Starting DIGC330, I didn’t know what to expect, but the first few weeks of it have definitely met and well exceeded my expectations. Our topic, autoethnography was something unfamiliar and unheard of but after looking into it, it helps put a name to the method that allows us to understand cultural experiences. According to Ellis, it is an approach to research and writing that seeks to describe and systematically analyse personal experience in order to understand cultural experience. (Ellis, 2004; Holman Jones, 2005).
From this reading, I understand that it is qualitative research in which one gathers through personal experiences from being a part of a particular culture then assessing it and allowing further cultural and social meaning and understanding.
This week’s text, ‘State of Play (2013)’ was a particular interest due to my own in depth knowledge about South Korea and it’s culture (and because I just came back from a holiday in Seoul). While watching this documentary, I managed to connect what I knew about the culture to what was being demonstrated. Thus, some things that came as a culture shock to others; was something I had expected and already understood about the principles of Korean life. However, the idea of e-sports and its popularity was still a new concept.
A few observations picked up throughout the documentary:
- South Korea is considered the home to E-sports and is accepted and viewed like regular physical sporting events with a stadium, wide screen TVs and cheering audiences. From my knowledge, cable TV in Korea also has its own station dedicated to E-sports that has people playing games and tournaments 24/7.
- Players, such as Lee Jae Dong are treated the same as celebrities and have a fan culture. The fans in Korea are known to be very dedicated and protective towards idols and actors. Thus, the screaming fan girls weren’t a particular shock, but the fact that pro gamers did have a broad fan audience was unheard of.
- They have a team house in which pro gamers are scouted, leaving home at a young age and trained, living together in a dormitory. – I noticed this was very similar to the way Korean K-pop idols were scouted and trained for years by entertainment agencies until they debut. This way of constant, consistent training must be quite understanding in Korean culture and seen as highly beneficial.
- There is no fear or taboo about kids playing games and wasting time compared to western culture; but seen as dedication and benefit- much like sporting events.
- Teams are sponsored by huge companies in Korea such as SK Telecom and CJ E&M Company; large well known corporations.
- Jae Dong has a ‘game face’ in which he hides his emotions- due to his beliefs growing up of how a man should act. The masculinity and gender through e-sports is also demonstrated due to the lack of female involvement. These expectations of a male can be somewhat related to western culture.