Conference Program DRAFT
Analog Game Studies and Game in Lab are proud to announce Generation Analog 2025. This year’s one-day conference will be on Thursday, July 17, 2025. The online event is free and open to the public with registration. All presentations will be recorded and made available after the event. Check out the presentations from previous years via AGS’s YouTube channel (like and subscribe!): https://shorturl.at/asKQ9
Registration is now open: https://www.eventbrite.com/e/generation-analog-2025-punk-tickets-1411103331049! Online event link will be sent prior to conference dates. Session times are all Eastern Daylight Time (EDT)/GMT-4.
PUNK is this year’s conference theme. We will explore games and punk attitude, punk rock, punk style, punk spaces, punk fashion, punk art, pop punk, and punk play. We will address and interrogate games, mechanics, genres, platforms, performances, narratives, and worlds that embrace punk histories, philosophies, aesthetics, and politics. We hope to shake things up, to rattle a few cages, to disrupt the normal, naturalized, and official, and most importantly, to find and foster care, healing, empathy, and joy. We refuse to be resigned; we refuse to stay quiet; we refuse to stop dreaming. In “Guilty of Not Being White: On the Visibility and Othering of Black Punk,” writer, scholar, and poet Marcus Clayton agrees, “This is the very ethos of punk rock: being loud during a time when those abusing power demand quiet. The conversion of sorrow into anger, into an energy that can be maintained and used to create social upheaval in the name of equality is exactly what punk wants to do and why it breathes.” Moreover, we strive to recover, remember, and reinvigorate the stories, voices, bodies, places, practices, and play of those forgotten and marginalized, whitewashed and straightwashed. Clayton continues, “Punk inherently celebrates equality and inclusivity with its brash sea of noise, yet punks of color are continually left drowning in those waters. At the forefront of the genre is the push against the establishment and its many forms—governmental interference in community lives, capitalistic greed, gender and sexual inequality, and racism—but when viewed through the lens of a punk of color, those pushes do not register any physical progression.” Therefore, we invite everyone to put the punk into games, to play like a punk, to design punkly, to punk intersectionally, and to DIY alternative materialities, performativities, economies, and possibilities of play.
Again, registration for Generation Analog 2025 is required and helps us track attendance and participation. No spam, no harrassment, no hate, no abuse.
Generation Analog 2025 “PUNK” Schedule DRAFT
Thursday, July 17, 2025 | All Times are EDT (GMT-4)
8:45-9:00 AM EDT | Opening Remarks
Edmond Chang (he/they), Megan Condis (she), Shelly Jones (they), Evan Torner (he), Aaron Trammell (he), Emma Walderon (she), Luke Hernandez (he), Bea Livesey-Stephens (she) |
9:00-10:30 AM EDT | Session A: Punk Politics & Power
Moderator: Evan Torner (he) |
Time To Change the Game: A Call for Ecorevolution in TTRPGs
Mashiur, Zoheb (he), UiT The Arctic University of Norway In this presentation we look at the missing potential for stories of ecological action and resistance in tabletop roleplaying games. We identify a lack of revolutionary ecogames that challenge political power in the interests of human as well as more-than-human worlds. We call for the creation of games of ecorevolution, in the context of a need for radical alternatives to our present politics in the face of climate catastrophe. |
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The TREEgame: Designing a Phyto-Punk Game
Margarete Jahrmann (she), University of Applied Arts, Vienna Using experimental game mechanics, we have designed an artistic board- and role-playing game that investigates new ways of addressing environmentalism, democracy and the relationship between society and nature. In our talk, we will present the core mechanics of the game and offer some reflections on its place in the fields of game art, game design and contemporary culture. |
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The Missing Rules: The Omission of Legal Accountability in Wargames
Valerio Moccia (he), Università Cattolica del Sacro Cuore, Milano This talk investigates how popular wargames routinely exclude representations of war crimes, human rights violations, and legal accountability. Through a critical analysis of game mechanics and narratives, it reveals how these omissions normalize systemic violence and perpetuate hegemonic ideologies of warfare. |
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Creating Revolutionary Magic: Allegorizing Revolution for Subversive and Critical TTRPG Play
Marc Lajeunesse (he), Concordia University This presentation documents the creation, themes, and design philosophy behind Revolutionary Magic, a forthcoming ~20-hour TTRPG experience written and designed by a team of creative writing students and indie game makers. Inspired by the current sociopolitical landscape and the recent radical act of Luigi Mangione, Revolutionary Magic is a roleplaying experience where players confront systemic forces that foster complicity in the face of transformative cultural moments. Inspired by the Nordic Larp tradition, the designers of Revolutionary Magic aimed to create a “critical play experience” (Stenros and Montola, 2010) by blending mass-market TTRPG design with diegetic opportunities for reflection and debate about the themes of the games through the adventure itself. |
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10:30-11:00 AM EDT | BREAK |
11 AM-12 PM EDT | Generation Analog Keynote Quinn Murphy (), Thoughtcrime GamesModerator: Evan Torner (he) |
TBD | |
12:00-12:30 PM EDT | BREAK |
12:30-2:00 PM EDT | Session B: Punk Pedagogy & Play
Moderator: Megan Condis (she), Bea Livesey-Stephens (she) |
Sell Out with Me: The Sublimation of “Punk” at the Forge Forums
William J. White (he), Penn State Altoona This project presents a cultural microhistory of “punk” as a signifier in online discussions at the Forge, a site for discussing the design, publication, and play of tabletop RPGs active from 2001 to 2012. The presentation constructs a Foucauldian discursive formation surrounding the deployment of “punk” within utterances at the Forge. It traces the sublimation—that is, difference-minimizing conceptual appropriation—of “punk” within articulations of design and publication approaches, treating it as the product of identity-related argumentative discourse at the Forge. |
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Make Democracy Punk Again: Tabletop Role-Playing Games, John Dewey, and the Radical Possibility of Ludic Civic Life
Susan Haarman (she/they), Loyola University Chicago ohn Dewey saw democracy not as a fixed system but as a collaborative, evolving way of life—radical, relational, and, in a sense, punk. This presentation argues that tabletop role-playing games (TTRPGs) uniquely embody Dewey’s vision, offering players the chance to practice democratic habits like shared decision-making, collective imagination, and negotiated meaning. In an era of civic disillusionment, TTRPGs serve as sites of ludic pedagogy, where democracy is not taught but lived. |
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Born to Lose?: A Critical Gaming Pedagogy to Play Out / Outplay Systemic Injustices
Georg Wendt (he/him), Research Platform #YouthMediaLife, University of Vienna How can popular board games such as Catan, Monopoly, or The Game of Life be modified in educational contexts to become “playable representations” of systems of oppressions? I suggest a critical gaming pedagogy modelled after Paulo Freire’s anti-capitalist educational philosophy to raise students’ critical consciousness, illustrated in my contribution through critical modifications of the aforementioned titles. |
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Seizing the Production of Meaning
Jason Cox (he), The University of Toledo The presenters explore the paradox of creating a game (Mantles in the Museum) that engages in the democratization of criticism and curation in art museums while also running headlong into financial, logistical, and institutional challenges that prevent that game from being circulated. The presenters explore known and speculative reasons that these barriers persist despite institutions claiming they invite broad demographics into their spaces. The presenters also discuss an upcoming version of the game, Mantles in the Museum: Counternarratives, that embraces perspectives that directly confront the hegemonic collection and exhibition practices of US art museums. |
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2:00-2:30 PM EDT | BREAK |
2:30-4:00 PM EDT | Session C: Punk Sex & Gender
Moderator: Shelly Jones (they), Luke Hernandez (he) |
Rolling with Masculinity: Analyzing Male Players’ Identity Construction in Tabletop Roleplaying
Megan Condis (she), Texas Tech University In this study, our research team conducted in-depth interviews with 20 ttrpg players who identify as male. The interviewees were asked to create a character that expresses what masculinity means to them. Participants often articulated a desire to strike a balance between offering a nod to traits that are considered to be “normal” or “traditional” ideas of masculinity while avoiding descending into stereotype or farce. Many of them referenced the expectation that men must be “practical” and “flexible” in order to keep up with their responsibilities, sometimes at the expense of their own happiness. In keeping with the theme for this year’s conference, we also had two respondents who mentioned that their time in the punk music scene shaped their understanding of gender in a powerful way, so in our presentation we plan to “spotlight” these interviewees and discuss on the intersections of punk culture and gender identity. |
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Pan to Fireplace: Futures for Sex in Tabletop Actual Play
Keerthi Sridharan (they), Leiden University In this talk, I will explore specific instances of explicit sexual content in three actual play shows (Critical Role, Dungeons and Daddies, and Never Stop Blowing Up) to suggest the productive potential of sex and intimacy in performed TTRPG environments. Each show forms the basis for a different mode of sex in an actual play context: sex as “bit”, sex as deviation, and sex as freedom. Grounding this framework in the relational dynamics of actual play–parasociality, intimacy between player-performers, and transformative fanworks–I discuss the implications of “doing” sex for home games and player-consumers. |
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liches, lampreys, and the moon: invocations for trans life and lyrical play
PB Berge (they/her), University of Alberta In this talk, we invoke the entangled spirits of the lyric games movement, trans life, and trans play by exploring the ways lyrical design makes play ungovernable and the unplayable possible. Lyrical play and trans life share a commitment to unmaking in the same breath as making: to asking what happens when we place ourselves in proximity to seemingly stable categories like “games” or “gender” while at the same time actively undermining their coherence. |
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Hard, Loud, Messy: Violent Extremity in Queer RPGs
Che Pieper (they), University of Pennsylvania In this paper, I examine the relationship between queer sexuality and extreme violence in Dungeon Bitches and Praise the Hawkmoth King. These two Powered by the Apocalypse games serve as vibrant examples of Sara Ahmed’s discomforting queer pleasures, and I read them in conversation with Meg Baker’s theorization of game safety beyond the avoidance of pain, and in search of a play experience which leans into the challenging desires to safely hurt and to be safely hurt by one another. |
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4:00-4:30 PM EDT | BREAK |
4:30-6:00 PM EDT | Session D: Punk Presence & Future
Moderator: Emma Waldron (she) |
Generation Hex: Gutter Magic, Punk, and Re-Enchantment in ‘90s Roleplaying Games
Mikael D. Sebag (he), University of California, Irvine This paper examines the political significance of “gutter magic” in tabletop roleplaying games of the 1990s, with a focus on the games Mage: The Ascension (1993) and Unknown Armies (1998). Emerging in the context of urban fantasy RPGs shaded by real-world ideological conflict, gutter magic systematized resistance to consumerism by reinscribing a badly broken world and its garbage with the power to effect material change. This reinscription, I argue, rejects the corporate soullessness that the various 90’s punk movements so closely associated with Western modernity, moving us instead towards a re-enchantment of the world through what political philosopher Jane Bennett calls “the wonder of minor experiences.” |
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F*ck the Rules (May Contain Effing and Jeffing): Musical Literacy via Punk Rock Culture in TTRPGs
Drew Borecky (he), University of North Carolina at Chapel Hill The sound of screaming guitars, the image of leather and spikes, and the call to tear down the system all evoke the idea of punk culture and punk rock. While game studies scholars have explored how TTRPGs can impact the literacy of its players in terms of reading and writing (Sidhu, 2024), this research expands on definitions of musical literacy that include cultural knowledge, genre, sonic norms, and extramusical meaning, to demonstrate how punk ideologies are reinscribed, altered, or negotiated via TTRPG play. By drawing on research in game studies, music studies, as well as archival sources, I argue that TTRPGs such as Cyberpunk (1988) and Punk is Dead (2024) rely on a “social index of punk” to evoke their game worlds while promoting their own versions of a “punk” musical literacy that encourages players to contend with, consider, and renegotiate popular conceptions and histories of punk music, and by extension develop their own punk literacy. |
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Ninja Futurism in Magic and Beyond: The Ninja as a Cyberpunk Paradigm
Cody Walizer (he), University of Colorado Boulder The ninja is an ever-present archetype in the cyberpunk genre. This presentation explores how Magic: the Gathering and other popular texts leverage the ninja as a futurist figure – simultaneously constructing the ninja as a potential savior/threat. |
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“The Bad Guy Is Capitalism”: Actual Play as Popular Punk Praxis
Austin Anderson (he), Stanford University This paper rejects the notion that the popular is incompatible with punk by arguing that “popular punk” is a praxis that refuses the exclusionary impulses of punk/TTRPG communities. We argue that both communities are animated by a transformative political imperative which emerged in response to the material conditions of the post-war period. We ground our argument through readings of the popular actual play shows Dimension 20 and Critical Role alongside historical analyses of the goth and grunge subcultural scenes. |
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6:00-6:30 PM EDT | BREAK |
6:30-7:30 PM EDT | AGS Presidential Lecture: Aaron Trammell (he), UC Irvine
Moderator: Edmond Chang (he) |
TBD | |
7:30-7:45 PM EDT | Closing Remarks
Edmond Chang (he/they), Megan Condis (she), Shelly Jones (they), Evan Torner (he), Aaron Trammell (he), Emma Walderon (she), Luke Hernandez (he), Bea Livesey-Stephens (she) |