‘New Media Technologies in Lifestyle Sport’
Paul Gilchrist and Belinda Wheaton
In
Hutchins/Rowe (eds.)
Digital Media Sport: Technology and Power in the Network Society
** Revised draft – 30 July 2012 **
Introduction
Detailed attention to the role of ‘specialist’ or subcultural media in the creation and evolution of
sporting subcultures, and the construction and performance of identities in different sporting
contexts, is surprisingly limited (Wheaton and Beal, 2003). As Wilson argues, “given the
increasingly global character of sport subcultures”, and the “long-standing relationship between
these groups and both mass and niche medias” it is extremely surprising that “so little research
in the sociology of sport literature has examined the role of the internet in subcultural life”
(Wilson, 2008: 149). Thus, our focus here is to explore the location and use of the media in the
lives of lifestyle sport participants. While the focus of our discussion is on the use of social
networking sites and platforms in parkour, we locate the adoption of media technologies
historically, turning to the more established lifestyle sports of climbing and surfing in order to
contextualise the role of the media in subcultural life. Theoretically, our research is located in
previous work on sporting subcultural formations (Atkinson and Young, 2008b; Wheaton,
2007) emerging from the post-CCCS conceptualisation of youth subcultures (Bennett and Kahn-
Harris, 2004; Muggleton and Weinzierl, 2003), and their relationship to mainstream and niche
medias (Thornton, 2005, Wheaton & Beal, 2003). It is also informed by audience research in
media and cultural studies, particularly the ‘new paradigm’ (Abercrombie and Longhurst, 1998)
sometimes termed the spectacle/performance paradigm. This approach recognises the active
role consumers play simultaneously as performers and audiences in their everyday media-
saturated lives.
Our chapter is structured as follows. First, the relationship between lifestyle sports and their
medias is briefly discussed, illustrating that lifestyle sport cultures can be thought of as ‘taste
cultures’ (Thornton, 1995). Specialist subcultural media - including networked media - play a
central role in participation and the creation and circulation of the symbols and meanings of
subcultural capital. Second, the development of climbing and surfing is outlined illustrating the
place of media technology innovation in these lifestyle sport cultures. Our focus is then on
parkour and freerunning. Drawing from original research, we analyse the impact of networked
digital communications in parkour and the opportunities it provides for participants within the
subculture and the wider cultural economy.
The lifestyle sportscape
Lifestyle sport refers to of a range of mostly individualised activities, from established and
residual sports like climbing, surfing and skateboarding, to newer activities like parkour, wake
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boarding, B.A.S.E. jumping and kite surfing (Wheaton, 2004: 140; Wheaton, forthcoming).
Numerous comprehensive commentaries have been produced that identify the key
characteristics of lifestyle sport, their histories, ideologies and contribution to new forms of
social identity. The sports are marked by their negation of and challenge to Western
‘achievement’ sport cultures, often taking place in spaces lacking regulation and control, and
taking on forms that diverge from traditional rule-bound, competitive and institutionalised
sport. Importantly for our purposes here, while they are activities that have historically been
outside of ‘mainstream’ sport media provision1, lifestyle sport subcultures, such as surfing and
skateboarding, have also been pioneering in their adoption of media technologies and
particularly forms of DIY media production and distribution. Indeed, although lifestyle sports
have failed to make much of an impact on the mainstream media’s sporting schedules, their
impact on the broader mediascape is pervasive. ESPN’s X Games, the spiritual home of the
‘extreme sport’ phenomena, sits at the centre of the global diffusion and expansion of lifestyle
sport, and has been extremely successful in attracting youth audiences globally (Rinehart,
2008; Thorpe and Wheaton, 2011). Blurring the boundaries between music festival and
sporting event, the X Games offer spectators, viewers and athletes a unique physical, visual and
virtual experience that differs from traditional sporting events (Rinehart, 2008). An array of
interactive digital media technologies are used to actively engage fans. For example, during the
2009 Winter X Games viewers and spectators were given the chance to vote via text message to
determine the winners of events such as the Ski and Snowboard Big Air competition. The
success of the X Games in attracting younger audiences has been noted by the Olympic
movement, which has borrowed many of the strategies employed by the X Games in a bid to
modernise events (Thorpe and Wheaton, 2011).
This chapter documents the ways in which social networking sites and digital media
technologies have had a profound impact on how we view subcultural life, particularly the ways
in which it enables interaction and exchange between subcultural groups and participants to be
made at a global level. However, we are mindful of tendencies to “overstate the impact of the
internet on social life” (Wilson, 2008: 141), recognising there are important continuities with
pre-internet forms of communication and niche medias. As Wilson argues, research has tended
to explore various online subcultures, without adequately recognising the multiple ways in
which internet associated experiences (e.g. chat rooms, blogs, emails, social media, reading
websites) are also related to ‘off-line’ activities (see also, Wilson and Atkinson, 2005). Thus, in
assessing the impacts of various new media technologies on lifestyle sport subcultures, a
historical perspective is adopted, reminding us that the use of niche DIY media is a long-
standing feature of these cultures, central to the expression and reproduction of identities. Thus,
the first section of the chapter offers a brief genealogy of the implementation and adoption of
media technologies in two lifestyle sports: mountaineering and surfing, to illustrate how
advances in communication technologies fuelled their development and popularity.
Lifestyle sport and the development of the niche media: a genealogy
The application of technologies has been crucial to the transformation of the mountain as a
distant object of Romantic reverence to one of sporting consumption. Advances in optics in the
nineteenth century, particularly the production of telescopes, turned mountaineering into a
1With the exception of the Winter Olympics and surfing particularly in Australia (see Thorpe and
Wheaton, 2011).
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public spectacle as voyeuristic tourists flocked to the Alps to view climbing bodies. Mountains
became theatrical spaces, sites of high drama and intrigue (Colley, 2010). By the latter half of
the nineteenth century, the use of cameras by mountaineers brought new and additional
meanings to the sport. As Douglas A. Brown argues, photographs were not merely
reproductions, they were extensions of what the climber desired to feel. The use of photography
allowed climbers to reconfigure their aesthetic expectations, and to gradually dismantle
Romantic notions of the picturesque and sublime which had framed the experience of the
mountains for over a century. The camera lens thus enabled new relationships between the
mountaineer, nature and landscape to form, and in the process redefined what was beautiful,
spectacular, and worth the physical effort (Brown, 2007). By the mid-1920s, the summit photo
was a habitual part of the climbing experience, becoming a conventional way of marking
personal and group achievement.
Documentary film was embraced by mountaineering expeditions, famously employed in the
1922 and 1924 Mount Everest expeditions to document achievements. Film was also used as a
promotional tool and saleable product to defray costs and garner support for further
expeditions. In the post-war era, interest in climbing shown by television, now able to provide
up-close and live images using lightweight portable cameras, enabled a new generation of
working class climbers to forge careers out of the activity, turning them into household names
(Gilchrist, 2007; Osborne, 2010). These examples reveal that when we seek to identify the
impacts produced by media technologies on lifestyle sport we need to proceed with a degree of
analytical precision and historical awareness. These qualities inform the types of claim we can
make about the role of media technologies in attracting participants and audiences, bringing
action into the domestic sphere, creating new celebrities, and altering the social rituals of the
lived experience.
Nevertheless, changes have occurred. Within climbing it has now become an increasingly
accepted practice to use social networking sites to relay progress. The first ascent of the
northwest face of the Great Trango Tower, Pakistan, in 1999, involved a film crew and daily web
updates via an elaborate satellite link-up to base camp. This arrangement led to fears that if the
practice was widely adopted the publicity would marginalise achievements on harder routes
and lead experienced climbers to chase commercial avenues rather than take on new challenges
at the boundaries of the sport (Chabaline et al., 2000).Yet, it has been reported that “from-the-
route” uses of social networking sites is now common amongst individual climbers seeking
adventure beyond the well-funded large expedition. Climbers in Yosemite, for instance, have
provided real-time commentary through the use of solar-charged iPhones to update facebook
pages for thousands of followers. This practice has led the climbing establishment to express
concern over potentially altered attitudes to risk, or what is known as ‘Kodak courage’ – the
tendency to go beyond one’s physical limits when photographed or filmed (Gasperini, 1999) –
and the diminishment of the concentration needed to execute careful movements. Put simply,
how can one climb properly and safely if glued to the iPhone? (Lowther, 2011).
The relationship between the culture of surfing and evolving media technologies is also well
documented. Like climbing, still and moving images, popularized the activity amongst
participants and wider constituencies. As Booth outlines, the Hollywood beach movies
(produced in the 1950s) and surfing niche media, initially films (1950s) and subsequently
magazines (from the 1960s) and videos played a central role in the global popularity and
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diffusion of surfing. Whilst mainstream films about surfing, such as the AIP Hollywood beach
movies, were shunned by the surfing community, specialist surf films “produced by surfers for
surfing audiences” quickly became important products, often consumed in communal settings,
“explaining surfing and surfers to themselves” (Booth, 2001: 94). By the 1980s, mass produced
surf films were replaced by a proliferation of videos and then DVDs, predominantly produced by
the surf industry2 (equipment and clothing manufacturers), as a cost-effective way to promote
their products via sponsored riders. These represented, Booth argues, a “distinctively new post-
Fordist form of production” that helped to define the niche market (Booth, 1996).
By the 1990s magazines were produced and distributed across national boundaries, targeting
an increasingly broad and fragmented surfing audience. The magazines served important
functions; for instance, deepening the sense of belonging to a unique community of participants.
As Wheaton (2003) has argued, they should be seen as both ‘information bearers’ and
‘membership documents’ for how they inform readers about the sports value system and
lifestyle, and particularly about forms of insider knowledge such as equipment, skills and
techniques. However, the space of surfing magazines - like the subculture itself - was a
(contested) male world in which female performers were tolerated, but only if their presence
didn’t encroach sufficiently to challenge the male hegemony of elite sport (Booth, 1996; Booth,
2008; Henderson, 2001; Wheaton, 2003). While the most popular surf magazines like Tracks
centred on the young white male short-board riders, publications also emerged for female
surfers (e.g. Surfer Girl; Wahine), ‘soul’ surfers (The Surfer’s Path; The Surfer’s Journal), and
paddle surfing specific publications (SUP)(see also Booth, 2008: 22).
The magazines share conventions with surf films. Action photographs dominate the magazine
content; large telephoto lens and fast shutter speeds freeze and dramatise the action (Wheaton,
2003). As Ford and Brown (2005: 33) argue, surfing is primarily a visual culture and
photography drives the sale of surfing magazines. As in mountaineering culture, the natural
environment is pronounced in the visual presentation of the sport. The waves and ocean take
centre stage and photographic images focus on their rhythm and power, using techniques such
as under-water photography, boats, jet skis, and poles to provide an ‘authentic representation’
of the ocean; one that reproduces the surfers’ point of view, particularly the experience of being
inside waves or ‘tubes’ (Ormrod, 2007).
Despite the centrality of film and magazines to the evolution of surfing subcultures, the last
decade has seen a wide range of digital media emerge in the shape of on-line forums, interactive
webpages, on-line magazines and films. Commercially produced print magazines have
developed on-line versions (which, in some cases, require a paid subscription) and these now
sit alongside a range of on-line self-published products. As documented in climbing and in the
case of parkour below, technological advances in video equipment have revolutionized
participant-driven visual production, and the Internet provides the means for their distribution.
Social networking sites are used to relay progress on ‘surfaris’, and DIY movies and images are
posted on sites like YouTube and the surf weather forecast site, Magic Seaweed. Yet, these
digital media tools have supplemented rather than replaced ‘older’ media, and the same
conventions in style are replicated. As Wilson highlights, the distinctions between virtual and
real are often more relevant for scholars than the subculturalists who use them, whose
2Although many who work in the surf industry are surfers themselves; furthermore this insider status is
a way that brands claims their authenticity (see Wheaton and Beal, 2003).
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“cultural lives include relatively seamless and frequent transitions across the appropriate
online-offline divide”(Wilson, 2008: 135).
New media and lifestyle sport: the case of parkour
The remainder of the chapter presents a case study developed from research into the
emergence and institutionalization of parkour in the UK (see Gilchrist and Wheaton, 2011).
Briefly, parkour is a form of human movement that focuses on ‘efficient motion’ over, under,
around or through man-made or naturally occurring obstacles by jumping, vaulting and
climbing. The activity originated in the Paris suburbs in the 1980s, although pioneers trace its
history back to Georges Hébert’s natural method (méthode naturelle), originally a military
training method for the French army (Ortuzar, 2009: 61). Parkour has been described variously
as sport and art, exhibiting forms and styles that intersect with dance, martial arts and
gymnastics. Academic research on parkour has tended to describe how parkour provides a
novel way of interacting with the (urban) environment, that challenges the use and meaning of
urban space, metropolitan life, and embodiment (see Atkinson, 2009; Ortuzar, 2009).
Our study had a broad remit: to understand the social benefits that accrue from participation in
parkour3, both for participants and authorities that are investing in infrastructure and the
development of the sport. The study took us around the UK. We interviewed young traceurs
(n=30) in their own communities at nine different sites and discussed their biographies,
aspirations and involvement in efforts to develop the sport locally. However, it soon became
apparent that digital media was an important means of communication, connecting participants
trans-locally, and for some transnationally. We recorded instances where the use of digital
media was central to their participation and involvement in the subculture. Further, we created
a repository of websites and media used by the participants to help us to understand the
importance of communication technologies within the subculture and the institutionalisation
and globalization of the sport. What follows is a brief discussion of our findings about the
centrality of digital media to parkour culture. Our discussion focuses on three interrelated
themes. First we highlight the way in which blogs and video-sharing websites (e.g. YouTube) are
widely credited as growing the transnational popularity of the sport. Second, we explore how, in
contrast to the longer-standing lifestyle sport cultures of surfing and climbing, parkour
participants predominantly use ‘social software’, communicative and interactive tools (Bruns,
2008), rather than the mix of ‘traditional niche media’ observed in most lifestyle sporting
subcultures. Third, we explore how these media are used in parkour for communication,
learning about the activity and its culture, as a creative form of performance and self-
expression, and a route to possible entrepreneurial activity.
The media and the emergence of parkour
For much of its existence parkour was an underground activity, conducted in the back streets
and plazas of cities and with low participation rates. Many city dwellers were, and still are,
unaware of its existence. However, through the media parkour has become an increasingly
3In this chapter we use parkour to refer to the activities of parkour and free-running. We are aware there
are important philosophical differences between these two activities, and the cultures that underpin them
(see for example discussion in Atkinson (2009) and Wheaton (forthcoming). These differences however
do not impact on our discussion of social media use.
5
ubiquitous cultural commodity. Although digital media and online communications are widely
credited as central to the growing transnational popularity of the sport (Angel, 2011) it is
through traditional media that the original founders and leading protagonists of parkour found
a wider audience. Luc Besson, the French filmmaker, initially offered (founding participant)
David Belle and his colleagues work in his film Taxi 2 and later produced a film based on the
group entitled Yamakasi, les samourai’s des temps modernes, a big budget action film which
followed seven traceurs through the banlieue of Paris4. Parkour has been picked up by a range
of advertisers (e.g. Nike, Swatch; KSwiss; Canon; Scion cars; Go-Cat). Popstars have been keen to
use the urban and athletic spectacle that has characterized its media appropriation. Both
Madonna and David Guetta have featured parkour in the music videos for hit singles. Sebastien
Foucan, a founder of parkour, featured in the opening chase sequence in Casino Royale (2006) in
the James Bond franchise.
In the UK the presence of parkour changed overnight by the broadcasting of a documentary,
Mike Christie’s Jump London (2003) on Channel 4. The film showcased freerunning through the
landmarks of the capital and is widely credited for inspiring a new generation of traceurs.
However, media exposure has been a double-edged sword for leading parkour practitioners. It
has helped to raise the profile of the sport and opened up commercial opportunities. Yet, as
Wilson (2008: 147) reminds us, the media has long played a central role in the “incorporation,
mis-representation, and stigmatization” of subcultural groups. Parkour is no exception. The
spectacularised media production of the action genre, replaying cultural connotations and
encoded meanings in mainstream media products, can atrophy understanding of the sport,
popularising unsafe practices which contravene care for the body, self and environment
(Archer, 2010; Atkinson, 2009).5 This distortion is a particular concern for coaches who are
keen to instill a sense of discipline and risk-management required to perform safely,
particularly in a context in which there is no formal regulation or organization of the sport (see
Gilchrist and Wheaton, 2011). Online videos of parkour and freerunning have reputedly led to
copycat performances, contributing to deaths as novices attempt moves without due caution or
regard for personal wellbeing (‘Roof game kills teen’, The Daily Mirror, 11 August 2005;
‘Parkour investigated in teen’s death’, Sacramento News, 2 November 2008). In Toronto, for
example, these reports contributed to moral panics about irresponsible youth in the local media
(2004-2006), in which participants were seen as ”disruptive”, and displaying “aggressive
tendencies” (Atkinson and Young, 2008a: 68). Commercial news media depictions of parkour as
a dangerous activity have contributed to widespread misinformation about the activity, and
particularly the degree of risk involved. One interviewee told us:
A lot of people just see what’s in the media and they assume that’s what they are going
to be doing and it’s just not the case (participant/promoter).
Those involved with parkour as educators are acutely aware of these problems. As one sport
development officer explained, “You know you get the same old analogies, ‘you are teaching the
cat burglars of the future’” (Personal interview). Yet our research has shown that media
concerns over risk factors are often exaggerated, and that in some spaces, local authorities, the
police, businesses, youth workers, and parents have worked together to find spaces and
4 A full history of the development of parkour is beyond our scope here. For more detail see Atkinson,
2009; Atkinson and Young, 2008; Edwardes, 2007.
5 An attempt to rectify this theme is offered by Julie Angel’s participative ‘shared cinema’ ethnography of
parkour (Angel, 2010).
6
programmes that can harness the enthusiasm of local traceurs. These groups are mindful of its
potential for ‘positive youth development’ and wider social benefits (see Gilchrist and Wheaton,
2011).
Connecting the tribe
Despite the individualistic nature of parkour, traceurs have a strong sense of being part of a
local and increasingly transnational collectivity, often referred to as ‘the community’. Research
has highlighted how parkour has grown and developed through the use of social software and a
participatory online culture (Bavinton, 2007; Saville, 2008). Whereas in lifestyle sport cultures
like surfing, commercially produced films, DVDs and magazines remain important ‘organs of
communication,’ these are largely sustained by advertising revenue from companies within the
surf industry (e.g. clothing, equipment, and travel). However, parkour does not - as yet- have
material commodities or equipment to be sold (other than bodies). Unusually, perhaps uniquely
in sport subcultures, there is no role and limited market for commercially sustained niche
media. In the absence of these more traditional niche media, web based sources have
proliferated. Websites developed by professional parkourists and freerunners (e.g.
www.urbanfreeflow.com) provide a space for practitioners to share videos and photographs of
their performances, offer guides on locations and routes, host articles on techniques and tips for
maintaining a healthy body, supply news of coaching opportunities and events, and house
international directories of parkour enthusiasts and groups.
The use of social software is felt in the lived practice of the parkour subculture. Traceurs use
blogs, message boards, websites and Facebook to organize meet-ups, commonly referred to as
‘jams’ (Atkinson, 2009). ‘Jams’ were primarily about meeting new people, sharing styles and
techniques, and learning about how to move through new spaces. They align with Maffesoli’s
notion of the ‘tribe’, a group
without the rigidity of the forms of organization with which we are familiar, it refers
more to a certain ambience, a state of mind, and is preferable to be expressed through
lifestyles that favour appearance and form (1996: 98).
The ‘tribe’ denotes temporal and site-specific gatherings where people with common
dispositions and outlooks come together to share interests through informal interactions. We
found it was common for traceurs to move around the UK, and further afield, both for jams and
longer ‘pilgrimages’ such as to the Paris suburb of Lisses, where parkour originated. Living
arrangements were often ‘sleepovers’ in the homes of acquaintances contacted via social
networking platforms.
Niche media: producers and consumers
As detailed above, participants often have ambivalent and contradictory relationships with the
media. For some participants involvement in stunt or media work is seen as a ‘sell-out’ and
antithetical to the values of responsible, ethical and safe practice inherent in the participative
ideology of parkour (Gilchrist and Wheaton, 2011). However, we should remain cautious in
assessing claims that the parkour community have been duped into commodifying the sport
into media products for global markets. Reflecting the development of many youth subcultural
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formations, debates about the degree of incorporation and resistance occurring, increasingly
consume parkour (Angel, 2011). As Thornton’s work illustrates, despite the ‘resilient belief’ that
‘grassroots’ or ‘authentic’ subculture resists and struggles with a ‘colonizing mass-mediated
corporate world,’ (1995: 116) youth subcultures are formed within and through the media.
Likewise, lifestyle sport subcultures such as snowboarders, skaters and windsurfers, are
illustrative of the way that the media have become central to the authentication of popular
cultural practices, and the complex and shifting relationship to the seemingly co-opting force of
global consumer culture (Wheaton, 2007). In these sporting spaces, participants as producers
and consumers have a reflexive and dynamic relationship with the subcultural media, which
serves as a crucial network in the “definition and distribution of cultural knowledge” and
identity (Thornton, 1995: 14).
Many traceurs take an active role in producing media content. Armed with the latest mobile
video cameras, traceurs have been keen to record their own performances. The availability of
cheap and lightweight cameras (GoPros and iPhones) and video editing software has opened up
a territory previously controlled by professional photographers, and magazine editors. It would
be a misnomer, however, to suggest traceurs are developing a visual and performative aesthetic
autonomous from other cultural influences. Other media products and narratives are consumed
by traceurs and inform their own products and representations. The Yamakasi group (of
parkour founders), for instance, were avid consumers of Japanese anime, manga and Western
comics and graphic novels, using the symbolic content to fashion newly constructed senses of
self. The incredible action and feats of bravery they observed in the comics fed into
reconstituted understandings of identity, self and body, bringing a heightened sense of
awareness of being able to push physical limits. As Angel (2011: 30) observes: “The friends’
culture of self-improvement traversed the realms of fantasy and realism, incorporating an active
imagination to create new situations and encounters.” Kinaesthetic tropes found within martial
arts, comic books, video games and film, can be found in the spectacular presentation of parkour
and animate the participative ideologies of some of its participants. Mundane or repetitive
movements crucial to the mastery of obstacles are often edited out, to enhance the visual
spectacle (Angel, 2011: 93-94). Many short films created by traceurs reproduce tropes key to
the film action genre, in particular chase sequences and spectacular moves such as jumping off
rooftops. Heroic masculine fantasies are played out, almost always “scripted through with
heroic narratives of accomplishment; of highly skilled, mature bodies overcoming the
constraints of the environment” (Saville, 2008: 892). Films are uploaded onto video-sharing
websites to showcase movements in urban settings, with traceurs often performing character
types of the ‘bandit’ or ‘outlaw,’ which encodes and legitimates a version of 'outsider'
masculinity amongst often privileged white males (Atencio and Beal, 2011). Thus, in parkour -
and reflecting youth subcultural formations more broadly - despite participants’ belief in an
‘authentic’ unique identity, intertextual media-driven relationships inform the practice,
production and consumption of the sport.
Discussion: new media and lifestyle sport entreprenuerialism
Within the evolving cultures of parkour, we argue that YouTube, the world’s most popular
video-sharing platform, is having the greatest impact in cultivating the above social interactions.
The action footage posted onto this site highlights the physical conditioning required, journeys
8
from apprentice to master, and the endurance, willpower and techniques needed to be
proficient in the sport (Stapleton and Terrio, 2010: 5). Yet, YouTube is more than a distribution
channel, through videosharing, commenting and communal evaluation features it makes
possible the democratization of sport coaching. This platform also has the potential to allow a
broader range of voices and expression of subcultural identity to surface. Here we will briefly
discuss each of these aspects.
Sport coaching has been an important feature of a previous generation of lifestyle sport media,
either as moving image DVDs, or in the form of photo sequences with written commentary by
the ‘star’ performer. For example, ‘how to do it’ features ranging from beginner techniques to
high action photo sequences of manoeuvres, are a central part of surf magazines (Booth, 2008;
Wheaton, 2003). However, on YouTube participants provide video evidence that can be
commented upon by anyone as a form of peer support and pedagogic intervention. . The two-
way interactive elements of YouTube allow for intervention, dialogue and criticism, revealing
philosophies and debates about how parkour should be practiced and evaluative commentary
on the movements of the participant/performer (see Angel, 2011: 201-2). This is viewed as a
positive aspect by participants. One practitioner said:
I’ll watch people and pick up their techniques and then put my own onto it. Not be the
same but because they’ve done it right, if I watch their technique and pick it up, I’ll just
change it a little bit, just to make it my own way but still be the same.
Another interviewee, a traceur who had been involved in the sport for 18 months, told us:
In freerunning and parkour, it’s your style, how you want to look, how you feel
comfortable. That’s what draws the community together. It’s everybody’s individual
style. Nobody can be the same as everybody else.
By making their performances, style, and movements available on YouTube and personal
websites, traceurs are able to reach an audience directly, able to market themselves and build a
following or fanbase. This is in marked contrast to the ways in which media power operates in
off-line niche medias, where various gatekeepers (photographers, sponsors, journalists, and
magazine editors) operate to control who is included and excluded from the magazine content.
The videos confirm the importance of style and distinction to lifestyle sport subcultures,
separating individuals from each other and from variants of the sport. Videos convey
subcultural status and authenticity (Wheaton and Beal, 2003) and signal forms of status and
symbolic power crucial to the professionalization of the sport. However, like the status
hierarchies in more traditional sporting fields, power in the parkour field is contested. James, a
parkour coach and director of a leading training organization based in London, told us there is a
particular concern with parkour-related Internet forums:
Forums are run by people who think they know all about the history of the art and the
philosophy of the art, but actually when it comes down to it they really don’t live it, they
just write about it a lot…same in all disciplines, anyone that spends all their time on
Internet forums clearly does not understand what he is doing.
Here James reveals the politics of authenticity underpinning the parkour field; that is, like most
other lifestyle sports, authentic identity is doing and the inauthentic is consuming (Rinehart,
9
2000; Thorpe, 2011b). Evidently, and as other self-defined ‘real’ traceurs also claimed, those
who spend their time on forums are not ‘real’ traceurs.
Traceurs with high levels of physical capital have become elevated in the parkour subculture.
They have proved themselves by mastering different levels of ability, cultivating an individual
style, or through displays of skilled bodily performance. An internal hierarchy and charismatic
culture operates to structurally elevate certain individuals. Some are elevated through their
pedagogical reputation – an ability to preach, teach and educate others about their own style
and philosophy, whilst others claim a social status by managing to attract commercial
opportunities. In some cases it is a combination of both, signaling that power can accrue from
work in the cultural industries and from the wider sporting economy.
Our interviewees spoke of the seductive cosmopolitan lifestyles available to the proficient and
media savvy traceur. As one interviewee said:
Where I see myself going is teaching and performing full-time. So, going around not only
the UK but the world, around the world delivering sessions and performing everywhere.
That’s where I see it going. If we keep up the hard work we could be doing that kind of
thing.
The connection is clear: hard work will translate into global opportunities. Many freerunners
we interviewed spoke of being inspired by Tim ‘Livewire’ Shieff, a freerunner from Derbyshire,
England, who won the 2009 Barclaycard World Freerun Championships. His profile on the
Storm Freerun site (www.stormfreerun) lists his vital statistics and signature parkour moves,
and under ‘work’ a brief biography gives details of worldwide travel, corporate engagements
and performances in the presence of royalty and celebrities. A video reel plays on the site to
emphasise his media appearances and connections, showing his ease in front of camera as a
performer for chat shows, news items, events, film, and music videos.
The websites of aspirant professional traceurs and freerunners display important narratives of
mobility, both of the physical body and the transitions the participant can make from the local to
the global in forging a career from transnational cultural industries. The content emphasizes
travel, money, exposure, celebrity, and new friendships. As Thorpe observes, though in the
context of professional transnational snowboarders, “It creates a compelling mythology for
many cultural participants” (Thorpe, 2011a: 117).
It is also noticeable that many websites of the leading traceurs in the world marginalize class
and nationality as markers of identity, social difference and affiliation. It is more common to
view outsider identities that utilize the semiotics of heroic rebels or urban warriors (Stapleton
and Terrio, 2010: 7), suggesting alternate transnational (urban) commonalities. The websites
give important clues to the mobile lives of the ‘borderless athlete’ and the social identities of the
traceur as transnational citizen and entrepreneur. These are men (very rarely women) who lead
highly mobile lives, leaving traces of their business activities and performances in informational
space, and who shift to new opportunities as the market demands. For example, 3-Run, a group
of freerunners based in the south of England, market their services with a distinct cosmopolitan
flavour. They practice a more performance-oriented version of parkour that combines
acrobatics, gymnastics and tricking. Their slick website highlights an aim to be the world’s
leading parkour and freerunning team. In this quest they have worked on Casino Royale,
developed award winning commercials for Microsoft Xbox, and set a number of Guinness World
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Records in front of TV cameras. A page on their site (www.3run.co.uk) gives ‘the story’ and
includes a montage of photos that includes a sign for Cape Town, a wallet opened revealing
several travel tickets, and a passport with the words ‘Life is an adventure – explore the world’
positioned around it. Other photos show bare-chested members posing in exotic locations; their
bodies framed by seascapes and mountain backdrops.
It is this sense of freedom, accomplishment and becoming that proved so seductive to the young
men we interviewed throughout the UK. For instance, the website of a parkour group from the
English Midlands (www.leicesterparkour.co.uk) contains a short one minute video clip of
performances and training “that gives a small insight into how hard we’ve worked to get to
where we are today.” A short chronology of activity is situated underneath emphasizing their
humble beginnings from a “group of young lads practicing a past time they love” to local
performances, development of the brand, training and coaching others, to the acquiring of
professional qualifications, constructing of a purpose-built park, and the formation of a social
enterprise. They were keen to impress upon us that parkour had no limits. They had started
with nothing and had achieved a material product (their own purpose-built park) and regional
reputation. Whilst some of the group spoke of potential local investments to be made from their
endeavors - for example, owning and running a gym - others were keen to express a desire to
globetrot, and to inspire others with their moves.
Conclusions
Digital media play a central role in lifestyle sport subcultures. They offer new, low cost and high
speed opportunities for subcultural groups to communicate, and to create and sustain online
and real time participant networks from the local to the trans-national level. We may celebrate
the uptake of YouTube by lifestyle sports participants as an example of ‘mass self-
communication’ (Castells, 2009), where the participant has the potential to reach large
audiences whilst retaining control of production through the self-generation of content. Our
parkour case study illustrates that new technologies are enabling lifestyle sports participants to
convert seemingly peripheral cultural activities into wider cultural value. Physical capital
becomes cultural and economic capital within and outside the parkour field. YouTube channels
and personal websites distribute the athletic and media proficiency of the
participant/performer, and act as pathways to entrepreneurialism and social mobility by
signaling an intention to undertake commercial work opportunities. As Bloustien (2007) notes,
young peoples’ use of convergent media forms can bring to the fore new agencies, rendering
distinctions between public and private self, production and consumption, work and leisure,
increasingly blurred (see also Ravenscroft and Gilchrist, 2009). Young people are able to draw
upon their social networking and collaboration skills to develop an empowered ‘sense of self’
and fashion self-fulfilling careers and opportunities (Bloustien, 2007: 451-452).
It remains an open question as to how far the adoption of digital media technologies is truly
transforming lifestyle sport subcultures. It is evident that many of the power inequalities
chronicled in the traditional sporting niche media are also reproduced in digital media settings.
As we have illustrated, climbing, surfing and parkour media continue to reinforce the
hegemonic position of the heroic Western white male adventurer subjectivity (Farley, 2005).
Women and non-white men are pushed to the peripheries as playful white masculinities are
recurrently represented in mediated spaces (Frohlick, 2005). There is a need to be cautious
about the degree to which online media spaces subvert or disrupt subcultural representations
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and identities. Despite claims, for instance, that surfing has become a ‘girl friendly space’
(Comer, 2010), DVDs, magazines and films remain male dominated, and still reproduce the
gendered and racialised stereotypes, “associated with privileged forms of whiteness” (Comer,
2010: 21). Comer’s revealing discussion of the global surf industries “penchant for blondes”
‘reveals a ‘politics of blondness’ where the preferred female figure is the ‘global California girl’.
Those who do not fit this image have tended to remain on the periphery. Within parkour,
similar questions can be raised about the presence of women in the user-generated films and
documentaries, which tend to depict traceurs as anti-heroes and outlaws, cultural archetypes
that do not necessarily aid more inclusive forms of representation of physical achievement.
Online media platforms certainly provide opportunities for the subaltern voice and experience,
and the possibility for scripts that challenge the dominant discourses of gender, race, sexuality
and dis/ability. Porter (2003), for example, explores the emergence of a wide-range of Internet
forums for female skaters, skate zines, and all-girls competitions, which challenge dominant
discourses of skateboarding and masculinity. In parkour too, participants expressed a genuine
desire to be inclusive, and to provide ‘real’ and mediated space for female participants
(Wheaton, forthcoming). For example, one group of teenage male traceurs made provision for
female participants on their website, despite the reality that there were no local female
participants. In surfing, too, a cursory trawl through surfing related web materials illustrates
the broad range of surfing experiences being promoted (e.g. groups for female surfers, surfing
mums, silver surfers, indigenous surfers, gay surfers, surfers with disabilities, political surfing
movements, and a broad range of environmental protests groups). Furthermore, independent
and some commercially produced documentary films are challenging the dominant histories,
and myths about the surfing culture and history, including representations of ‘race’ and gender
(see, for example, Nike’s 12 Miles North (Yelland 2012) and Whitewash (2011), a film that
explores ‘the complexity of race in America through the struggle and triumph of the history of
black surfers’). Within these media spaces, multiple and competing discourses of femininity and
masculinity are produced, discourses that are also reflective of the complex shifting identities
evident in contemporary short-board surf culture (see Waitt, 2008).
In sum, whilst networked digital media has transformed some of the practices and cultures of
lifestyle sport, we retain a sociological scepticism and sobering sense of historical perspective
over how far this is a profound and empowering development. We should not uncritically laud
web-based media as instruments for self-expression, creativity and enhanced democratic
communication. More research needs to be done on actor-network relations produced by or
transformed through new medias within various lifestyle sport subcultures. It is time to probe
deeper into the winners and losers, and structures and constraints, that come into being as
technologies are adopted and opportunities are distributed.
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