Popular Culture Review Vol. 16, No. 2, Summer 2005 | Page 27

Risk-as-Pleasure “Anything becomes a pleasure if you do it too often.” —Oscar Wilde Entertain: to provide amusement for (a person or audience), to show hospitality to (guests), to give pleasure, diversion (C l5: from Old French entre-tenir: to mutually hold) —Collins English Dictionary Let us examine the principle premise on which gaming activities are based and to tend to the ediical and epistemological principles, at least in ftmdament. Evidence of the pursuit of risk-taking goes back to the early Lower Pleistocene man w4io understood that a trap for animals would yield different outcomes depending on placement. The odds against his getting a meal would be smaller if he left less to chance.^ Clearly such deliberation on maneuver-overoutcome is a process we almost always assume in even simple decisions. In gaming, and in play, such deUberation is isolated fi‘om its usual working-world associations. Risk, play, and leisure are interestingly connected in the game environment. Leisure serves as an important component of human productivity. “No society can exist on production alone. It must devise principles to organize time and space—it must develop and maintain a healthy environment for its citizens to continue to foster economic and cultural growth, educate its young, make provisions for the sick, elderly and the disadvantaged and for the workers to relax and play. A surplus of energy and resources always remains. The problem of leisure is how to use this surplus.”^ Rojek [p 1,2] mentions traditional societies such as the Azande, where the occult and the religious are bound together to coordinate the tribe’s surplus energy and is dominated by the individual’s observance of witchdoctors and oracles. The mystical forces at work in the lives of the tribe determine the individual’s “general life-course—the Azande’s notion of time is that there \›ݙ\