1 “We Esports Now”? Cultural Differences Between the Fighting Games Community and Other Esports Communities Helen Tang Keywords Esports, fighting games, GLOBE Project, culture, competitive gaming Author Biography Helen Tang is a Master’s student at SMU Guildhall, a game development school. She is studying video game production and has a strong interest in esports, having been involved in it since 2013. Elizabeth Stringer, MEd is a faculty member with the Guildhall at Southern Methodist University, Plano, TX 75024 USA (
[email protected]). Abstract This study adapts the extensively used GLOBE cultural survey to compare different esports community cultures. Because of their arcade origins, the fighting games community (FGC) regards themselves as culturally unique and has many customs not found in other esports communities. This study found that the FGC and other esports communities differ in the specific cultural dimensions of Assertiveness, Humane Orientation, Institutional Collectivism, and Power Distance. They were similar in the Performance Orientation dimension. 2 Introduction Esports is defined as professional, competitive gaming, where players or teams compete against one another in organized competition for championship titles or money (Newzoo, 2019). There are many different game genres within esports, such as battle royales, first-person shooters, card games, multiplayer online battle arenas (MOBAs), and fighting games (Hitt, 2019). The top four esports games of 2019, by prize money, were Fortnite, Dota 2, Counter- Strike: Global Offensive, and PlayerUnknown’s Battlegrounds (Hitt, 2019). Global esports market revenue is significant, valued at $1.1 billion in 2019 (Pannekeet, 2019). One of the least profitable esports genres is fighting games, played by a niche group called the fighting games community (FGC), which first emerged in arcades.