Virtual Edgework
Dados Bibliográficos
AUTOR(ES) | |
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AFILIAÇÃO(ÕES) | School of Public Safety, Community, and Behavioral Sciences, Lake Superior State University, Sault Ste. Marie, MI, USA |
ANO | 2017 |
TIPO | Artigo |
PERIÓDICO | Journal of Contemporary Ethnography |
ISSN | 0891-2416 |
E-ISSN | 1552-5414 |
EDITORA | Annual Reviews (United States) |
DOI | 10.1177/0891241615603448 |
CITAÇÕES | 6 |
ADICIONADO EM | 2025-08-18 |
MD5 |
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Resumo
This article examines how table-top role-playing fantasy gamers engage in edgework. Edgework, as defined by Stephen Lyng, occurs when people voluntarily tread boundaries to gain emotional rewards. Based on nineteen months of participant-observation in a gaming group, twenty in-depth interviews, and archival data from e-mail lists and websites, I show how gamers gained many of the benefits that traditional edgeworkers, like extreme sports participants, obtain without the physical danger. Participants tread the boundaries of sanity/insanity and order/disorder, prepared for their edgework, and sustained an illusion of control. By playing a game, they felt alive and powerful, yet removed the edge, thus engaging in 'virtual edgework.' In contrast to previous studies, I show that what makes an activity edgework is not the type of risk but how the experience is structured. I suggest that future scholars need to consider new avenues for edgework as people's lives move online.