Prior analysis of State of Play demonstrated a degree societal stigma towards western gamers, and gender inequality in Korean eSports. While inequality occurs throughout western society, the traditional family role in Korean culture is still prominent comparative to personal perception within Australia. With each individual having a clearly defined role within that family unit, the male maintaining the ‘house head’ and a greater sum of inheritance going to the male spouse(s) (Sorenson, C. W. 2016). In the prior post, the lack of personal perception of the text was noted. Therefore through autoethnography personal assumptions illustrate a level of criticism towards a male-dominated industry. However it is important to note that criticism of traditional family approaches and female inequality display in State of Play, much of the deprecatory perceptions are the result of individualised libertarian philosophies. What we aim to illustrate is the critical arguments of inequality and stigmatisation is that of ‘social framing’
Analysis of the previous autoethnography allowed for personal framework that differences between gaming, physical sport or even business is nil. In that the social stigma that the West experiences is relative to individuals and societal perceived bias and engagement with the activity. This was further demonstrated in 100 Yen: The Japanese Arcade Experience (2012) noting that gaming was perceived negatively by the American government due to association with children. If we were to breakdown these structures that produce these social activities, and the institutional and societal spheres that impact (such as gaming and physical sport for example), we can assume no distinct difference. Gaming and other activities can be deconstructed to illustrate series of individuals who form a network. These individuals, whether through this sphere or otherwise singly, then partake in activity X in a certain space that has been constructed and embellished to achieve a desired consumption relative to personal assumptions. Once this activity has been consumed to it’s absolute, these individuals and parties then progress to the next social activity.
Therefore upon watching State of Play the perspective of how gaming is ‘appropriate’ can be framed through these social constructs designed by individuals and networks within society. Subsequently the reason for the stigma within western society can relate to that lack of investment within western networks and how individuals rationalise their personal assumptions with gaming (Leeds-Hurwitz, W. 2009). Additionally we can illustrate how commerce perceptions fit into the spectrum, with the Korean adults in State of Play content with the idea that it provides support for the family unity. Whereas the opportunity to sustain oneself in Western gaming, while growing is still limited.
100 Yen: The Japanese Arcade Experience (2012), viewed 22.08.16
Leeds-Hurwitz, W. (2009). Social construction of reality, Encyclopedia of communication theory, viewed 23.08.16
Sorenson, C. W. (2016) The Value and Meaning of the Korean Family, Asia Society, viewed 18.08.16 <http://asiasociety.org/education/value-and-meaning-korean-family>