Generation Analog 2026 “Green”: A Report of Our Experience
By Kaysee and Max

It’s our first time to attend an online conference about analog games. And we definitely learned a lot from it. The conference lasted for two days from July 15-16th 2026. The theme of Generation Analog Games 2026 is Green. We both love green. We both associate the color green with the environment and nature. The word “Green” is also associated with social progressiveness in Germany. But the color green in analog games, as Gen Analog says, could also signify toxin or poison and greed. Many of the topics in the conference discuss environmental themes and their history in board games and how materials and environmental themes affect players’ experience.
We weren’t able to attend all of the presentations and sessions, but here’s the list of ones that we did:
- How Green is Green Play? Gamewashing in Analog Board Games by Jérome Legrix-Pagès
- Green Narratives in Climate Change Board Games: Green Reformist, Green Radical, or Greenwashing by Lynda Dunlop and Prasad Sandbhor
- Plastic Dystopia: Ideas Towards More Sustainable Miniaturing Practices by Aasa Timonen
- Between Cozy and Cutthroat: Finding Nature in Analog Games by Alenda Y. Chang
- Play that Matters: The Role of Board Games’ Materiality in Shaping Environmental Messages by Gabrielle Trépanier-Jobin
- Acid Green Games: Psychedelic Solarpunk Tripping Toward Ecological Attunement by Kathleen Morrissey and Samin Shahriar Tokey
- The Greening of the Tabletop: The Evolution of Environmental Board Games by William P Jennings and Katelyn E Jennings
- From Green Player to Model Reader: Re-Greening the Experienced Player in Pax Pamir by Corey Wesley
- Red and Green: Climate Change Games During the Cold War by Samuel Pizelo
- Daybreak: A Possitopian Game to Imagine Post-Capitalist Futures by Matteo Menapace
Some of the topics on the list stood out more than others for each of us. You’ll find our individual thoughts below.
Kaysee:
What I really like about the conference is it’s free and online, which makes it accessible to many. I also like this year’s conference theme “Green” as Max and I have just finished playing Daybreak and Earthborne Rangers this year. Both games used sustainable materials for their components and have environmental themes except that they are mechanically different and the former is more realistic and accessible than the latter. We both enjoyed playing them, so it’s really good to have not just a deeper understanding of such games, but also of board games in general.
I’ve always been fascinated by different theories of action (i.e. agency) and meaning, so Corey Wesley’s presentation stood out to me the most. The concept of Re-greening from the presentation by Corey Wesley made me think a lot. I’ve read about Pax Pamir a couple of times on some board game forums before but never really got the chance to play it. Corey Wesley used it to demonstrate how a board game can epistemically affect an actual player. He borrows the concept of a Model Reader from Umberto Eco and applies it to what he calls a Model Player. A Model Player, as opposed to an Actual Player, is a hypothetical player of a game where the hypothetical player is expected to have some level of competency and capability to infer some meaning from the game.
I also find Jérome Legrix-Pagès’ presentation very interesting. He claims that a game can be a part of a “transformative event”. An event, or a play, is dependent on the player as the player infers some meaning to the rules or mechanics. In games with an environmental theme where the mechanics are very much in line with the theme, a player in the event of playing may play in such a way to preserve the environment. However, the question still remains whether the player’s action in the play would extend in Praxis or what Legrix-Pagès calls the Praxis Gap.
The papers from Legrix-Pagès and Wesley haven’t been published as of this writing, but I’m looking forward to reading them. I’m really grateful for Gen Analog Games for making it possible for me to discover such theories about game design.
Max:
The main aspects that I appreciate about the conference are the diversity of approaches to studying games and the historical information provided by some of the presenters. Some of the approaches focused mainly on empirical research, both quantitative as well as qualitative. Others took more philosophical or historical viewpoints. As someone who has an academic background and a big fan of games, I certainly enjoyed my time attending. I also think that the choice of theme is an excellent one.
Among the more theoretical talks, I particularly liked the keynote by Alenda Chang discussing the cozy/cutthroat dichotomy in depictions of nature in games. While she spent more time on the cozy side of things, one observation about the cutthroat side stuck with me. It was that in games which are meant to educate about nature or the environment in general and especially the climate crisis, it might be appropriate to highlight the cutthroat aspects of nature. Another interesting observation – this time on the cozy side – was that cozy games set in nature settings are unusual, insofar as one of the most frequent themes in those games is domesticity. In a way, domesticity can be seen as diametrically opposed to the wildness of nature.
The most interesting historical presentation was the one about climate change games during the cold war by Samuel Pizelo. It was another reminder that the fact of climate change – if not all the details of its’ progression – has been established scientifically for a long time. However, the reason I liked this talk is that it shone a light on a type of game that’s different from the commercial board games discussed by most of the other speakers. This being serious games that were designed explicitly as research tools as opposed to being educational or fun. It was quite fascinating to learn how (partially) analog games were used to help simulate potential future developments at a time where computational resources were still quite limited compared to today.
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