Dados Bibliográficos

AUTOR(ES) Heather Shay
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 c995dfd271ce33e47a52fa7b82af7cc1

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.

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