ModLab Team Helps Bring “Gender Equality” Metrics into Leading Climate Models

This is a revised version of a blog post that appeared on the UC Davis ModLab website in late 2024.

In 2022, a team organized by ModLab Project Director Harlin/Hayley Steele and helmed by community partner Osprey Orielle Lake, who is Executive Director of Women’s Earth and Climate Action Network (WECAN) International, offered a presentation at Scenarios Forum, a leading gathering of an IPCC-affiliated climate modeling community. This presentation helped influence the addition of gender equity metrics in the “next generation” of a leading climate modeling framework that is in the process of being finalized for the AR7 that will take place in 2028.

In their presentation, the ModLab-affiliated team advocated for the inclusion of new metrics in climate modeling frameworks to reflect research that shows improved gender equity has a measurable impact upon emissions. Essentially, as they argue, when gender equity goes up, emissions go down.

The team’s presentation, which can be viewed below, was featured as part of a panel at Scenarios Forum 2022, a leading gathering of IPCC-affiliated climate modelers.

Here is a video of the presentation:

The team’s deeply interdisciplinary research for this presentation blends direct engagement with climate modeling frameworks with methods from the humanities. They drew upon work from the field of media studies, especially the work of Dr. Katherine Buse, ModLab alum, who treats climate models a form of media. They also drew upon work from the field of Critical Code Studies, an approach that “applies critical hermeneutics to the interpretation of computer code, program architecture, and documentation within a socio-historical context” (Marino 2006). The team also utilized reparative data practices found in the social sciences (see: Currie et al 2016) that can be traced back to the work of the Centre for Cultural Studies in the 1970s (see: Ch 3, Hall et al. 1978).

From making science games to hacking leading climate models

This work emerged from an earlier ModLab project Steele directed to develop climate science curricula that would be formatted as game-making activities. This project was supervised by Colin Milburn, who has written on the relationship between games and society, and was inspired by 2016 research conducted at ModLab by Dr. Joseph Dumit, who argues that having students design games about about topics improves comprehension. Steele was also inspired by conversations with youth climate organizers they worked with in 2019 who voiced the need for educational tools to help make climate data more comprehensible.

As part of this first ModLab project, Steele’s team developed a number of interactive media pieces that integrate climate data as part of game-making-based educational activities.

The pieces they developed included Destination Wedding 2070 (DW70), a wedding planning simulator set 50 years in the future in which “climate change is the ultimate wedding crasher”—a project in which game organizers must work with IPCC-affiliated climate assessment tools to establish the conditions in which the future wedding will take place. For the 2019 run of the piece, Steele’s team choose to use data from simulations of Earth from the CanESM5 model running the conditions laid out in SSP585.

Another interactive piece that emerged through the work of Steele’s team was Sivad, a roleplaying rule system in which character “stats” are linked to real world ecological data—”If real world ecological tipping points are crossed, a character you love will take damage!” This piece drew upon a design methodology called “paraludic points systems” that Steele first laid out as part of the 2016 Living Games Conference. In this approach, games are designed in such a way that real world indicators trigger diegetic or “in-game” events.

“In the case of Sivad, I was using the Mauna Loa C02 numbers to calibrate the health bar for a major non-player character (NPC) in the game,” Steele explains. “But this process was starting to fall apart because of baseline issues we were having with the SSPs, a leading ‘meta-framework’ used to calibrate climate models. The trouble we were finding was that when we tried to integrate the SSPs into our overall process, our deeply holistic hands-on climate data curricula would start to break down. Rather than complaining, we decided to draw upon the “hacker ethos” and joined the communities that work on the scenarios to see if we could get the processes into motion to repair the baseline issues we’d identified. This led to the launch of a totally new ModLab project, but one that emerged from and couldn’t have happened without the first project. The first task we decided to tackle in this new project was to address some data gaps we had identified in the SSPs. These data gaps were the result of new studies that had been published in peer-reviewed publications after the SSP development process had concluded. These studies indicate that that, statistically, when systemic oppression increases, emissions go up.”

The team found a number of studies and data sets that support the conclusion that improved gender equity, anti-racism, and enhanced Indigenous rights reduce emissions.

As Steele explains:

“These studies reinforce what activists have been saying for years: That the same social processes that lead humans to dehumanize and exploit other groups of humans drive the processes that lead to anthropogenic degradation of Earth systems.”

Joining an IPCC-Affiliated Research Community

The ModLab team worked with community partners to develop a presentation that aimed to ensure the new studies they found would be considered by the researchers who specialize in the development of ‘scenarios.’ In the context of modeling climate, scenarios might be thought of as ‘meta-frameworks’ that are used by scientists to calibrate their models.

The team was thrilled when they learned their presentation had been accepted to be included in a session at Scenarios Forum 2022, a leading gathering of the climate scenarios community.

At Scenarios Forum, the team spoke alongside other researchers from global institutions exploring the possibility of including the impact of gender-based oppressions in climate scenarios and models. The work of the team was synthesized with others on their panel in the Scenarios Forum 2022 Meeting Report, which pays special attention to information and conclusions that the ModLab-affiliated team brought to the session.

From page 165 of the 2022 Scenarios Forum Meeting Report. The research synthesized and analyzed by the presented by the team contributed contributed to Session 93/94, which addressed the question of gender within a variety of modeling contexts.

The team’s contribution at the meeting was weighed as part of a deliberative process organized by the Institute for International Systems Analysis (IIASA) over the next 15 months.

“For many months, we weren’t sure if we’d had an impact,” Steele explains. “Others in the scenarios community were deliberating what we had presented, and were conducting their own investigations into the available data and studies.”

Flash forward to Leap Day 2024:

On February 29th, 2024, a new prototype was released of “the next generation” of the SSPs, a leading scenarios framework. This prototype is called the SSP Extensions Explorer.

The team was excited to see that in it, there are new variables that treat gender inequity is a driver of CO2 emissions.

A screenshot of the SSP Extensions Explorer, the prototype of the next generation of the SSPs, a leading stochastic climate modeling paradigm (circa 2024).

This prototype is in process to be incorporated various other modeling frameworks over the next few years. The inclusion of these variables is a step towards better integration of data that show gender inequity as a driver of emissions.

A team effort

Joining Steele and Lake in creating the 2022 presentation, this team included ModLab Undergraduate Researcher Alisha Chan, WECAN Communications Director Katherine Quaid, and ModLab affiliate Dawn Dietrich, who teaches Cultural Studies and English at Western Washington University.

Steele emphasizes that while the team was guided by research methods in the humanities and social sciences, they were also drawing upon the data and findings of other researchers.

“Doing this kind of research is more of a relay race than a marathon. Sometimes the people who do the research that supports the inclusion of variables don’t quite have the right skills to make sure their data are considered for inclusion in the models, or in this case, the scenarios. This project really speaks to the need to have more humanities researchers as part of scenarios communities, especially those working at the intersection of critical code studies and critical data studies. We hone particular skillsets that make it easier for us to identify when things are being left out.”

Scenarios Forum 2022, held at IIASA Headquarters in Laxemburg, Austria. (Photo by Steele)

Gender representation in leadership: A key to combatting climate change

“When better gender representation can be found in decision-making bodies, especially in company boards and in higher office, this drives the passage of stronger environmental policies.” Steele explains. “That’s where this gender-equity-based emissions reduction comes from.”

Steele brings up a study published in Sustainable Development that found when a country had a 1-point increase on the Women’s Political Empowerment Index (W-PEI), that country on average has an 11.51% drop in CO2 emissions over time, even when controlling for other factors.

A 2019 study by Zhike Lv and Chao Deng founded that when a country scores on average 1 point higher on the Women’s Political Empowerment Index, that country’s emissions drops an average of 11.51% over roughly 4 decades.

“And the thing about the W-PEI,” Steele says, “Is it’s not just a measurement of gender representation in leadership. It also looks at other factors, like the presence of women in journalism, the ability of women to travel, to take part in civil society.”

“What this means is that it simply isn’t a matter of cramming women onto boards,” Steele says. “What these findings show is that that there needs to be gender equity across every level of society if you want to see this kind of emissions impact. This is something that needs to be holistic and systemic.”

When asked if this means women should run everything, Steele refutes the idea. “None of the data we looked at says that there should be only women leaders,” Steele says. “Rather, there seems to be a need for balance. This gets us into research on group decision-making conducted by psychologists. We get into this more in another talk regarding evidence on racial equity and emissions reductions we gave at the gathering. People just tend to make better decisions when there’s a good mix of people of different backgrounds at the table with an equal say in what’s decided.”

Debunking myths: The gender-based emissions drop has nothing to do with birth rates

Steele has been surprised by the “knee jerk” reactions from people when they first hear that improved gender equity reduces emissions. “People tend make up reasons for why this is the case based upon biased assumptions,” Steele explains. “And sometimes the reasons they come up with are dangerously wrong.”

According to Steele, a common reaction when people learn that gender equity reduces emissions is that it has something to do with birth rates.

“This is demonstrably false.” Steele says. “The idea that the amount of people causes pollution is a myth—and spreading this myth hinders efforts to regulate polluters.”

Oxford University Press, 2022.

Regarding the myth of “overpopulation,” Steele points to the work of ModLab researcher and historian of demography Emily Klancher Merchant. In Merchant’s award-winning book of history, Building the Population Bomb (Oxford University Press, 2021) Merchant explores how fossil fuel interests bankrolled a massive mid-20th century misinformation campaign that led world leaders, scientists, and the public to falsely believe that population numbers somehow drive all kinds of pollution. Merchant has called this work by fossil fuel interests to deflect blame for pollution onto human population numbers “an accounting trick.”

As Merchant’s work details, there is no scientific backing to the idea that reducing the number of people on the planet will have any impact upon pollution, yet the myth persists to this day. 

A number of social scientists, including Dr. Jade Sasser at UC Riverside, have found that the concept of ‘people-as-emissions’ sows contention in climate decision-making spaces and this forestalls environmental regulation.

“The myth of people-as-emissions isn’t just wrong,” Steele explains, “but it delays our ability to address climate change.”

A matter of semantics: Gender “equality” verses “equity

While Steele and the team are excited to see gender included as a variable in the new SSP extensions, Steele expresses that they would have preferred that the term “gender equity” rather than “gender equality” to have been used.

“The two terms have very different meanings,” ” Steele explains, “and the term ‘equity’ gets closer to the social processes we are actually looking at here. I mean, the genders are already equal. It’s just systemic factors that skew things, and that’s what’s meant by ‘inequity.'”

Steele still sees the changes as a hopeful advancement. “It means the emissions impact of gender equity has a better chance of making it into future climate policy discussions, and that could be a game changer in steering the planet towards the best climate outcome that’s still possible.”

Further research underway

Steele has continued their involvement with the scenarios community, and is in the process of organizing further projects that center interventions into leading climate modeling frameworks. In 2024, Steele joined the Feminist Research Institute, and began directing a project to develop a new modeling paradigm, BasedMIP, which Steele hopes to eventually launch as an IAM.

Media Coverage:

Common Dreams. “Women’s Group Highlights Gender Equity as a Significant Driver of CO2 Emissions Reduction During Forum on IPCC Climate Modeling” by Katherine Quaid (June 20th, 2022)

UC Davis Climate Blog. “Gender Equity Reduces CO2 Emissions” by Hayley Morris (August 16, 2022)

Suggested citation for the team’s presentation:

Lake, Osprey Orielle, Katherine Quaid, Harlin/Hayley Steele, Alisha Chan, and Dawn Dietrich. “Gender diversity in leadership reduces emissions. What does this mean for our models, and for climate communications in general?” Presented at Scenarios Forum 2022. IIASA Headquarters, Laxemburg, Austria. 20-22  June 2022. Recording at: youtu.be/EiYUWRlhpic

LARPing in Color: Is It Possible to Make Larps more inclusive?

Lawrence Moore, LINC’s founder, is the creator of the Pantheon LARP system, which began playtests in 2017 and formally launched in 2019.

Earlier this week, I had a chance to connect with Lawrence Moore, the founder of Larping in Color (LINC).

LINC is a non-profit organization that works to connect larp creators with consultants who review their games and rules with an eye to making games as welcoming as possible for folks from diverse backgrounds, especially people of color and LGBTQ+ folks.

LINC presently has five employees, Christopher Tang, Ashley Naron, Jeanette Esparza, Dr. Rachael Cofield, and Lawrence Moore, who founded LINC. Moore is the creator of the Pantheon LARP system, and he was inspired to create LINC based upon his own experience as a queer Black man navigating the larp scene in the Atlanta area.

One campaign that is in the works (probably a few months out) is the Normalize Paid Emotional Labor (NPEL) Program. Presently, there is a problem in many larp communities in which players of color find themselves burdened with the unpaid emotional work of having to address racism within their gaming groups. Moore believes that the emotional labor of mitigating bias within a community should be acknowledged as a form of skilled labor, and that normalizing it as a paid position will help make it easier for players of color to opt out when this work falls upon their shoulders in a way that is unwanted.

Right now LINC is preparing to run a series of low-cost online workshops to help larpmakers make better design decisions to support players of color. The first workshop, which will be led by Mytrice Allen on the topic of Implicit Bias, is scheduled for January 15th, 2022.

Other services LINC provides include connecting larpmakers with consultants who offer what they call “sensitivity readings” of rulebooks and game systems. A sensitivity reading is a line-by-line approach that notes any aspects of the game system that players of color or LGBTQ+ players might find troublesome.

For gamemakers who want a more holistic approach, LINC also can connect them with consultants who can work with them from the beginning of the creation of their game, helping guide the process of creating the rulebook and developing the game community, helping create a strong foundation of inclusivity for players of color and LGBTQ+ folks from the get-go.

While LINC connects larpmakers to paid consultants, the organization does not charge for the work of making these connections. LINC is funded largely through their patreon page and donations. While LINC specializes in campaign-style larps with rulebooks, they are prepared to work on other types of larp and interactive media on a case-by-case basis.

Game Design Methodologies for Gender Playability: A Case Study of Thermophiles in Love

Thermophiles in Love is a transmedia piece centering a 5-gender dating game that incorporates biological information about microorganisms into a playful critique of gender bio-essentialism. TiL has included a larp, a netprov, and an interactive gallery display. Its creators are Samara Hayley Steele, Mark Marino, Rob Wittig, and Cathy Podeszwa.

In this talk, Steele draws upon her experience working on Thermophiles in Love to discuss a game design methodology that she calls “gender playability,” through which gender is rendered a playable element of a game.

Game Design Methodologies for Gender Playability:
A Case Study of Thermophiles in Love

This talk was presented as part of the Social Studies of Live Action Role-Playing Games conference held at the European University of St. Petersburg on December 8th-9th, 2016. 

Video of the talk may be viewed on youtube or facebook, and a full transcript may be found below.


My name is Samara Hayley Steele, and it is an honor to be here, albeit digitally, at the Social Studies of Live Action Role-Playing Games academic conference at the European University of St. Petersburg. Thank you very much for inviting me to speak. The name of my talk is “Game Design Methodologies for Gender Playability: A Case Study of Thermophiles in Love.”

Thermophiles in Love was a game I helped design, but before we talk about that, I first want to say a few words about what I mean when I talk about Gender Playability. Basically, I’m thinking about the way we render all sorts of things playable when we design larp. In a lot of larps, we render violence playable. And we do this in many ways: Nerf guns, boffer swords, rock paper scissors, dice even. We have all these elaborate rule sets that let us resolve what’s happening diegetically when we commit symbolic acts of violence in these ways we’ve designed. So we render, rather marvelously render, violence playable in larp. We render economy playable in larp. We render species playable—you can play an alien. We get to have this fantasy violence, fantasy economics, fantasy species, but what does it look like to have fantasy gender?  And also, why is gender more difficult to render playable than any of these other world-building features?

This is a question I have been asking since 2005, when as part of a campaign larp in the American Pacific Northwest, I co-designed a sort of rule book addendum to allow a group of five-gendered elves to become part of that game. This was for a Tolkien-style game.  That experience, which was greeted with mixed success in terms of gender playability, taught me a lot of things about designing for gender playability.  One of the big takeaways, the biggest takeaway, from that experience being that gender is a two-way street: It isn’t enough to merely have a player perform a fantasy gender, that gender has to be recognized by your entire player-base for gender playability to be achieved. This means other players have to be primed and ready to interpret the behaviors of people playing a game gender through the filters of what they are supposed to assume about that game gender.

Thermophiles in Love is a larp I co-designed with Mark Marino, Rob Wittig, and Cathy Podeswa. It ran in conjunction with a netprov (a different medium) by the same name this fall, but the larp and the netprov were standalone pieces–you didn’t have to play one to play the other. I did a lot of work in parsing the initial gender system, which my collaborators brought some amazing contributions to and helped me modify and reduce (the genders were kind of rambling).  We’ve done three runs of the larp so far. Mark and Rob and I did a beta-run of the game at the Berkeley Center for New Media at UC Berkeley in October, and then Mark and I did two official runs of the game as part of the gallery exhibit at the 2016 SLSA Conference in Atlanta.

Thermophiles in Love is [centered around] a five-gender dating game taking place in a microscopic society of extremophiles where everyone is looking to hook up with your special three someones, or “become part of the perfect quadrouple.”  As I developed the initial gender schema for Thermophiles in Love, I asked how game design may be used to bypass the ideology of gender, and worked to construct gender playability at a more basic level of social materiality. To do this I drew heavily upon the work of cultural theorists, particularly the gender theory of Judith Butler (“foreclosures” and “performativity” were really key) and Michel Foucault’s “normalizing judgment,” as I attempted to construct conditions for Althusserian social apparatuses that I hoped would lead players to experience a sort of “reification moment” of their game gender.

The five genders were designed essentially as Barnum Statements, just like astrology signs, with rather broad but also specific identity statements, meaning a wide percentage of the population would be able to identify with specific features of the game gender they were assigned.

The Obli gender stats
obli gender stats

Our out-of-game gender assignment ritual included a large TV screen that had our Genderator cued up.

We had a little ‘X’ on the floor in front of it, so as people passed our display in the art gallery, Mark Marino and I would be there, sort of like salespeople, selling them gender—being all like, “Are you ready to learn your true gender?” “Let us gender you!” (LOL) And it was great! Some people were really digging it. Some people were terrified.

We’d have [the person] stand on the ‘X’ and hit a button and their gender would pop up, and at that point we’d give the person a packet with a description of all the genders, and we’d read their gender’s features aloud and invite them to join in for the five-gender dating game that would be happening later in the exhibit.

So that was a fun ritual for doing out-of-game gender assignment, and pulling people into what was very much a pop-up larp, in terms of the logistics of getting sign-ups for that game.

As I worked on the design for the system of genders, I researched non-binary and five-gendered societies from around the world, and I was inspired by some similarities I found in these gender paradigms which developed in total isolation from each other but had certain features. Based on this research, I designed a Gender of the Unconscious—the mesophiles, which were a matchmaker/shaman gender. This gender doesn’t take part in the dating—or at least in the romantic part of the dating—but they are there for the dates as observers, and ultimately they’re the ones who quadrouple people up. They make the decisions about who’s in a relationship with each other.  That created a really interesting dynamic.

meso gender stats
meso gender stats

So, when the dating game starts, which is the core of the larp, what we did, what we do, is we have everyone stand in a circle and read all five gender profiles aloud, and we sort of prime them on normalizing judgment. We want to make sure that folks are calling each other out if they deviate. You want deviation to at least be recognized, whether it’s through shame or admiration, but you want people to catch it. Normalizing judgment is such a big part of what makes gender into a community dynamic, rather than something that’s simply going on in your head. Or, put another way, the social dynamic is a big part of what makes gender gender, and what makes gender playable.

Once we had everyone ready to normalize each other’s genders, we taught them gender dance moves that our dance coordinator Cathy Podeswa came up with.  [These were] certain mannerisms that only your gender would make to help everyone remember who was what gender in this big group of people so they could keep reinforcing each other.

acido gender stats
acido gender stats

Another aspect of this was that we had people not being put into pairs but into quadruoples in this society. That’s the social norm there, you have four-person relationships. I really wanted this to be our relationship schema for a couple of reasons:

In terms of designing for gender playability, if you have two-person relationships, it’s just too easy to fall into out-of-game gender norms. I think this is a neurological thing, it has something to do with the way we make metaphors.  When things are put into a pair, we start associating it with other groups of two like “above/below” “left/right” “big/small” and very soon you end up with a hierarchy, and the gender roles from the out-of-game world—from our culture at least—start to creep in.

So, having four-person relationships helped break that down, while also we wanted that [relationship schema] for safety reasons.

As experienced larpers know, romantic bleed is a thing, and having a game that’s designed to be played by a lot of first-time larpers who might not be ready for that, I figured 4-person relationships circumvent the romantic bleed aspect.

So [a 4-person relationship schema] becomes a way of solving a lot of problems (LOL), in terms of saying “What experiences do I want players to get out of this, verses what experiences am I not interested in them having to deal with.”

Original Art by Rob Wittig.

In terms of designing for gender playability, my most basic methodology is to start with the Althusserian social apparatuses and work my way backwards [towards them], thinking about what I’ve called Ideological Game Apparatuses and Repressive Game ApparatusesI know Althusser called them “Ideological State Apparatuses” and “Repressive State Apparatuses,” but I’m using social apparatuses really differently than the state–it’s a consensual situation here–so I call them “game apparatuses.” But what I’m thinking about is “How are the norms of the [game] society reinforced ideologically in these fluid social-dynamic ways within the game?” And “How can I design towards also having them reinforced through social repression?” So I wrote mods* to this extent, for both of those approaches, and a majority of the [larpscript] is just written to explore different social apparatuses.

Hyp
hype gender stats

A really important factor of gender playability in design is deciding in what ways your game culture will construct fantasies of bio-essentialized gender, or if there even is bio-essentialized gender in your game world at all. For Thermophiles in Love, it was your preferred temperature range that led to you getting your gender assignment. There was a birth mod that we did to sort of clear up people’s ideas based on our out-of-game ideas of gender…  As a designer for gender playability, you’re going to get questions backed in assumptions about how we assign gender in the out-of-game world, so while I was designing the game, a lot of questions kept coming up about copulation and reproduction because those things are a major part of the myth we use to assign gender roles in [out-of-game] society. My response to these questions was always, “Well, these are single-celled organisms we’re talking about for this game, so they reproduce through cell division, they actually reproduce alone without anyone else’s genetic material.” So at that point, a lot of people wanted to know, “Why have gender at all? If it you’re not reproducing [with the help of others]?” The answer of course is, “It’s a cultural thing.” Like in thermophile society, it would sound really weird to ask that because everyone knows you need to find your perfect quadrouple to achieve happiness.  So I wrote a birth module that we ran in the third run of the game to help clear up some of those questions.

In the birth module, some folks experienced cell-division, so we had an extra person as an NPC stand behind the person who was about to experience cell division and then their quadrouple cheers them on and gives them emotional support as they go through the painful process of pulling their DNA apart to have cell division! And that was a way to say “Okay, we have these out-of-game rituals we use to assign gender, so how can I built them into the game in such a way that shows the way that thing is just different—that it’s not a factor in assigning gender in our [game] world here.”

Original Art by Rob Wittig.

The goal, ultimately, when you’re designing for gender playability, is for players to reify their game genders, which is to say, they take those social constructs to be facts of nature. It starts feeling “real.” Once that happens, you achieve a type of gender playability, a type of fluency in the things of the game gender. This I argue creates a more immersive alternative reality experience, because gender is something that so many of us take for granted in such a deep way, that achieving gender playability in a game creates this feeling of the surreal, like the sense of being in a truly different, truly foreign society, in a way that I think surpasses other forms of playability in game design.  I believe gender playability shows us the amazing achievements of game design, in terms of what game design can teach us about our own culture.

So, looking at Thermophiles in Love: Did we achieve gender playability? My answer is “Yeah, sort of.” Some runs became more fluent in their game genders than others. It really depends on your player-base that day, and how motivated they feel to immerse themselves in a game that really, really goes beyond what most games render playable.

Running games in gender playability really reminds me of when Halo first came out, how confusing it was for players, for just a minute there, to get the hang of it.  But once we did, suddenly we had this extra set of options—because, you know, you had a separate joystick to control your legs and torso with Halo, suddenly there was more flexibility, and for a minute, you’re like, “Waaa!” and then you figure it out. And I feel like with gender playability, it’s sort of like getting an extra set of options, an extra joystick, so you can create a more refined alternate reality gaming experience for players ready to take that step.

fac
fac gender stats

Overall, gender playability itself is a work in progress. It is a type of design that’s going to become more and more refined the more we, as a society, come to understand gender. So gender playability is reflexive, it grows with our ideas of gender, and it can help our ideas of gender grow. It’s a way to put gender theory into practice, and have a lot of fun doing it.

Finally, in terms of out-of-game applications. Millennials are the most gender variant and gender-defying generation we’ve seen in cultural memory, and the generation that’s coming next (the folks in high school and just starting college now) is even more gender-variant, with some studies showing that around 50% of the upcoming generation, at least in the United States, is identifying as something other then their assigned gender.

So, I see [gender playability] as something addressing a new social problem we’re starting to face as young people as we move out of the old gender paradigms. We have to start thinking about how we create new rituals of meaning to replace the ones we’re letting go of as we leave behind the old gender paradigms.  I see gender playability as a way for social scientists to test their theories, and for folks to work towards building a more liberated society that still has meaningful rituals. Like we’ve got to figure out new ways to bring ourselves together in the [types of] ways old gender paradigms used to allow us. I see gender playability playing a big role in that work.

I have the full Thermophiles in Love larpscript up on my website at samarasteele.com. I invite any of you to give this game a try. You can play it in around 1.5 hours, and there are modules that let you stretch it out to become a full day’s experience. Likewise, feel free to email any questions about this talk or game to genderabolitionists[at]gmail[dot]com**.

Thank you very much for having me here, and I look forward to collaborating in the future!


*Mod – n. RPG jargon for “Adventure Module,” a prewritten interactive storyline that can be implemented as an optional feature in a larp.

**Note: Gender Abolitionism is not a movement to get rid of gender, but rather, simply, is a movement to resist non-consensual applications of gender.