Cyberpunk 2077

Cyberpunk 2077 released ample previews, trailers, motion pictures and marketing material. Aside from this, the appearence of popular Canadian actor, Keanu Reeves as a character in the game carved the expectations of gamers and promised a sexy and kinky world of futuristic and revolutionary action. CD Projekt Red, one of Europe’s most successful video game company announced Cyberpunk 2077 project in 2012 and released the first trailer in 2013

The game is set in an alternate timeline in the city of California. The streets in the game are owned by tyrannical corporations. Everyone in the game modifies their body with illegal technology. Much of the state in the video game setting is said to be suffering from the impacts of a major nuclear attack which happened years ago. Every player gets to be a cyber-enhanced human who has to fight against physical and psychological threats to their survival. The game character of Keanu Reeves comes in as your sidekick.

In 2018, the developers insisted and had assured the gamers that Cyberpunk 2077 would not include in game purchases. CD Projekt Red did not want to lock any content behind a paywall. The studio was also insistent that the game would come out only when it was completely “ready”. They announced that the release would take place in April 2020 but it was delayed multiple times due to the COVID-19 pandemic as well as other quality problems that the game was facing. When it was finally released in December 2020, gamers expected their experience of the game to be “worth the wait”. However, the video game wasn’t well revived by all. In spite of several months of work that went into making and developing the game, the game was launched with several technical issues. Players on both PC and consoles were having terrible experiences. As a result of multiple glitches and technical problems, the characters’ faces were obscured and the game would reset randomly. Some of the environments or areas of the game map was unappealing. The game even caused consoles to crash repeatedly and sometimes sacrificed players’ progress. One glitch led to characters’ breasts and penises being exposed. The characters’ genitals would poke out of their clothes. CD Projeckt Red offered refunds to players who were disappointed with the product. In fact, they updated a self-review discouraging gamers from playing the game on console until the game was fixed and improved.

Cyberpunk 2077 was roundly criticized by reviewers, game designers, industry insiders and other gamers across the gaming community. The wait and hype for the game had already created a fanbase which turned toxic by harassing reviewers who criticised the game.

There is another reason why the game wasn’t well received. Cyberpunk 2077 transphobia was apparent in the game contradicting the fact that the developers had claimed that the game was ahead of its time. The game has an incredibly detailed character creation menu. The players can control several aspects of their character’s appearance including the shapes and size of the genitals. The game even allows players to decline the option of including genitals to their characters. However, this isn’t the problem and is in fact appreciable. The idea of not determining gender by the character’s genitals in fact made many trans players happy. But this soon turned into disbelief and disappointment. The gamers realised that the game actually assigned the gender to the characters not based on their genitals but rather by the voice. Characters with higher-pitched voices were identified as females and characters with deep-voiced characters were assigned male pronouns. This purports the toxic idea that people’s gender can be determined by certain traits. A non-sexist video game would determine the gender of a player’s character based on an independent choice made by players themselves. This is uninfluenced by other physical traits or qualities.

Several reviewers called out Cyberpunk 2077 for promoting sexist ideologies. Unfortunately, toxic fans harassed the reviewers. “You just KNOW when you're going to get harassed. If the game with all the hype has anything wrong with it, and you're honest about that, or even just want to provide any context outside of ‘it's fun’, you're going to get harassed. It's a given.” These were precisely what Susan Arendt, a podcast host quoted. She even second guessed herself whether sharing her true opinions was worth the hateful, threatening and harassing messages that she received.

Controversial Tweet by Cyberpunk 2077 Twitter Handle

In the early days of arcade, gaming was a family activity. The popular male dominance and stereotype that only boys or men are good at video games were perpetuated in the past three decades. We observe this change due to sexualisation of video games. Today, most video games aren’t family friendly as they include explicit and sexual content. This, in fact, is a marketing tactic used by developers to target the male population. In 2018, a Cyberpunk 2077 fan who was awaiting the game at that point of time tweeted that the user wanted to see more from the “guys” at CDPR. In response to this tweet, CD Projekt Red tweeted, “Did you just assume their gender?!”. On the look of it, the tweet seems innocent but it is a joke at the expense of the trans community. After receiving backlash to the tweet, CDPR took it down and issued an apology staying sorry to “all those offended”. The apology seems like another targeted mockery and CDPR did no right by not taking responsibility for its actions.

Not only is Cyberpunk2077 transphobic and sexist, it is non user friendly as well. The game has several epilepsy triggers without any warnings about it. There are several instances and situations in the game where the effects and the graphics are brighter, louder and flashing. This is a general trigger for seizures. Liana Rupert, a player of Cyberpunk 2077 suffered a major seizure and at several moments felt that she was close to another one. After bringing this to the notice of CD Projekt Red, the company agreed to add trigger warnings wherever necessary.  

The gaming industry has definitely taken a few steps forward in terms of inclusivity of all genders but has also taken a few steps backward. While all genders are welcome, they still face harassment and judgement for simply existing in the community and need a lot more improvement.

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