In my previous blog which can be found here I decided to write about my personal experience on the Korean documentary State of Play. For this first blog I used Ellis, Adams and Bochners concept of autoethnography to help me understand and record my own personal experiences. Lets refresh our memory on what autoethnography means. Ellis, Adams and Bochner defined it as “an approach to research and writing that seeks to describe and systematically analyse personal experience in order to understand cultural experience”. In this case it was all about writing about my experience with State of Play and the Asian culture that surround the game.
To understand autoethnography first you must explore different sources and data and emerse yourself into a new and different culture. Sometimes that means emerging yourself into a new and different culture.
Now back to State of Play, which is a documentary about professional gamers in Korea competing in the eSports industry. Through this second blog I will talk about a couple of points that I have made in my previous blog. I have done some research into some of the particular thoughts and epiphanies that I had whilst observing and analysing the documentary.
One of my thoughts that I had were the health factors that come with the gaming industry. Professional gamers spend roughly around 10-12 hours a day training extensively to build and maintain fast hand- eye coordination and a fast reaction time. In fact upon doing further research into this particular area one of the top players Lee Young- ho had fallen victim to one of the many health factors. According to BBC News he had to have surgery on his arm as the strain of his vigorous training schedule had injured his muscles and deformed them. I also learned that the company he is in paid all of his medical expenses.Although this was a big deal in terms of health factors Lee Young-ho didn’t seemed to upset about it stating that having a scar on his arm is ‘like having a badge of honour’.
My other point that I had made in my previous blog was the gender imbalance. While I was watching this documentary I couldn’t help but notice the lack of girl gamers being shown. While girls didn’t actually play Star Craft they were emotionally invested with the game through backing up their favourite players. As I did further research on this thought I found out that Korean girls acted more as groupies and fans rather than gamers.
While I was researching this point I did however come across a different game also played in Korea that had a girl player. A game called Overwatch is also played by professional players the same way Star Craft is played. According to Tech Times a 17-year-old Korean girl Zarya, was accused of cheating in the game Overwatch as they couldn’t believe that a girl could ever play better than professional male players. She was so good that two professional gamers quit due to the shame and embarrassment they felt being beaten by a 17 year old Korean girl.
Through doing thorough research into professional gaming I now understand that there are different perspectives in the gaming industry. I always thought that the health risks would be minor and that girls didn’t play much professional gaming due to the lack of interests. However due to the new perspective I now realise that the health risks are much more serious, so serious in fact professional gamers at times need surgeries. I have also found that professional gamers can fall victim to embarrassment and shame if girls dominated the game.