Abstract
This paper explores video game documentaries as a method for researching online gaming communities. We begin by framing documentary filmmaking as a practice-based approach, a creative form of video ethnography, with the film serving as the focal output. Our analysis draws on a close reading of four recent video game documentaries that highlight European voices, alongside insights from our own fieldwork. We focus on the affordances of this approach in capturing embodied, affective, and performative aspects of play that text-based ethnography may struggle to convey. The selected films also offer different stances on the agency of both participant-protagonists and researcher-director. In light of these observations, we propose a multimodal research output in which the documentary film takes center stage.
Keywords
Introduction
In the past 20 years, video game documentaries have experienced significant growth, reflecting a broader documentary renaissance that was already underway (Rich, 2006). This subgenre encompasses a variety of themes, including the exploration of gaming as an art form and social phenomenon (Chasing Ghosts: Beyond the Arcade, Ruchti, 2007; Video Games: The Movie, Snead, 2014), the personal stories of developers and the industry itself (Indie Game: The Movie, Pajot & Swirsky, 2012; Console Wars, Harris & Tulis, 2020), and specific aspects of the gaming world such as professional gaming (Beyond the Game, De Putter, 2008) and virtual-reality experiences (We Met in Virtual Reality, Hunting, 2022). The proliferation of video game documentaries points to an engaged audience interested in both macro stories (broad cultural and social dimensions of gaming explored through thematic analysis) and micro stories (personal, lived experiences of individual players and developers). This distinction parallels the ethnographic concepts of macroethnography and microethnography: the former examines cultural structures at scale, while the latter focuses on localized interactions within them (Berg, 2001, p. 135).
The identity of a (video game) documentary varies depending on the style, narrative structure, and approach of the filmmaker. A common feature, however, is its reliance on research—of people, places, stories to be uncovered, and background on the subject—to inform the production process and support the achievement of the final outcome: a completed film or mini-series.
In the annals of game studies, documentary filmmaking is a relatively uncommon method of inquiry. Two notable examples are Our Digital Selves (2018) and the follow-up Virtual Culture in Pandemic Times (2022), created by ethnographer Tom Boellstorff and Second Life filmmaker Bernhard Drax. Reflecting on the process, the renowned ethnographer noted the similarities between ethnography and documentary filmmaking: “documentary shares an ethos with visual ethnography in its attention to empirical detail and emic understandings, as well as recognition of situated knowledge and the politics of representation” (Drax, 2022, p. 22).
In the same discussion, he conceptualized his experience under a new term, paraethnographic film: a form of overlap between documentary and ethnographic film, in which the roles of filmmakers and ethnographers remain distinct. The two films provide pertinent examples relevant to this issue, with the latter included in our analysis below.
It is, however, important to emphasize that Boellstorff's so-called paraethnographic films were characterized as follows. (a) They were conducted as part of—or as an outcome of—ethnographic research, but not strictly as research in themselves. (b) The primary goal of the projects was an academic text, with the films serving as by-products. (c) The primary method of inquiry remained ethnography, with documentary filmmaking serving as a supplementary tool rather than the central focus.
Documentary filmmaking has been a well-established qualitative research method in anthropology and the social sciences since the early 20th century (Bruzzi, 2006, pp. 1–10). Introducing a new term to describe the specific intersection of “ethnography meets documentary,” particularly with an online focus, might seem redundant. Similarly, “virtual enactments” giving the participants an opportunity to consciously stage and reenact a specific event (Boellstorff, 2021, p. 16) is a practice that is as old as the documentary genre. Why not fully embrace documentary filmmaking as a methodology and explore its full potential?
To advance the ethnography of virtual worlds, this article addresses a central question: under what circumstances can research on online game worlds and their communities transition from text-based, visual, and video ethnography to documentary filmmaking, and what are the gains and losses in this process? Clearly, not all game documentaries qualify as ethnography, and not all ethnographic research translates effectively into a compelling documentary. However, some do, and they stand to benefit from this shift.
In this article, we will analyze four video game documentaries to explore the possibilities and limitations of this approach. Drawing on theories from both video ethnography and documentary filmmaking, we will examine how each of the selected films approaches the study of online gaming communities differently. We will also identify specific challenges and best practices for researchers considering documentaries as an alternative to traditional ethnographic methods.
Part 1: Discovering the Filmmaker in You
Reading T.L. Taylor's -43) engages us in an imaginative exercise, prompting us to visualize both the text and paratext that convey the experiences of EverQuest communities. This act of imagination is inevitably filtered through our own experiences, assumptions, and sometimes misconceptions. The book includes visuals—screenshots of game structures and fan art—to help readers unfamiliar with EverQuest understand its context. So while Taylor experienced the entire phenomenon firsthand, we are left with text and still images rather than video. Presenting ethnographic data this way—especially when studying interactive, story-rich worlds like video games—risks losing important ethnographic details. For instance, the soundscape of an online interaction, idiolects, and paralanguage may be essential to include in our research to reconstruct or critically approach an online experience. In addition, when reading ethnographic studies, we rely on the ethnographers’ descriptions and interpretations without directly seeing their personality, stance, or level of involvement in the fieldwork. This means we have to trust their account of the events and interactions they observed. Readers often have limited ways to assess the researcher's role or how their presence may have influenced the fieldwork, leaving them to take much of the narrative at face value.
Can we think of alternative creative ways to conduct and present ethnographic-like research in online game worlds—can we use the same iterative logic we use to design a video game to analyze a video game community?
Theory
Before we delve into documentaries, it is worthwhile to briefly revisit ethnography, which has been a cornerstone for exploring online virtual worlds and gaming communities for over two decades (9-26) concept of the “imponderabilia of actual life”—subtle, intangible details of everyday life that are critical for understanding a culture—underscores the value of direct observation (pp. 18–19). What Malinowski and other scholars like Clifford Geertz (1973) have emphasized is the importance of the “minor,” often overlooked, details of everyday experience: the gestures people make when they salute each other, the way they eat or display affection, are as important as the formal systems of interactions. These encounters allow ethnographers to access elements that cannot be easily quantified or measured, providing deeper insights into human complexity. Ethnography enables the observation of phenomena in their natural settings, integrating participants’ perspectives and insights into its accounts (Berg, 2001, p. 134).
With the introduction of new technologies, ethnography deviated from solely textual documentation to recording, filming, visual data collection, and informal interviews (Van Maanen, 1982, p. 103). The advent of visual sociology and anthropology tools, particularly digital technologies and videography, retained the core principles of ethnography and expanded its potential through the use of digital cameras in multiple ways (Pink, 2021):
- Simultaneous collection of diverse types of data - Records of events and practices, enabling reflection during interviews - The ability to manipulate points of view - Simplified data management and transformation
By utilizing video recordings to capture human interactions, this approach provides visual data that convey a powerful sense of direct experience. In doing so, it captures the subtle, everyday details that are crucial for understanding, representing, and interpreting lived experiences (Heath et al., 2010; Pink, 2021, Chapter 5).
Video ethnography has also proven effective in studying online gaming communities, offering a medium for both producing and representing ethnographic knowledge. For instance, Chia-Yuan Hung (2007) employed video recordings to document the practices of Asian adolescent gamers, emphasizing the culturally constructed meanings embodied during game sessions. This approach included audio recordings of conversations occurring before and during gameplay, alongside video recordings of in-game actions, to analyze how gaming practices manifest in physical spaces. Another example of video ethnography in game studies is game elicitation (Roinioti, 2018), a methodology influenced by the psychological tradition of stimulated recall (Dempsey, 2010) and video elicitation. This qualitative approach uses video prompts to facilitate interviews. In game elicitation, synchronized in-room and in-game recordings produced by the gamer serve as the basis for interviews. Through active engagement with these recordings, gamers can reflect on their self-image as players, their in-game performativity, and the spatial and proxemic dimensions of gaming in physical space (Roinioti, 2018).
It is evident, however, that the very presence of an unfamiliar person or a camera in everyday life of gamers alters the routine. Researchers working with cameras have emphasized that the camera is never a neutral or unbiased object. On the contrary, it is a mediated tool that offers different affordances depending on the relationship established between the filmmaker/ethnographer and the research subject (Hänsch, 2021). Whether the camera functions as a colonial instrument of observation (Gregory, 2020) or encourages participants to adopt a performative role for the scientific gaze (Hänsch, 2021) depends on the research protocol and the nature of that relationship. Enter documentary filmmaking. Documentary filmmaking enables researchers to explore individual stories, emotions, and cultural meanings in gaming practices creatively, while also serving as practice-based research that produces knowledge through a creative output, as an arts-informed research framework (Cole & Knowles, 2008, p. 60; Petrarca & Hughes, 2014, pp. 562–563). In this approach, arts such as film, animation, and digital visual media are used to explore emergent micro and macro stories, while also serving as a reflective framework for both the researcher and, when possible, the research subject, following traditions such as video elicitation. Bearing close similarities to the ethnographic film genre (Nichols, 2017), while also incorporating creative aspirations (2-20, p. 8) definition of a documentary film. In a society dominated by visual media, it seems intuitive that documentaries would serve as effective tools for knowledge generation (Nichols, 2016).
What may remain debatable, however, is their role as a form of academic inquiry. While documentary filmmaking is widely accepted for entertainment and education, its place in academic research continues to evolve (Morgan et al., 2019). This debate often centers around 6, p. 139) notes, “to be reflexive is to have an ongoing conversation with one's self.” The goal is reflexive knowledge: insights that reveal not only the workings of the (virtual) world but also the epistemological conditions under which such knowledge is produced.
In a practice-based approach, the creative process—in this case, a video game documentary—refers not only to the artifact and the creative outcome, but even more to the techniques and processes that frame the result, while simultaneously reframing the knowledge it produces. In other words, knowledge emerges through in-the-field experimentation and creative production. This approach is not intended to be perfect but can (or ought to) become novel (Candy & Edmonds, 2018).
Documentaries, like ethnography, require reflective concern from the filmmaker, and the process of corroboration or verification parallels ethnographic reflexivity (Nichols, 2017). Stella Bruzzi positioned documentary filmmaking as a negotiation between the pursuit of the most authentic factual representation and the impossibility of fully achieving this aim. As a result, its identity is not fixed but emerges from a productive, dialectical relationship among all those involved in the production (Bruzzi, 2006, p. 7). In the case of video game documentaries, this entails the researcher-director who, through the filmmaking process, engages in reflective practices akin to ethnography; participants (the gamers), who either serve as co-creators (shaping the narrative through their lived experiences and interactions) or as protagonists within a structure shaped by planned themes; and audiences, who encounter ethnographic data through the film and critically assess both the material and the perspective of the researcher-director. These groups interact with one another through the film and the reality it represents. While all acknowledge the representational challenges inherent to nonfiction, this recognition does not invalidate the video game documentary or its ethnographic potential.
Methodology
What are the actual benefits and limitations of documentary filmmaking for game studies scholars, and what new opportunities may arise from this engagement? In order to critically approach this question, we will examine four films that highlight European voices:
- The Remarkable Life of Ibelin (Ree, 2024) tells the story of Mats Steen, a Norwegian gamer who died at 25 from a degenerative muscular disease. Initially thought to have led an isolated life, his parents were moved by the outpouring of messages from his online friends in the World of Warcraft (Blizzard Entertainment, 2004). - The Gamer (Jokinen & Luukkainen, 2023), follows Verneri Junkala (aka Bona), a Finnish CS:GO player striving to become the best in Finland, with the guidance of a world-renowned esports psychologist. - Knit's Island (Barbier et al., 2023) explores the lives of players immersed in the post-apocalyptic world of DayZ by Bohemia Interactive. Resulting from nearly 1,000 h of in-game recording during lockdown, the filmmakers capture players’ survival strategies and everyday moments to reveal the personal realities of people behind digital avatars. - Virtual Cultures in Pandemic Times (Drax, 2022) follows researchers from the Department of Anthropology at the University of California, Irvine, as they study how COVID-19 has reshaped interactions in Nintendo's Animal Crossing and Linden Lab's Second Life. Participants from around the world discuss the role of social games during the pandemic.
The films selected are all from recent years and reflect the growing diversity and depth of documentary work in the field. They differ significantly in style, methodological approach, and the production resources available to them. Rather than choosing films with a shared framework, we deliberately selected four fundamentally different works in order to capture a wide range of documentary strategies. Our methodology emerged through close analysis of these differences, allowing us to extract key principles from contrasting approaches to the subject matter.
Of the four films chosen, only the last was based on academic ethnographic research. The others conducted research primarily to support the filmmaking process. Nonetheless, these documentaries provide rich content for exploring the filmmaker's approach to data collection, subject exploration, and camera use.
We then developed a framework that would serve as a template for analysis. The starting point of our inquiry was the typology established in film studies. According to Nichols (2017), documentary films can be categorized into poetic, expository, observational, participatory, performative, and reflexive modes, each defined by distinct production techniques and narrative strategies. These modes range from the emotionally driven and visually expressive (poetic) to the factual and authoritative (expository), the realistic (observational), the subjectively engaged (participatory), and the self-aware (performative) or meta-narrative (reflexive). From this typology, a conceptual coordinate grid was developed to help us compare different game documentaries more easily (Figure 1).

Illustrating the Tensions between Subjectivity, Authority, Mythology, and Archiving.
The X-axis represents the degree of the researcher-director's involvement, that is, to what extent the documentary emphasizes the filmmakers’ perspective (authority) versus allowing interviewees the freedom to express themselves openly (subjectivity) in a more ethnographically oriented approach. The distinction between authority and subjectivity is valuable, as it indicates the degree of intervention in the primary data and helps us evaluate whether a documentary reconstructs reality or serves other purposes, such as reflection or political reasoning. In a nutshell, the horizontal axis addresses authorship: on one end, strong authorial control, where the director and experts shape the argument and drive the plot; on the other, subjectivity, where the plot and content are guided primarily by the protagonists’ perspectives from a subjective point of view. In the case of Nichols's typology (2017), we would place the expository documentaries at one extreme and participatory documentaries at the other.
The Y-axis represents the narrative style of the documentary, indicating the degree of realism the creator aims to achieve or the level of analytical intent. In this frame, a poetic documentary that is frequently characterized by a loose narrative structure and lyrical cues (mythology) would be in the opposite direction from observational documentaries, also known as cinéma verité (archiving). Narration and storytelling in video game documentaries can take multiple forms, from stylized animated techniques and machinima to raw archival in-game footage. The importance here lies in whether the director's intention is to construct a narrative that resembles a fictional film (utilizing cinematic techniques and narrative tropes that can evoke the emotion) or to rely on recording events with minimum intervention, where participants become unaware of the camera's presence—a fly on the wall. Under mythology, we include re-staging and re-enactment—techniques used to represent events that were not or could not be captured in real time. These involve the recreation of specific scenes or events by participants or the dramatized depiction of past events, often using actors, elaborate setups, and other tools. Nonetheless, both approaches—archiving and mythology—maintain a commitment to fact-based and historically accurate data presentation (see Part 3: Creativity).
This conceptual coordinate grid allows us to categorize game documentaries based on the creator's level of intervention (X-axis) and narrative techniques (Y-axis) and manage data (positioning data within the grid) through an open system of interpretation. At the same time, it offers a more flexible form of analysis, emphasizing a spectrum of possibilities rather than rigid categories. To analyze these films, we employed grounded theory (Glaser & Strauss, 1967), a systematic methodology that develops theory directly from the data by identifying patterns and recurring themes. From this process, a set of categories emerged, relating, among other things, to the use of open-ended questions in interviews, the presence of commentary, the existence of a grand narrative, and specific dramaturgical elements such as character focus, camera movement, conflict, and creative montage. Each documentary's affordances and limitations were assessed through two ethnographic criteria: the filmmakers’ intervention in the field and their approach to storytelling for broader audiences. The visualization derived from the grid diagram further supported our analysis by allowing us—and the reader—to better understand the variety of documentary approaches and their implications for representations of online gaming communities.
Part 2: Framing the Video Game Documentaries
Through the aforementioned documentary examples, distinct approaches to authority (or subjectivity) and mythology (or archiving) can be identified. In Knit's Island, for instance, the journey through the virtual world of the game DayZ is characterized by a strong sense of authority, as the filmmaker's active participation and firsthand experience of this survival game shape and guide the viewer's perspective. Themes such as the intensity and untamed nature of the digital environment—captured through wide-angle and mid-range shots—the struggle to survive in a world where anyone can be an enemy, and mass killing as a central driving force for players are explored through the director's emotions and experiences. For example, in one of the film's opening scenes, the director unexpectedly encounters a player and pleads with him not to shoot, explaining that he is filming a documentary. Despite this, he is shot on the spot. Later in the film, the director asks the players, “Is this game real?” In response, Reverend Stone (one of the participants) points a gun at the cameraman's head and asks if he is scared. The cameraman replies, “Yes, I am scared. If you shoot me right now, I will stop shooting and maybe miss the best scene in the movie.”
At the same time, there is no overarching narrative to be conveyed. Adhering to the logic of virtual ethnography, the goal appears to be the documentation of a 963-h gameplay instance, focusing on the habits and lives of a specific community of players. Over time, the initial strong sense of authority begins to dissipate, giving more space for the participants to express their thoughts through more open-ended questions. This shift ultimately culminates in a stylized, performative dialogue with one player.
Similarly, in Virtual Cultures in Pandemic Times, the director assumes the role of lead researcher. His presence on screen, as an avatar and as the narrator, advances the narrative through a blend of screen recordings (webcam footage from Zoom, in-game POV captures, handheld “selfie” shots, and travel vlogs), “playing” between in-game and off-game footage. Using the format of a listening circle, which is often found in therapy, education, or community building, the director and his team of experts not only serve as moderators but also take on the “responsibility” of framing everything within an academic context. In the mythology–archiving axis, this particular documentary follows more academic paths, where archiving and the voices of experts take precedence. In this film, the main takeaways do not emerge from the players, despite the research being based on their participation, maintaining a strong sense of authority (Figure 2(a)). However, when the players eventually share their experiences on camera, the documentary takes on a more intimate and emotionally resonant quality (Figure 2(b)).

(a) A Scene from Virtual Cultures in Pandemic Times by Drax (2022), in which the Viewers Listen to What Tom Boellstorff has to say. (b) Gabriela Gómez Visiting the Memorial she Created in Animal Crossing for her Father, who Passed Away During COVID-19 (Drax, 2022).
Following the Hero's Journey narrative structure, The Remarkable Life of Ibelin begins by introducing Mats, a Norwegian World of Warcraft gamer with muscular dystrophy, along with his family and the challenges posed by his illness, which affected both his social interactions and overall quality of life. After his death, his parents accidentally uncovered his secret online life, where he portrayed a lovable, sociable, and flirty character, experiencing adventures and forming genuine human connections. The narration gradually draws us into the “inmost cave” of the hero's journey, revealing how Mats’ physical and psychological struggles created conflicts within his in-game community, ultimately driving some of his online friends away. At the Supreme Ordeal stage, Mats symbolically sheds his hidden identity tied to his illness, transforming into someone who transcends physical limitations.
This grand narrative is enhanced by dramaturgy, the creative use of online data (as discussed in the Creativity section), music, and other cinematic elements. While the documentary leans toward mythology, it leaves ample space for interviewees and Mats himself to share their stories and perspectives. Notably, the integration of archival materials and primary data, such as game logs, is handled creatively, aligning with the dynamic and expressive nature of video games.
Cinematic language includes an array of diegetic and non-diegetic elements to convey information in order to maintain authority while allowing for a subjective point of view. For this reason, research through documentaries has the potential to go beyond participant observation to endorse a more subjective representation of the phenomena studied. It might be useful to think of the gamer-protagonist as a co-author, where his experiences and self-reflections on his performance can take center stage.
For example, many scenes throughout the film The Gamer are shot from the first-person perspective. This creative choice not only offers an intimate portrayal of the protagonist's thoughts and actions but also evokes what Galloway (2006, p. 40) described as the “subjective camera” style typical of first-person shooters. The director avoids direct commentary, instead letting the visuals speak for themselves. Close-up shots of Bona, a professional CS:GO player, capture his micro-expressions, revealing the tension and anxiety he feels. Mid-body shots emphasize his hyperactivity, showing his restless knee movements and his compulsive habit of biting his nails to the skin. The film also includes self-reflective moments, such as Bona's sessions with esport psychologist Mia Stellberg. Insights into his condition come through his own conversations with the team's trainer and co-players. In this way, rather than imposing a directorial narrative, the filmmaker acts as a conduit, allowing Bona to take center stage as the hero of his own story.
This approach—centering the subject's voice and minimizing overt direction—highlights some of the core strategies used in video game documentaries. In Part 3, we examine four key aspects of this filmmaking practice that warrant special attention: the importance of setting, the emphasis on micro stories, the potential “dangers” of navigating digital landscapes, and, last but not least, the role of creativity in shaping the documentary form.
Part 3: Through the Lens of Documentary Filmmaking
The Setting
One distinguishing aspect of documentary filmmaking as a research method is its inherent focus on place. By capturing the real world on camera, documentary filmmaking can put a spotlight on the local dimensions of online gaming communities as they unfold in specific contexts. Consider, for example, a scene from The Gamer (Figure 3(a)–(b)). The camera follows a group of White male gamers, including the protagonist Bona and his teammates, who are portrayed in their own insular space. In tandem, the aesthetics and urban setting clearly reflect a northeastern European environment, with the clothing, hairstyles, and surroundings contributing to a strong sense of place. Every detail in the frame—from the characters’ attire to the architectural backdrop—anchors this moment in a specific environment, encouraging viewers to associate the experience with the place where the scene was filmed.

(a)–(b) Scene Sequence from The Gamer by Jokinen and Luukkainen (2023).
This connection not only makes documentaries compelling narratives but also positions them as powerful methodological tools for capturing the regional dimensions of game studies (Liboriussen & Martin, 2016). Here, regional game studies, as a framework, can be found useful to support documentary filmmaking as a research method. The goal, however, is not merely to “capture” the local in camera but to engage with what Melanie Swalwell (2021a, p. 3) described as a critical reflection on locality—encouraging a more nuanced consideration of the local rather than celebrating it for its own sake.
Consider The Remarkable Life of Ibelin, for example, the family's private VHS footage of Mats’ childhood and the interviews with WoW players in their environments across borders add a crucial context to the unfolding story. Set in a different locale, and the film would convey a fundamentally different experience. This strong sense of “place” and “time” immerses viewers in diverse economic, cultural, and aesthetic dimensions shaping the story—dimensions that are integral to the film's narrative texture and interpretive depth, even if they do not constitute its primary argument.
So far, we have seen how traditional cinematography techniques can effectively capture offline dimensions of gaming culture. However, game documentaries offer an additional advantage: their ability to seamlessly blend physical and digital environments. In text, such transitions typically require explicit explanation or risk disrupting narrative clarity. In contrast, film allows for a rapid cross-cutting between the two realms—immediately perceptible to the viewer—while the narrative continues on another level. The paraethnographic film Virtual Cultures in Pandemic Times harnesses this strength and flickers between screens, shots of players’ workstations, footage of Animal Crossing gameplay, and interviews via Zoom calls embedded within Second Life, creating a unified aesthetic. Although digital takes center stage, the brief cutaway shots of participants’ real faces during interviews serve as an implicit source of knowledge on the paralanguage and idiolect of these unique individuals.
A Coherent Story
Melanie Swalwell argued that the early phase of local game history aimed to correct the limitations of earlier accounts by decentering dominant narratives and documenting game histories beyond the former centers. To move regional game studies beyond that “chronicle stage,” she drew on microhistory (Swalwell, 2021b, pp. 231–232). Microhistory applies a micro-scale of analysis to virtually any subject, whether an individual, a village, a particular commodity, or even a single year. Given the wide applicability of this approach, it is surprising that Swalwell's call to apply microhistory to the study of games and players in context has received little attention so far. Hence, game studies scholars have not yet exploited the full potential that this methodology has to offer in terms of the captivating style of history-telling and with respect to both the micro and macro analyses (Gylfi Magnússon & Szijártó, 2013).
What documentary filmmaking shares with microhistory is the ability to examine large-scale processes through focused narratives. By placing individual stories at the forefront, documentary filmmaking—much like microhistory—encourages viewers to look beyond simple categories of nationality, ethnicity, age, or social class. In this way, it balances abstraction with detail. It shows the complexity of personal stories while being capable of addressing the “big questions.”
Not all documentaries require protagonists, just as not all microhistories necessarily center on a single person or a group of people. In Knit's Island, none of the participants emerges as a protagonist; instead, the journey of the filming crew and their efforts to survive nearly 1,000 h in a hostile virtual world become the narrative thread that binds together disparate scenes and players into a cohesive storyline. Through the narrative archetype of a journey, viewers are introduced to the film's central question: can a multiplayer online game substitute for nature and human interaction during lockdowns? This question gains particular poignancy in the film's closing moments, where a virtual rave party and a lingering gaze on the sea within the game world are juxtaposed with real-life footage captured by players during lockdown—a “view from my window” shot on phone cameras (Figure 4).

Knit's Island by Barbier et al. (2023). Homage to ‘View from My Window’ at the Film's Journey's end.
As a visual analog to microhistory, research through documentary can bring large-scale models and theories to life through real people and events, creating a mutually beneficial approach. On one hand, documentarians gain the opportunity to broaden their narratives beyond individual cases, adding translocal and global dimensions to complex stories. On the other hand, global narratives benefit from the rigorous, reflexive qualities of documentary storytelling, which can test and humanize macro-level analyses (see Ghobrial, 2019, p. 14). This fusion—akin to “global microhistories,” as proposed by Tonio Andrade (2010)—can be seen in The Gamer (2023), which centers on a struggling young player who wants to become an esport professional. Through Bona's personal dramas, situated almost entirely in a Finnish context, transnational and translocal dynamics surface as they and their networks navigate the global esports industry, platform policies, and English-language gaming content (Aslinger & Huntemann, 2013, p. 2).
Letting Go of Your Digital Sirens
Digital worlds can distract in many ways—through their mechanics, flashy visuals, unreal experiences, and flexible rules. It is easy to become mesmerized by a reality that almost seems to refuse any real-life conditions—ethical, social, or even personal. Killing might be the social norm, and flying might be the primary mode of interaction. As in classical anthropological research, familiarizing oneself with this new environment helps reduce the noise and creates space for micro stories to emerge. Yet within these strange environments, there are real-life people “living” by the rules of the digital world. That introduces another important factor to keep in mind—familiarization with the gameplay and the fictional world of the game.
Knit's Island presents a case where the directors never met the protagonists face-to-face, as the film was shot during the COVID-19 pandemic and adhered entirely to an aesthetic within the DayZ game engine. At the start of filming, the director's astonishment with the gameplay is apparent. He approaches the players within the game with certain misconceptions and simplistic views about their ability to separate reality from fiction in this post-apocalyptic virtual world. His questions often reveal his own biases, such as when he asks whether the game reflects real life or assuming a female leader might be a dominatrix. More than 30 min into the film (after over 300 h of gameplay), an encounter with an avatar named Reverend Stone seems to shift the director's perspective, prompting him to give the players more freedom to express themselves (Figure 5).

Knit's Island by Barbier et al. (2023). Encounter with Reverend Stone Frees the Director from his Digital Sirens.
As he spends more time with his in-game acquaintances, his preconceived assumptions begin to fade. The players’ personas become more open and authentic in front of the camera, and their interactions deepen in meaning. Eventually, through familiarity with the video game world and repeated interactions, a system of trust forms between the filming crew and the player-protagonists, allowing for a more genuine connection.
Creativity
While fully acknowledging the need to maintain academic integrity, documentary filmmaking remains a creative practice. The diagram in Figure 1 illustrates this tension: at one end is archiving, presenting data as faithfully as it was captured during the shootings; at the other is a creative approach aimed at engaging a wider audience by crafting mythology through special effects, scripted scenarios, music, re-staging by the subjects, and re-enactment by actors. Advocating for documentary filmmaking as a research method does not diminish its creative potential. On the contrary, we support responsible creativity in both selecting data to collect and deciding how to present the research findings.
The Remarkable Life of Ibelin is an insightful example where, despite the undeniable creative aspects of the production process—such as animation, voice acting, and the soundtrack—the narrative directly stems from the protagonists’ actions and words, maintaining authenticity without imposing an external framework. At the outset of the inquiry, the film employs interviews with friends and family in the traditional “talking heads” format. Archival video footage from various stages of Mats’ life and original photos kept by his family and members of the WoW community provide an additional layer of data. Snippets from the protagonist's personal blog are voice acted throughout to convey to the viewer Mats’ self-reflections.
Following the director's request, the WoW online community used programs to transcribe their in-game dialogues with Mats, resulting in 42,000 pages of text. These transcripts were then transformed into a screenplay, which was recreated using in-game animation and voice acting. This is where creativity comes into play: first, in using this source data to shape the film's storyline—Mats’s coming of age in a digital world. Second, the director recreated moments from the protagonist's online life by incorporating mythology (animation, music, voice acting) to maintain narrative flow and convey a message based on his observations. To ensure that the mythicized reconstruction of events stayed true to the original, he consulted with other players about the mood in which things were said or written and how events unfolded. In this way, the highly creative approach taken allowed the narrative to remain relatively “clean” from external interpretation, enabling the players to express themselves and ensuring that what emerged came directly from them. This approach emphasized the agency of Mats and his WoW community as self-aware individuals making their own choices, rather than being influenced by unseen forces (Figure 6).

The Remarkable Life of Ibelin by Ree (2024) Applies Mythology While Maintaining Authenticity.
Petri Luukkainen and Jesse Jokinen, directors of The Gamer, adopted an approach closer to video ethnography—or what we term archiving. They film the protagonist and his environment, allowing him to determine the pace and unfolding of events. They exercise creative agency through rapid shifts between mid-shots and extreme close-ups—synchronized with the First-Person Shooter's pace—to convey the protagonist's internal anxiety and self-destructive drive (Figure 7(a)–(b)). Boellstorff's so-called paraethnographic film is arguably the most “religious” in its archival approach, constructing a narrative from the voices of researchers and participants. The director positions himself as lead researcher and makes limited use of the genre's creative affordances—what we term mythology. His artistic contribution is largely confined to a collage-like layering of real and virtual footage, assembled in ways that reflect the film's thematic concerns (Figure 2(a)).

(a)–(b) Rapid Montage of Extreme Close-ups in The Gamer (Jokinen & Luukkainen, 2023) Conveys Psychological Strain and Inner Drive.
Conclusions
Ethnographic research in virtual worlds continues to evolve, interacting with new paradigms and trends in game studies. However, its dissemination remains predominantly text based. While textual accounts provide analytical clarity, video game documentaries offer complementary affordances that can help convey the sensory and affective dimensions of lived experience.
Here, we explored the potential of video game documentaries as both a research method and central part of a multimodal output for presenting findings. We introduced a working definition of documentary as a creative ethnographic method. This approach stems from the understanding that video games are multimodal forms of expression, offering diverse and rich content and data. Treating documentaries as a creative ethnographic method acknowledges this complexity and calls for innovative strategies to capture the lived virtual experience. It involves gathering varied outputs and remaining open to unexpected findings, embracing the dynamic and unpredictable nature of the medium.
We examined four recent documentaries on player performance and culture to discuss the main affordances of this method:
- Amplifying subjective perspectives beyond what traditional ethnography typically allows. - Incorporating mythology while maintaining factual accuracy. - Anchoring players and online gaming communities in local contexts. - Structuring a coherent narrative that addresses broader questions. - Identifying and resolving misconceptions earlier than in traditional ethnography. - Using creativity as a productive element in the research process.
Compared to traditional ethnographic methods, the documentary medium captures the embodied, affective, and visually performative dimensions of gaming cultures. At the same time, documentaries may be limited in articulating abstract theoretical arguments, tracing conceptual developments, or systematically comparing cases—tasks more readily achieved through textual analysis. Nonetheless, newer digital documentary forms are beginning to address these limitations and may expand the medium's capacity for analytical and comparative work (MIT Open Documentary Lab, n.d.).
Other limitations involve the high production costs and the necessity of collaborating with diverse professionals, both of which are characteristic of creating audiovisual or digital art artifacts.
Applying this method in game studies also invites a reconsideration of how academic work is evaluated and presented, particularly when it involves non-textual or hybrid research outputs. This includes reconsidering peer-review processes, journal formats, funding criteria, and institutional policies to better support diverse scholarly practices. When documentaries are presented alongside critical texts—or when written introductions, interludes, or reflections frame and deepen audiovisual work—the result can be a more layered and comprehensive engagement, without reducing one form to the terms of the other.
Comparable discussions have taken place in practice-based research in the arts, especially in design, architecture, and performance studies, where exhibitions, performances, and prototypes constitute forms of knowledge in their own right, not merely illustrations of theoretical ideas (see Bolt, 2007; Society for Artistic Research, n.d.; Research Catalogue, n.d.). The Frascati Manual and various research councils have begun to acknowledge the value of non-traditional research outputs, expanding their definitions of scholarly contribution to include such forms—particularly when accompanied by critical contextualization or reflective documentation (OECD, 2015, Section 2.67; Australian Research Council [ARC], 2022, Section 4.4.9). This shift has influenced how research outcomes are assessed—acknowledging that while written components can aid communication and evaluation, they do not translate or reduce practice-based work but instead exist in dialogue with it. Game studies—particularly when addressing online gaming communities, with their inherently media-rich and multilayered character—can build on these precedents.
Despite the challenges, we hope this article encourages researchers to explore the potential of documentaries in studying gaming communities. Though it may require additional effort, we believe this medium offers distinct affordances that can deepen understanding of games and their players.
Footnotes
Funding
The author(s) received no financial support for the research, authorship, and/or publication of this article.
Declaration of Conflicting Interests
The author(s) declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
