9 RESULTS
2026OnlinePanel 3Saturday 26th September 2026Horus Rising

The Six Ages of Games Workshop: Understanding Warhammer History Through the Products, People, and Decisions that Made It

Since its first founding Games Workshop has been an adaptable company: constantly evolving to exploit new markets, pivot to new products, and finding new growth in a niche industry. Through remarkable creativity it has created unforgettable games and through cool commerciality it has become a world-leading cultural export and financial powerhouse. Business innovations such as …

2026OnlinePanel 3Saturday 26th September 2026Horus Rising

The Pack Saves The Wolf: Space Wolves, Viking Brotherhood and the Crisis of Male Loneliness

Across the West, male loneliness is rising. Rates of isolation, social withdrawal, identity questioning and suicide continue to grow. A cause for this may be that men are finding it difficult to create deep friendships linked to shared purpose and spaces where vulnerability can exist alongside entertainment. This means men must struggle emotionally in private.

2026OnlinePanel 3Saturday 26th September 2026Horus Rising

Western Esotericism and the Construction of the Thousand Sons Legion in Warhammer 40,000

The representation of the Thousand Sons Legion in the Warhammer 40,000 universe incorporates elements that contemporary scholarship on Western esotericism (Antoine Faivre, Wouter J. Hanegraaff) identifies as characteristic of the esoteric tradition. Rather than borrowing isolated occult motifs, novels reproduce fundamental cosmological, narrative, and cultural structures underlying Western esotericism. The study examines Graham McNeill’s “A …

2025Friday 26th September 2025OnlinePanel 3Fulgrim vs Ferrus Manus (c) Games Workshop

Eldritch Aesthetics: The Diminishing Role of Gothic and Unknowable Horror in 40k

Game designer Rick Priestley has described the original Warhammer setting as a portmanteau-world: a universe inspired by real world history, folk stories, and fantasy literature, particularly the works of J.R.R. Tolkein and Michael Moorcock. Priestley’s subsequent science-fantasy game, 40k, took the same approach: drawing liberally on roleplaying games, comics, science fiction novels, and movies, as …

2025Friday 26th September 2025OnlinePanel 3Fulgrim vs Ferrus Manus (c) Games Workshop

Skulls, Gothic Futures, and the Weight of Iron: Visual Aesthetics and Design in Warhammer 40,000

The Warhammer 40’000 universe is immediately recognisable through its distinct visualgrammar: gothic arches, excessive skulls, layered plate armour, cathedral starships, andbaroque insignia.  This presentation examines the design and visual aesthetics ofWarhammer 40’000, exploring how these elements construct its oppressive “grimdark”identity and sustain immersion across miniatures, artwork, and digital adaptations.Using visual culture theory (Mirzoeff, 1999) and …

2024Friday 27th September 2024OnlinePanel 3

In the grim, dark future there is only war(tm): An analysis on engagement and enforcement of Games Workshop’s intellectual property law policy

Central to Games Workshop’s Intellectual Property (IP) Law policy is its stringent enforcement mechanism. In doing so, the company engages with a proactive approach to engagement and enforcement of IP protection measures across a wide range of unauthorised uses of its IP. The purpose of such a zealous approach is to ensure the integrity and …