Within Walls – the Fictional Audience of Professional Wrestling (original) (raw)

Fake Rules, Real Fiction: Professional Wrestling and Videogames

Emerging from a legitimate contest regulated by a set of rules, professional wrestling is today a fictional product, where no actual competition takes place. Those same rules serve as a setting for a particular kind of narration: the kayfabe, the fictional framework for all professional wrestling’s narrative, a fictional world with the characteristic of having a 1:1 ratio between real time and fictional time. Professional wrestling and videogames deal in different contexts with the same elements: rules and fiction (Juul 2005) [13]. By combining aspects of narrative theory and game studies research, this paper will analyze the narrative of professional wrestling utilizing the tools commonly used or specifically developed for videogames. An understanding of professional wrestling elements is necessary to explain and criticize the different approaches that videogame designer have used when creating wrestling videogames, a popular sub-genre that present specific peculiarities. The first chapter will provide a background to the history and the evolution of professional wrestling tracing the transformation from wrestling as a legitimate contest to a constructed media spectacle. The on-going constructed nature of contemporary wrestling will be addressed using Chatman’s concept of narrative. We will then use the theory of scripted narrative and alterbiography (Calleja 2009) [4] to explain how the pre-designed elements in a staged match are only partially scripted. This will be the ground for three subsequent passages, each one enlarging the view on the object of study: what happens in the ring, what happens just outside of the ring, and what happens in the fictional world of professional wrestling. By considering the transmediality (Jenkins 2003, 2004) [11, 12] of professional wrestling, we will analyze those conclusions and see how they are used by professional wrestling videogames: the territory where real rules have to be fleshed out in order to simulate the “fake rules” of professional wrestling. The paper concludes that theoretical frameworks developed within game studies have produced useful tools that can be deployed in different contexts, in this case to understand the constructed story that so deeply informs the agonistic (Caillois, 1962) [5] aspects of professional wrestling. The concept of scripted narrative and alterbiography clarifies how the narrative is enacted in and outside of the ring, integrating previous studies about wrestler fan behaviour (Ford 2007) [8], and claryfing the role of the wrestler as both a storyteller and an actor. By considering wrestling as a serialized fictional product, it is possible to analyze the kayfabe as a unique narrative frame, capable of keeping narrative coherence operating with a 1:1 ratio between real time and fictional time. The concept of transmediality, also discussed in game studies, proves to be deeply affected by the kayfabe. Wrestling has strong transmedial narrative elements: it is sufficient to feature few elements of the wrestling enviroment to project the contents of the kayfabe. With that said, making a game out of the mixture of dramatization, physical performance, and symbolical meaning of professional wrestling is no easy task. A theoretical framework can be useful to approach design issues: wrestling fictional elements appears in videogames thanks to its deep rooted transmediality, but the subtleties of professional wrestling’s narrative are still understated in wrestling videogames.

American Professional Wrestling: Evolution, Content, and Popular Appeal

Sociological Spectrum, 2005

Over the past several years, professional wrestling, now referred to as sports entertainment, has become a hugely popular cultural phenomenon. There are several reasons to account for why tens of millions of Americans are attracted to this form of entertainment, but this article centers attention on three allures that stand out: excitement, intrigue, and political incorrectness. Content analysis suggests that these three foci form the core of pro wrestling program content. The present paper identifies the macrosocial forces that explain sociologically why these themes are especially marketable today: community breakdown, social disenchantment, and political correctness.

The Awesome Ordinary: Notes of Pro Wrestling

CAPACIOUS JOURNAL FOR EMERGING AFFECT INQUIRY, 2017

This article offers a critical, idiosyncratic take on the staging of sincerity in pro wrestling. It engages this popular cultural product as an athletic performance event, with the intention of highlighting the affective underpinnings of fans' interest in and connection with the medium. Specifically, it is argued here that the lack of legitimate competition in wrestling allows for images,

“It’s Still Real to Me”: Contemporary Professional Wrestling, Neo-Liberalism, and the Problems of Performed/Real Violence

Canadian Review of American Studies, 2019

Beginning from the premise (vis-à-vis wrestler-turned-scholar Laurence de Garis) that professional wrestling scholarship has historically overlooked the embodied, physical dimension of the form in favour of its drama, and reflecting on a series of professional wrestling story-lines that have blurred the lines between staged performance (“kayfabe”) and reality, this article suggests that the business of professional wrestling offers a vivid case study for the rise and dissemination of what political theorist Wendy Brown calls neo-liberal rationality: the dissemination of the market model to every aspect and activity of human life. Drawing on Brown’s work, the language of World Wrestling Entertainment (WWE) contracts, and professional wrestling’s territorial history, this article argues that contemporary story-lines in professional wrestling rationalize, economize, and trivialize the form’s very real violent labour, even rendering audiences complicit in said violence—while serving also as a potent vehicle for understanding the metaphorical (and sometimes literal) violence of neo-liberal rationality more broadly.

Corteen, K. & Corteen, A. (2012) Dying to Entertain? The victimisation of professional wrestlers in the USA.

Professional wrestling in the USA, and elsewhere, is a profitable industry in which the commodification of professional wrestlers can be evidenced. Being neither a pure sport nor pure entertainment, professional wrestling occupies an ambiguous position, which arguably, at best, facilitates the mystification and neglect of the harm and victimization caused to professional wrestlers as part of their craft, or at worst, causes the victimization of professional wrestlers. In this article we discuss the victimization of professional wrestlers in the USA as a result of the demands of the industry. It is our contention that they constitute the "Victimological Other" and, focusing on the wrestling business in the USA, it documents their unnecessary victimization. We maintain that whilst professional wrestlers engage in performative violence, they pay a high price for such a performance and, as such, they are victims of their craft and of the industry in which it is located. The self-inflicted and occupational-related harm and victimization experienced by professional wrestlers as a result of the pressure of this industry is discussed and the issue of accountability is raised. We conclude that this area of victimization requires further academic investigation and discussion.