“…Beyond scholars interested in esports, and the way that the ubiquitous and ultrafast capture and relay of esports information conditions gameplay activity, this article is expected to be pertinent to scholars studying games with phenomenological themes in mind. In this way, this article further contributes to discussions of the body that have occupied research about videogames, particularly over the last decade or so (of interest to this journal – see, for example, Behrenshausen, 2014; Schneier and Taylor, 2018). More specifically, this article contributes to existing scholarship about the ‘negative’ embodiments that emerge in videogame play – including discussions of failure, anger and fatigue (see Apperley, 2009; Ash, 2013; Keogh, 2018; Kirkpatrick, 2009; Sudnow, 1983; Taylor, 2012).…”