Play to the camera

Electronic sports (e-sports) represents an increasingly popular and profitable array of organizations, communities, and sets of practices, all of which place tremendous value on audiences; for example, playing games competitively, in front of a crowd, represents the legitimization of gaming as spectator sport. This article reports on an audiovisual ethnography of a community of competitive gamers for whom the video camera became not so much a research tool but a promotional resource. Examining the transformations the camera enacted, both to the practice of ethnographic fieldwork and to participants’ embodied performances of competitive gaming, this article explores the central role played by recording technologies in the production of e-sports. It concludes by considering some of the intersections of surveillance, gaming, and emergent leisure practices – including the use of digital recording technologies to collect social scientific data, at a time when watching and being watched is increasingly pervasive, pleasurable, and problematic.

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