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"Of course, there's still room for improvement in the fighting game community. Even while doing impressive things in the realm of racial diversity, the FGC shares a burden with the rest of eSports when it comes to another diversity-related issue, one that plagues all of gaming.
If you attend any sizable fighting game tournament, you'll notice two things about the crowd almost immediately. The first is the presence of virtually every race under the sun. The second is the almost complete lack of women. The unfortunate result of this gender imbalance is a negative feedback loop; because there's not very many women in the FGC already, it's not easy for women to enter the FGC. In many ways, it's the same problem Cannon faced in the StarCraft community.
To make matters worse, the FGC has also had a bit of a rocky history with gender politics. Perhaps most prominent among the FGC's run-ins with gender issues is an incident that took place in early 2012. Capcom was in the middle of running a Twitch-streamed fighting game reality show called Cross Assault as part of its promotion for the upcoming release of Street Fighter X Tekken. During the show's fifth day of competition, Twitch community manager Jared Rea broached the subject of the often coarse language used during fighting game competition, and questioned whether such unwelcoming vernacular was something that should be part of the FGC. One competitor on the show, Aris Bakhtanians, replied that trash-talking (and particularly sexual harassment) was an integral part of the FGC.
"The sexual harassment is part of the culture," Bakhtanians claimed. "If you remove that from the fighting game community, it's not the fighting game community ... it doesn't make sense to have that attitude. These things have been established for years."
Bakhtanians' statements, combined with the general language used throughout the matches showcased during the Cross Assault competition, highlighted a problem with the FGC's general attitude toward women. As one would expect, the backlash against this series of events was sizable, and the whole affair led to Capcom apologizing for its role in the proceedings.
One of only two women who competed on Cross Assault, Miranda "Super Yan" Pakozdi, forfeited her next match in order to leave the show immediately after Bakhtanians' comments were streamed. The incident remains a black mark on the reputation of the FGC, and to some it is still indicative of the community's general attitude toward women.
As UltraDavid mentioned in his editorial, "The fighting game scene is the oldest competitive video gaming community, old enough to have its roots in an American culture that clung strongly to the view that video games were the exclusive domain of young men. Arcades weren't for girls, and they looked like it."
Inevitably, this has hampered the ability of women to enter and feel at home within the FGC. As it stands, there are only a handful of women who can be counted as serious competitive players; a generous estimate puts this number at around half a dozen.
One of the most well-known female fighting game competitors is French Soulcalibur and Street Fighter player Marie-Laure "Kayane" Norindr. She's been playing in fighting game tournaments for over a decade, and is a regular sight on the European tournament circuit. In the aftermath of 2012's Cross Assault debacle, she was interviewed by GameSpot about her experiences as a woman in the FGC.
"When I became a young woman around the time I was 16, people stopped criticizing me about my age and began criticizing my gender," says Kayane, who began playing competitively at a very young age. "Because I was in the media a lot during that time, many people said it was because I was a woman rather than the fact that I was good at these games."
It's easy to see how women can end up attracting this kind of negative attention in a community with such a small group of female players, and the most viable solution seems to be to increase the presence of women at the FGC's largest and most prominent events. Fortunately, as gaming continues to become an increasingly mainstream — and gender-agnostic — activity, it's possible that the FGC (and other eSports communities) will see an increase in their representation of women as well."
The whole article is a great read:
WHY THE FIGHTING GAME COMMUNITY IS COLOR BLIND
Emblem Lord @Darknid it would be smart to get a better understanding of these concepts before posting.
If you attend any sizable fighting game tournament, you'll notice two things about the crowd almost immediately. The first is the presence of virtually every race under the sun. The second is the almost complete lack of women. The unfortunate result of this gender imbalance is a negative feedback loop; because there's not very many women in the FGC already, it's not easy for women to enter the FGC. In many ways, it's the same problem Cannon faced in the StarCraft community.
To make matters worse, the FGC has also had a bit of a rocky history with gender politics. Perhaps most prominent among the FGC's run-ins with gender issues is an incident that took place in early 2012. Capcom was in the middle of running a Twitch-streamed fighting game reality show called Cross Assault as part of its promotion for the upcoming release of Street Fighter X Tekken. During the show's fifth day of competition, Twitch community manager Jared Rea broached the subject of the often coarse language used during fighting game competition, and questioned whether such unwelcoming vernacular was something that should be part of the FGC. One competitor on the show, Aris Bakhtanians, replied that trash-talking (and particularly sexual harassment) was an integral part of the FGC.
"The sexual harassment is part of the culture," Bakhtanians claimed. "If you remove that from the fighting game community, it's not the fighting game community ... it doesn't make sense to have that attitude. These things have been established for years."
Bakhtanians' statements, combined with the general language used throughout the matches showcased during the Cross Assault competition, highlighted a problem with the FGC's general attitude toward women. As one would expect, the backlash against this series of events was sizable, and the whole affair led to Capcom apologizing for its role in the proceedings.
One of only two women who competed on Cross Assault, Miranda "Super Yan" Pakozdi, forfeited her next match in order to leave the show immediately after Bakhtanians' comments were streamed. The incident remains a black mark on the reputation of the FGC, and to some it is still indicative of the community's general attitude toward women.
As UltraDavid mentioned in his editorial, "The fighting game scene is the oldest competitive video gaming community, old enough to have its roots in an American culture that clung strongly to the view that video games were the exclusive domain of young men. Arcades weren't for girls, and they looked like it."
Inevitably, this has hampered the ability of women to enter and feel at home within the FGC. As it stands, there are only a handful of women who can be counted as serious competitive players; a generous estimate puts this number at around half a dozen.
One of the most well-known female fighting game competitors is French Soulcalibur and Street Fighter player Marie-Laure "Kayane" Norindr. She's been playing in fighting game tournaments for over a decade, and is a regular sight on the European tournament circuit. In the aftermath of 2012's Cross Assault debacle, she was interviewed by GameSpot about her experiences as a woman in the FGC.
"When I became a young woman around the time I was 16, people stopped criticizing me about my age and began criticizing my gender," says Kayane, who began playing competitively at a very young age. "Because I was in the media a lot during that time, many people said it was because I was a woman rather than the fact that I was good at these games."
It's easy to see how women can end up attracting this kind of negative attention in a community with such a small group of female players, and the most viable solution seems to be to increase the presence of women at the FGC's largest and most prominent events. Fortunately, as gaming continues to become an increasingly mainstream — and gender-agnostic — activity, it's possible that the FGC (and other eSports communities) will see an increase in their representation of women as well."
The whole article is a great read:
WHY THE FIGHTING GAME COMMUNITY IS COLOR BLIND
Emblem Lord @Darknid it would be smart to get a better understanding of these concepts before posting.