Invited Talk Abstract
The fighting game community (FGC) is among the most racially diverse spaces in competitive gaming, a fact often noted but rarely explained. This presentation argues that the FGC’s demographic composition is not incidental but structural, rooted in the material conditions of access that distinguished fighting games from other competitive genres. Fighting games developed in arcades located in urban centers, requiring only a quarter and proximity to a machine. PC-based esports, by contrast, demanded expensive hardware, stable internet, and private domestic space. These different infrastructural requirements produced different player bases along predictable lines of race and class.
The presentation then examines how the professionalization of esports threatens this accessibility through what the community calls “eatsports”: the adoption of closed-bracket tournament formats, corporate sponsorship structures, and institutional norms imported from PC-based competitive gaming. Where the FGC’s open-bracket tradition allowed any player to enter and potentially upset a sponsored professional, closed formats insulate top players from grassroots competition. The tension between the community’s egalitarian, arcade-rooted origins and the economic logic of esports professionalization is a case study in how material access shapes cultural formation, and how that formation comes under pressure when the economic ground shifts.
Poster
