Culture
Professional wrestling has developed its own cultures, both internal and external.
Those involved in producing professional wrestling have developed a kind of global fraternity, with familial bonds, shared language and passed-down traditions. New performers are expected to "pay their dues" for a few years by working in lower-profile promotions and working as ring crew before working their way upward. The permanent rosters of most promotions develop a backstage pecking order, with veterans mediating conflicts and mentoring younger wrestlers. For many decades (and still to a lesser extent today) performers were expected to keep the illusions of wrestling's legitimacy alive even while not performing, essentially acting in character any time they were in public. Some veterans speak of a "sickness" among wrestling performers, an inexplicable pull to remain active in the wrestling world despite the devastating effects the job can have on one's life and health.
Fans of professional wrestling have their own subculture, comparable to those of science fiction, video games, or comic books. Those who are interested in the backstage occurrences, future storylines and reasonings behind company decisions read newsletters written by journalists with inside ties to the wrestling industry. These "rags" or "dirt sheets" have expanded into the internet, where their information can be dispensed on an up-to-the-minute basis. Some have expanded into radio shows.
Some fans enjoy a pastime of collecting tapes of wrestling shows from specific companies, of certain wrestlers, or of specific genres. The internet has given fans exposure to worldwide variations of wrestling they would be unable to see otherwise. Since the 1990s, many companies have been founded which deal primarily in wrestling footage. When the WWE purchased both WCW and ECW in 2001, they also obtained the entire past video libraries of both productions and have released many past matches online and on home video.
Like some other sports, fantasy leagues have developed around professional wrestling. Some take this concept further by creating E-feds (electronic federations), where a user can create their own fictional wrestling character, and roleplaying storylines with other users, leading to scheduled "shows" where match results are determined by the organizers, usually based on a combination of the characters' statistics and the players' roleplaying aptitude, sometimes with audience voting.
Every year, there are growing numbers of regional, national and international wrestling fan conventions, where fans can meet and converse with wrestlers and each other. These often coincide with a wrestling show featuring an all-star card filled with legends.
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Famous quotes containing the word culture:
“Let a man attain the highest and broadest culture that any American has possessed, then let him die by sea-storm, railroad collision, or other accident, and all America will acquiesce that the best thing has happened to him; that, after the education has gone far, such is the expensiveness of America, that the best use to put a fine person to is to drown him to save his board.”
—Ralph Waldo Emerson (18031882)
“The problem of culture is seldom grasped correctly. The goal of a culture is not the greatest possible happiness of a people, nor is it the unhindered development of all their talents; instead, culture shows itself in the correct proportion of these developments. Its aim points beyond earthly happiness: the production of great works is the aim of culture.”
—Friedrich Nietzsche (18441900)
“Unthinking people will often try to teach you how to do the things which you can do better than you can be taught to do them. If you are sure of all this, you can start to add to your value as a mother by learning the things that can be taught, for the best of our civilization and culture offers much that is of value, if you can take it without loss of what comes to you naturally.”
—D.W. Winnicott (20th century)