Kpop Marketing in Esports
Hey gamers, it’s a lovely September day here with a cool
breeze coming through the window and as the sounds of Key’s latest song plays
through my headset we’ve got a new topic to talk about. In honesty, this was a
blog I wanted to hold off on for a while longer for a number of reasons (not
least because I wasn’t sure how much could be discussed in detail) but having
spent (way too long) on twitter and read a number of threads it felt worth
talking about. So today we are covering the kpop-isation of esports, this was
inspired by a thread and poll I saw while scrolling (which will be linked at
the end of the blog as usual) but also in light of certain other topics it felt
like there was more to talk about than I had originally thought.
First of all, kpop-isation as a term covers quite an
extensive set of content and potential issues, the way I will be defining
kpop-isation for the purpose of this blog, is as a marketing style (used within
esports), in terms of marketing esports in a similar style to how kpop and kpop
groups are frequently marketed in order to attract large audiences. From the
harmless nature of unhelpful guides, to the more problematic nature of orgs
marketing pro players in the style of kpop groups (this does mean we will be
discussing T1’s private/secret server and the comments made within it). As well
as the process where kpop-isation goes from harmless to problematic e.g.
photocards to sexualisation and if there is a part of kpop groups lacking
privacy and being waited for outside public locations being brought steadily
into esports. There’s a lot to cover here so I'm going to do my best to be
thorough but summarise the issues so this doesn’t turn into a straight up
dissertation (which is something I could quite easily do with this topic).
Let’s just preface this by saying I do like kpop, it’s my
music of choice a lot of the time and I think it’s a good music genre, but the
growing overlap of kpop marketing being used in esports marketing –
specifically within the LCK (where it seems to appear most), is something that
is starting to fall into being questioned if it is problematic. There is
obviously nothing wrong with marketing in a way that is similar to kpop style
e.g. poster format and layout on promotional graphics, creating fan lightsticks
and so, but the problem that is beginning to appear is how kpop marketing is
being drip fed into esports to the point where orgs (certain orgs in
particular) are having to ask fans not to wait outside training grounds and are
charging extra for ‘additional exclusive’ content. There is also the point to
consider that kpop-isation likely wouldn’t be applicable or indeed achievable
outside of the LCK and LPL. Not to mention that sexualisation and lack of
privacy (which is a common factor in the kpop industry) isn’t a great look for
anyone involved. So why am I even talking about this? It’s a topic that anyone
could cover (though there was very little coverage when I searched) but I think
kpop fans are best placed to discuss this topic as a whole, as being fans of
esports and kpop means we have an understanding of where this could end up
going if it isn’t stopped first or behaviours corrected, because we’ve already
seen in unfold once in one industry.
Aforementioned, kpop isn’t inherently evil (though this is a
contested opinion) and there isn’t anything wrong with using kpop style
marketing techniques, they’re highly successful a lot of the time so it’s easy
to see why an esports org would want to adopt them and the same for fans
creating content. The nature of kpop-isation through unhelpful guides (a
prominent part of kpop on YouTube) are pretty harmless in the long run, the
guides are comedic value and ‘somewhat’ helpful, they are rarely problematic
and the same can be said for fans creating photocards (another staple of kpop).
The same for which animal does this player remind you of kind of polls, and
arguably the same for org specific lightsticks (like those seen at kpop
concerts), these aren’t problematic in esports, they’re light hearted, and can
increase fan engagement – which is obviously good for the wider esports
industry. These aspects of kpop-isation are pretty harmless from the outset,
and the only way I personally remotely see it becoming a problem, would be to
start creating anime style extreme body pillows – which is another matter
entirely. Or to do with the total invasion of private lives, but more on this
later.
If kpop-isation were to stick at poster format/layout,
handmade signs for matches and cute emotes, then I think we can all agree, it
can just be left to exist and do its own thing. It would be causing no harm and
as long as people were aware of it (and called out anything inappropriate),
then in this case, it’s not the end of the world. Those aspects aren’t
problematic, they’re not making people uncomfortable and it’s another route for
fans to support players and teams. To be honest, in my opinion the whole topic
of kpop-isation falls under a very grey area, there are a lot of unclear lines
within it and without effectively watching cause and consequence unfold, it's
pretty hard to know what is going to be too far (outside of what is just common
sense). I read through a thread for this and did some research on what was
available (not a whole lot of articles honestly – but a lot of YouTube videos
on kpop marketing styles), but something I noticed people not talking about is
the racial issue that could come from this. Kpop originated in South Korea
hence k-pop – Korean pop music, and the kpop-isation of esports is currently
inherently LCK and slightly LPL based, I'm not trying to bash anyone when I say
this, but I feel like with this specifically, there is a possibility of a
racial side slipping through, potentially racial fetishization such as how kpop
groups have been fetishized. That might sound extreme, but that was (and still
is) an inherent issue within the kpop industry, just take the example of a
certain famous London based ‘korean kpop star’ (I use that term very loosely as
he isn’t Korean) Koreaboo – I'm not going to name him because I don’t wish to give
him more limelight but you can see clear cause and effect when ‘fans’ move from
appreciation to fetishization (and in the case mentioned above, appropriation).
Not least because when BTS (a major kpop group) collaborated
with T1 for content, there was a surge in kpop fans coming into esports and a
read through some of the comments on the videos doesn’t make for entirely
comfortable reading. As some in the community pointed out there was a ton of
simping from BTS fans which leaked into esports and onto the players who they
were ‘obsessed’ with off the back of the content. This opens the whole debate
of whether you should follow a pro simply for looks – but that’s a discussion I
want to have more in detail in the future. However, continuing beyond that, a
comment I saw that had me questioning a lot of this, was referring to how
‘awkward’ Faker was and how with his title of the unkillable demon king, a
viewer didn’t like that he appeared ‘awkward’ instead of and I quote ‘cold
hearted and aggressive.’ Although this comment could have been meant in a kind
hearted way (as there was further comment about Faker looking awkward being
heart breaking), I wanted to include it as it does complicated how pro players
are viewed. Maybe this doesn’t entirely relate to kpop-isation but in some ways
you can argue it does, it’s this perception that pro players aren’t entirely the
average human and if they break the ‘character’ that viewers and fans expect of
them they are somehow not doing enough or living up to expectations. Just like
how idols don’t belong to the fans, pro players don’t either, both groups have
an on screen/stage personality and a life away from all of it, this is to be
expected, and this overlap combined with the aforementioned comment makes me
think we need to be more aware of kpop-isation and more conscious of how fans
view pro players. Although I'm sure most fans don’t share this opinion of ‘owning’
pro players or being entitled to their attention, even so it seemed that it was
worth commenting on it, because increased kpop-isation could see these comments
become more normalised and much more common in general.
A necessary example to discuss is T1 – for a number of
reasons. Of course, there is the discussion of the private/secret/exclusive
Discord server (or however you want to name what happened there) but also the statement
they put out requesting fans not to stand outside of training grounds, playing
houses and HQ (which will be linked at the end). The aforementioned T1
statement on fans waiting around HQ and player’s houses can be argued as a
direct result of kpop-isation; in kpop, the members of groups as well solo
artists have very little of a private life, their every move is watched by
fans, and there is a history of fans all but harassing the stars at airports
and in public, allowing very little privacy for the stars in public as well as making
comments and harassing rumoured significant others. Within the statement I think
there are several particularly important details, firstly T1 requests that fans
‘respect players’ privacy’ and ‘do not wait for the players’ what strikes me
about this is the obvious overlap I can see with it to kpop. As stated earlier,
kpop stars frequently have their privacy invaded by overzealous fans and much
of what privacy they have is scrutinised – especially in terms of romantic
relationships (see example of J-hope from BTS rumoured to have a girlfriend and
how some ‘fans’ went to her Instagram and spammed hateful comments). Furthermore,
many kpop groups have experienced harassment by fans waiting for them at
various public locations e.g. airports, outside company HQs and so on, it only
takes a quick google to affirm this; but in terms of kpop-isation in esports,
the need for this statement shows that (as T1 in particular were using kpop
marketing techniques) there does need to be a closer attention paid to using
kpop marketing and where rules should be drawn – for organisations and fans. It
is concerning that statements like this need to be put out at all and shows how
this is something everyone needs to be conscious of.
The waiting around for players (however you may feel about
it) does demonstrate a level of kpop-isation in esports and the need for some
sort of monitoring so that players aren’t being put at risk in the same way
kpop idols have been known to be. In a previous article I mentioned how an
esports org actively did not share information about their location of HQ and
gaming houses – this realistically isn’t possible for T1 as they are such
figureheads in South Korea but it does make me wonder if orgs in general,
especially with the increase in kpop-isation should be less open about gaming
house and training grounds locations so that the HQs are the only ‘known’ so to
speak locations. Another side to kpop-isation that I think is worth noting is
the link back to romantic relationships, aforementioned in kpop, many fans are
unhappy to think ‘their’ idols could have significant others, and in esports
there has been a reported taboo on the topic, but with kpop-isation becoming
more prominent I think it is something worth considering. By no means am I
suggesting that esports fans would go to this length by any means (or further
as some kpop fans have been known to go), but I do think the growing crossover
between esports and kpop should make everyone aware that the behaviours we are
starting to see in esports from fans are reflective of behaviours we have seen
in kpop already. And if kpop-isation is going to continue, rightly or wrongly,
then I think we should all be aware of what this could mean for esports in
terms of learning the lessons from the pitfalls kpop fell into e.g. obsessive
fans at airports, invading the privacy of idols, etc.
Ok onwards, the next discussion point has to be the T1
private/secret server, I'm not going to pull apart the intricacies of this as
Ashley Kang has already done an incredible Twitter thread on the whole topic
(which will be linked in sources at the bottom of this blog) which is worth a
read for background context. Instead, I'm going to pull out certain details
that I think show kpop-isation is leaking into esports a lot quicker than some
may have thought and why these aspects of kpop-isation in esports are becoming
problematic. A lot of the controversy to do with the server in my opinion at
least, is that it appeared the admins/moderators/staff team of the server were
treating T1 League of Legend’s team as though they were kpop idols and not the
pro players they are (a sentiment mirrored by others on the thread) and this
comes back to the whole point of this blog. Esports and kpop can (without being
problematic) overlap in terms of marketing, but they are still inherently two
separate and very different entities, overlap is fine but not to the point
where a professional esports team is being treated as though they are a kpop
group.
And I don’t think this any more prominently obvious than in
the comments about thirst traps being made of Oner – who first of all is 19, which
is the legal age of adulthood in South Korea (because of Korean age) – now
regardless of what you may think about the whole situation, sexualising someone
barely into adulthood by his seniors in a well-respected internationally
renowned company, and marketing the whole thing as though it is some of kpop boy
group debuting, simply isn’t ok or at all respectful. I saw a lot of people saying
westerners in particular shouldn’t jump on the band wagon of how awful the
‘joke’ was and that it was down to how Oner felt and the context of South
Korean society. But I don’t think this is really a fair statement to make, no
matter how sexuality is treated in any culture, it’s still sexualisation even
if it is a ‘joke’ and it is still something that many people would rightfully
feel uncomfortable hearing about or witnessing, not least because Oner is 19
and therefore only a matter of months over the legal age of adulthood in South
Korea. Furthermore, the whole concept of thirst trap not only is hugely related
to kpop-isation as a wider whole but that someone so senior in the company is
doing it, with very little consideration (it would appear) for the implications
of sexualising a colleague, doesn’t sit right whichever way you look at it. It
isn’t cool if fans are sexualising pro players, but for someone in the actual
company, in a senior managerial position to be doing so, is even worse.
Something about the whole thirst trap issue that really got
my thinking links back to kpop-isation and a thread I saw on Quora about having
‘fallen in love’ with an idol and the reality of knowing it wouldn’t work. The
reason I mention this, is because the more pro players are marketed as these
all perfect beings (almost like the perfect boyfriend – which is how kpop boy
groups are often marketed) and have content made around their work based
personalities the more there is a risk of idolising them to the point of kpop
idol status – I don’t think at current any org is guilty of this from the orgs
I’ve been looking at; but I do think it is a risk that could become more
apparent if kpop-isation continues to rise – and this is regardless of
region/nationality/etc. the more players are put on a pedestal specifically
through marketing techniques of kpop-isation, the more there is a risk of sexualisation
and the like, becoming far more rampant across all games and all regions. The
Quora thread in question (which I haven’t found the link back to – apologies,
though there are plenty of others available with a similar message which I will
link at the end) mentions falling ‘in love’ with an idol and realising how it
will never be a reality, and jealousy of watching interactions, maybe this
isn’t the most prominent risk of kpop-isation but I think there is a quite
large risk that when you start marketing pro teams as kpop groups this could
quite easily become a bi-product and go onto the creating of harassment and
obsessive nature. Arguably, a fan believing they are in love with an idol
appears harmless, but when it moves onto becoming obsessive, how do you reverse
the damage? Is there a way to reverse the damage? And how can this be monitored
in esports which is arguably more open as an industry than kpop is? This aspect
of kpop-isation may never appear in esports, but when kpop marketing techniques
are being used on a growing basis, then it is worth considering all the
potential consequences that can end up appearing. While pro players aren’t
marketed in the perfect significant other way that kpop idols frequently are,
it is still worth considering not least, from the perspective of respecting the
pro players as more than the personality seen on stage or in team generated
content and also as the people they are with a personal life, a right to
privacy and to feel comfortable in their work place.
As said at the beginning of this blog, kpop-isation exists
in a very grey area of society and marketing as a whole, while often harmless
on the fan-made content side and basic marketing from orgs that is still
heavily esports related, it still requires more awareness than it may have been
credited with – especially in regard to the marketing techniques that can be
harnessed by esports orgs. And as such it is an important that we are aware of
how far kpop-isation of esports should be allowed to go before someone steps in
and starts monitoring or draws some sort of rule on what is too far. We already
have witnessed what ‘too far’ has looked like in kpop, there is a template already
of where to draw the line, where things have crossed the line, and potential
solutions to stop the line being crossed/reverse certain pieces of damage that
have been done. There isn’t an excuse to let kpop-isation in esports fall down
the same rabbit hole that mainstream kpop has been known to fall into.
Kpop-isation can be harmless from both the fan and org side, but as it becomes
more prominent, there is a need for audiences to be more aware of it and the
potential pitfalls if the line is crossed – especially if there is no
contingency plan on how to return from crossing that line.
But because we are a solution blog here, I'm going to give a
few potential solutions/rules to where I personally would want to see
kpop-isation in esports go and where we should be looking to avoid it
stretching. Firstly, before anyone asks what my marketing background is –
absolutely nothing, I doodle and write, I'm not a marketing expert or
professional but I still want to give some suggestions because we don’t purely
critique on this blog. Ok because I'm really conscious how long this article is
getting, I’ll highlight a few suggestions/solutions rather than go back over
the entire blog thus far. First of all, drop the thirst trap ‘jokes’ and
sexualisation in general, and that is directed towards everyone, don’t pick it
up, don’t go down that path, it’s not cool. Yes, that is from a western
perspective but while it might create more engagement – especially in the short
term, it really isn’t appropriate, especially not for the players that are still
incredibly young (and as the age of pro players gets younger, this whole fad of
thirst traps needs to be avoided). Next up, kpop-isation needs to stay in the
direction of wholesome content and cool graphics for matches, avoid the
sexualisation, avoid creating the perfect significant other / personas for pro
players to exist within – and allow them to have their actual personality shine
through on stage. I’m not at all against the idea of promotional photocards,
lightsticks, fan signs/banners, etc. just please a thousand times don’t start
sending it down to ‘edgy player… wholesome best friend player…’ persona boxes,
I’d like to think no one would do this but seeing as those are huge aspects of
kpop marketing and kpop-isation is becoming more prominent in esports it felt
worth repeating. Sadly, I have no solution for fans waiting outside training
grounds and gaming houses, aside from saying don’t publish the important locations
which isn’t always feasible (and is wholly unrealistic) as well as the fact
this still may not solve the issue.
So that’s all I have for you today, I hope you enjoyed this
blog, it was interesting to compare two seemingly different industries and
notice just how much crossover has been appearing, and if any orgs would like
to create lightsticks – I will be paying for one more than happily >.<
Thanks for reading and see you on the next blog!
Byeeeeeeee ʕ •ᴥ•ʔ
Notable Sources of Information –
Gumayusiseonsu’s Twitter thread/poll on the kpop-isation of
esports –
https://twitter.com/gumayusiseonsu/status/1557291956006694912?s=20&t=rzNgstY9W8BoYp4GyN4paQ
Ashely Kang’s Twitter thread on T1’s exlucisve membership
server –
https://twitter.com/AshleyKang/status/1559211107260469248?s=20&t=sRlCoCTNMvOUPdrdBUn04Q
T1’s Twitter post on fans waiting outside of training
grounds and gaming houses –
https://twitter.com/T1LoL/status/1556845223610912769?s=20&t=sRlCoCTNMvOUPdrdBUn04Q
Boy Group Marketing 101: The Perfect Boyfriend YouTube –
https://www.youtube.com/watch?v=42pVzhmzras
Is It Possible To Fall In Love With An Idol? Quora thread –
https://www.quora.com/Is-it-possible-to-fall-in-love-with-an-idol
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