Gaming on the EdgeConcepts like identity, identification, and representation are thrown around pretty loosely when people try to explain the influence of popular media on individuals and groups. Categories like race, gender, sexuality, and class are widely recognized, broadly applicable and, because of this, they are often invoked as a substitute for more nuanced thinking about how individuals relate to media, whether TV, film, or digital games. In her new book, Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture (University of Minnesota Press, 2014), Adrienne Shaw complicates this approach by studying “representation in in a way that takes into account the fluidity, performativity, and contextuality of identity categories.”