Video games have been, and increasingly are, a component of popular culture. With their growing popularity, their ability to generate mythopoiesis, stereotypes and language is becoming increasingly evident, as is their economic relevance and the size of their fan bases. The pandemic and the consequent increase in the use of digital media has further made this phenomenon a more and more important part of many people's lives, no longer just young or very young, increasingly extending to other socio-demographic groups, as is also evident in the growing phenomenon of nostalgia and 'retro gaming'. The well-known Street Fighter saga, as a whole, has had a very strong media, artistic and imaginative impact, just think of the fact that the franchise in question has expanded to include comics, anime, films in a trans and cross media manner. Today, communities of gamers, be they platform loyalists, nostalgic or early adopters, are a fertile field to study the role that Street Fighter 3 has had and still has in shaping imaginaries, communities, places and practices dedicated to this activity, in fact, almost 20 years after its release, the title is still played, even competitively, by specific communities in the sector, despite its apparent commercial failure. This videogame has the typical characteristics of 1990s fighting games, but the fact that it is still played has brought interesting innovations and developments, updates that run parallel to the game itself: streaming, new gaming peripherals and new communities. Gaming peripherals, necessary for tournaments, are not only space-consuming but also vintage, requiring dedicated space, skills and technical knowledge that players often learn on their own by domesticating the tool in question. Given these premises, the research intends to structure itself in an ethnographic investigation aimed at exploring the members of a community of Italian players, avid enthusiasts, numerically meagre and heterogeneous in terms of age and socio-economic background. This community has demonstrated resilience in terms of continuity, challenging the evolutionary processes of gaming, but making its own customised evolutionary transformation, partially adapting to contemporary modes of 'play'. Despite being a heterogeneous community, the places dedicated to tournaments and gatherings are for the most part located in the city of Milan, the place of choice for conducting the research, consisting of semi-structured interviews with selected individuals. With rare exceptions, these players have nurtured the existence of the community for over ten years, interacting even outside its physical space and enriching its direct and indirect knowledge of the game in question.

I videogiochi sono stati, e lo sono sempre di più, una componente della cultura popolare. Con la loro crescente popolarità, la loro capacità di generare mitopoiesi, stereotipi e linguaggio sta diventando sempre più evidente, così come la loro rilevanza economica e la dimensione della loro base di fan. La pandemia e il conseguente aumento dell'uso dei media digitali hanno ulteriormente rafforzato questo fenomeno, rendendolo una parte sempre più importante della vita di molte persone, non più solo giovani o giovanissimi, ma sempre più esteso ad altri gruppi socio-demografici, come dimostra anche il crescente fenomeno della nostalgia e del “retro gaming”. La nota saga di Street Fighter, nel suo complesso, ha avuto un impatto mediatico, artistico e immaginativo molto forte, basti pensare al fatto che il franchise in questione si è espanso fino a includere fumetti, anime, film in modo trans e crossmediale. Oggi le comunità di giocatori, siano essi fedeli alla piattaforma, nostalgici o early adopters, sono un terreno fertile per studiare il ruolo che Street Fighter 3 ha avuto e continua ad avere nel plasmare immaginari, comunità, luoghi e pratiche dedicati a questa attività, infatti, a quasi 20 anni dalla sua uscita, il titolo è ancora giocato, anche a livello competitivo, da comunità specifiche del settore, nonostante il suo apparente fallimento commerciale. Questo videogioco ha le caratteristiche tipiche dei giochi di combattimento degli anni '90, ma il fatto che sia ancora giocato ha portato interessanti innovazioni e sviluppi, aggiornamenti che corrono paralleli al gioco stesso: streaming, nuove periferiche di gioco e nuove comunità. Le periferiche di gioco, necessarie per i tornei, non solo sono ingombranti, ma anche vintage, e richiedono uno spazio dedicato, competenze e conoscenze tecniche che i giocatori spesso acquisiscono da soli familiarizzando con lo strumento in questione. Date queste premesse, la ricerca intende strutturarsi in un'indagine etnografica volta ad esplorare i membri di una comunità di giocatori italiani, appassionati accaniti, numericamente esigui ed eterogenei in termini di età e background socio-economico. Questa comunità ha dimostrato resilienza in termini di continuità, sfidando i processi evolutivi del gaming, ma realizzando una trasformazione evolutiva personalizzata, adattandosi in parte alle modalità contemporanee di “gioco”. Nonostante sia una comunità eterogenea, i luoghi dedicati ai tornei e agli incontri sono per la maggior parte situati nella città di Milano, luogo prescelto per lo svolgimento della ricerca, consistita in interviste semi-strutturate con individui selezionati. Con rare eccezioni, questi giocatori hanno alimentato l'esistenza della comunità per oltre dieci anni, interagendo anche al di fuori del suo spazio fisico e arricchendo la sua conoscenza diretta e indiretta del gioco in questione.

Costalunga, N., Varini, M., Underground resistance: Resilience and evolutions of analogue competitive videogaming: the case study of “Street Fighter 3” and the Italian Community., <<MEDIASCAPES JOURNAL>>, 2025; 2025 (25(1)): 169-189 [https://hdl.handle.net/10807/318198]

Underground resistance: Resilience and evolutions of analogue competitive videogaming: the case study of “Street Fighter 3” and the Italian Community.

Varini, Michele
Secondo
2025

Abstract

Video games have been, and increasingly are, a component of popular culture. With their growing popularity, their ability to generate mythopoiesis, stereotypes and language is becoming increasingly evident, as is their economic relevance and the size of their fan bases. The pandemic and the consequent increase in the use of digital media has further made this phenomenon a more and more important part of many people's lives, no longer just young or very young, increasingly extending to other socio-demographic groups, as is also evident in the growing phenomenon of nostalgia and 'retro gaming'. The well-known Street Fighter saga, as a whole, has had a very strong media, artistic and imaginative impact, just think of the fact that the franchise in question has expanded to include comics, anime, films in a trans and cross media manner. Today, communities of gamers, be they platform loyalists, nostalgic or early adopters, are a fertile field to study the role that Street Fighter 3 has had and still has in shaping imaginaries, communities, places and practices dedicated to this activity, in fact, almost 20 years after its release, the title is still played, even competitively, by specific communities in the sector, despite its apparent commercial failure. This videogame has the typical characteristics of 1990s fighting games, but the fact that it is still played has brought interesting innovations and developments, updates that run parallel to the game itself: streaming, new gaming peripherals and new communities. Gaming peripherals, necessary for tournaments, are not only space-consuming but also vintage, requiring dedicated space, skills and technical knowledge that players often learn on their own by domesticating the tool in question. Given these premises, the research intends to structure itself in an ethnographic investigation aimed at exploring the members of a community of Italian players, avid enthusiasts, numerically meagre and heterogeneous in terms of age and socio-economic background. This community has demonstrated resilience in terms of continuity, challenging the evolutionary processes of gaming, but making its own customised evolutionary transformation, partially adapting to contemporary modes of 'play'. Despite being a heterogeneous community, the places dedicated to tournaments and gatherings are for the most part located in the city of Milan, the place of choice for conducting the research, consisting of semi-structured interviews with selected individuals. With rare exceptions, these players have nurtured the existence of the community for over ten years, interacting even outside its physical space and enriching its direct and indirect knowledge of the game in question.
2025
Inglese
Costalunga, N., Varini, M., Underground resistance: Resilience and evolutions of analogue competitive videogaming: the case study of “Street Fighter 3” and the Italian Community., <<MEDIASCAPES JOURNAL>>, 2025; 2025 (25(1)): 169-189 [https://hdl.handle.net/10807/318198]
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