Staff member of the month December 2025 is Samuel Carreño Ramos, who joined us these past months from the Universidad Autónoma de Madrid. Samuel is writing a PhD thesis on the reception/representation of classical antiquity in modern fantasy and science-fiction, covering popular narratives of Roman imperialism, ‘empires rising and falling’, and more. He was with us from mid-September to mid-December to expand his work by incorporating analyses of modern video games.

Hi Samuel! Your PhD looks at how classical antiquity lives on in modern fantasy and science fiction, from Dune to Star Wars. What first sparked your interest in tracing Roman imperial ideas through these very different fictional worlds?
Oh dear, what a wonderful question, it helps me summarise all my experience in research, haha. Time for “yapping” about my thesis! It all began in 2021-22, when I first got a Master’s scholarship to work with the research project I’m still a part of, Marginalia Classica. In the progress of that research and in the shape of the final Master’s essay, I proposed that, since most of the contemporary fantastic literature is indebted ultimately from Tolkien’s secondary world theory, the way the Classics had been received in there would have also influenced the reception of the Classics in later fantastic literature. There are several ways classical reception works there, and one of them is the “Roman imperial ideas” you mention, specifically in the context of Númenor, both its successor realms (which I interpreted as the Eastern and Western empires), and the unification of both at the end of The Lord of the Rings in the lenses of a “happy ending” to an empire rather than “the Fall” of it.
The question this research posed, and the one that led me to this PhD, was what the general landscape of classical reception in secondary world creation (roughly what many call “worldbuilding”) looked like, and what phenomena have been key to understanding it other than Tolkien’s influence. In these two and a half years I’ve been in that quest, I’ve found that the ancient Greece and Rome are received in rather consistent and even “paradigmatic” ways in all the case studies I’ve approached: among them, the way the Greek and Latin languages are used in them, how fictional political structures are oftentimes based in their ancient counterparts, the pervasiveness of ancient splendour and decline narratives (Gibbon’s History of the Decline and Fall of the Roman Empire is especially relevant here), or how Classical Antiquity serves in general terms as a model for “intradiegetic Antiquities” (“ancient” periods of time proper of these secondary worlds). So far, my case studies have ranged from the Dune and Star Wars sagas you mentioned earlier or Tolkien’s Legendarium, to other sagas like The Elder Scrolls, The Witcher or Mass Effect. The Roman imperial ideas are really present in the Dune and Star Wars storyworlds, in the former’s “Imperium” or the latter’s “First Galactic Empire”: regarding that, I can mention DiTommaso’s 2007 proposal of a “dynamic of decline” in Dune and other products, or Michael B. Charles’ 2015 article about Star Wars and Rome.
I already know there will be a question about my time in Ghent, so I’ll use that question to explain a little more about my current approach to the research and these case studies.
From Madrid to Ghent, what took the most getting used to — the weather, the bikes, or the academic rhythm — and did working in a smaller, quieter city change how you approached your PhD work?
The academic rhythm has been wonderful, and it has even contributed to making my own rhythm better. All thanks to both Alexander Vandewalle, my supervisor during these months, and my colleagues in the department, Alexander’s course on videogames and in the Post-MESH lab, I’ve met some wonderful professionals and people. Ghent has many great things, but as cheesy as it may sound, it is absolutely true that the rhythm, Alexander and my colleagues have been the best parts. In Madrid I live far away from the university, and I am definitely going to miss being able to move just with my own legs and a bike without relying on trains or the understandable incidents of a city where almost 7 million people live. About the bikes, I think I’m now the most fit I’ve ever been, back in Madrid I intend to rely less on transport and, when possible, move by foot and even biking, too: I feel healthier and I want to keep that. The quietness has been delightful too, for the first time in my life it has helped me realise how noisy Madrid is, and I’ve concluded that the less sensory stimulation, the more efficient my research will be. The quietness has helped me immensely to focus and carry on with my work, and personally to be less stressed out, too. Another realisation has been related with the weather, too: I’ve always loved rain and dreamed of living in a place where it rains a lot as opposed to all the sun in Madrid, but after living in Ghent… Goodness, I do be more of a sun enjoyer now. I think I just want to experience all kinds of weather in a climate rather than just sun or just clouds, hahaha.
You arrived with plans to bring video games into your research on empires and their afterlives. As you leave Ghent, how has this stay changed or sharpened the way you think about fantasy worlds, past or future?
There we go, the question that links with the first one! So, I mentioned several videogames among my case studies. I had approached them both from the perspective of Classical Reception studies and, to a lesser extent, Transmedia studies. Video games made up the largest component of my case studies, but out from my student and researcher years, I lacked any academic education on Video Game studies. I already needed to go for an internship for at least 90 days to obtain an International Doctor title in my home university, so why not use this internship on learning about video game studies? It was suggested to me twice that I got in contact with Alexander for such a possibility, and here we are! So, the intention was precisely to change my approach towards secondary worlds and video game ones. After working with him, first in the theoretical basis of video game studies and its links with transmedia narratology, secondary worlds and the Classical world, second by applying those perspectives to the case study of the Mass Effect main trilogy, I consider it reasonable to switch my research’s focus into “triple A” fantasy and SF video games with secondary worlds: both because of the array of possibilities it provides me to study the paradigmatic receptions I mentioned earlier, because of its current dynamism and because I really needed to pick from the vastness of case studies available. Some key studies that I’ve applied to my research during these months are Jesper Juul’s Half-Real (2005), Jan-Noël Thon’s Transmedial Narratology (2016), Marie-Laure Ryan’s concept of the “principle of minimal departure” (1980) or Metzger and Paxton’s “Gaming History” (2016).
Ironically, my approach hasn’t really changed that much; instead, my work during the internship has complemented my previous work. For instance, whereas in the past I could look at how there are some intradiegetic Antiquities in this or that game, analyse them and call it a day, with my newly acquired knowledge on video game studies I am now able to recognise how fictional Antiquities are all over the place in video games like Mass Effect as a means of providing depth to the world’s chronology, of making it seem “more real(istic)” and of boosting the exploration of such ancient periods to advance in the game’s intended chain of events. That’s what Metzger and Paxton called “gamification of the past”. All in all, yeah, “sharpened” is definitely the proper term here.
A last question! If Ghent were a level in a video game, what would its main challenge or reward be?
I think Ghent has really been one of my life’s canonical events, haha. It would be included, in my case, in the “First Time Living Abroad” level, which would bring challenges such as “Survive Groceries + Bike” with the “Ride Your Bike from Sint Baafs to Korenmarkt” horror minigame (oh my God, those tram tracks), and its main reward would be “Focus +100”, “Calmness +200”, “(academic and personal) Self-Confidence +300”.








