2024OnlinePanel 18Saturday 28th September 2024

The Future of Animated Fear: Grimdark as a Genre Framework for Speculative Horror in Animation

Abstract Games Workshop’s Warhammer 40K (WH40K) is widely regarded as the progenitor of the Grimdark genre: a simple tagline in a magazine advertisement that read ‘In the grim darkness of the far future, there is only war’ spawned a universe of hopeless, superstitious and terrifying visions of mankind’s future. It was a black mirror that …

2024OnlinePanel 15Saturday 28th September 2024

Tyranid xenobiology compared to real-life eusocial insects

The Tyranids are a biological species that do not rely on technological or mechanical devices, utilizing biotechnological alternatives instead. Despite the significant amount of available xenobiological information, there are still several areas that require further investigation. A comprehensive examination of the Tyranid race poses certain challenges. Therefore, drawing comparisons with entomological concepts, particularly those related …

2024Online

Beyond the Human: Exploring Non-Spatial Becomings in Warhammer 40k

The grim darkness of the far future harbors an ontological abyss – the Warhammer 40k universe unfurls as a delirious cosmology of hyperspatial paradoxes and spectral becomings that undermine all conventional spatio-temporality. My contribution plunges into the vertiginous “non-spaces” permeating this dystopian cosmos – rifts, folds, and lines of deterritorialization that deconstruct rigid human constructs …

2024OnlinePanel 12Saturday 28th September 2024

In Praise of Depth: WH40K Minis as Borgmannian Things

In his 1984 study Technology and the Character of Contemporary Life—published shortly before the first edition of WH40K—philosopher Albert Borgmann provided an analysis of modern technology centered on the dichotomy between things and devices. For Borgmann, a device is an object that provides a commodity (energy, information, entertainment, etc.) while making the mechanism of that …

2024Friday 27th September 2024OnlinePanel 6

The Return of Reckoning: Warhammer Online and Successful Fan-Directed Preservation of Videogames

This research presentation explores how videogame communities mobilise to save their favourite games from becoming lost to history using the example of The Return of Reckoning (Return of Reckoning, 2014) as a case study. The key aims are to position live-service games in current games preservation theory and then unpack how the ‘fan-developers’ preserved Return …

2024Friday 27th September 2024Panel 1

Projecting Technological Development Over 38,000 Years: Lessons from History

The Warhammer 40k universe, set roughly 38,000 years in the future, presents an intriguing opportunity to explore the potential trajectory of technological advancement. This abstract proposes a comparative analysis of historical technological development with speculative projections for the next 38 millennia, drawing on the rich technological landscape depicted in Warhammer 40k. Technological progress over the …