There’s more to Fighter-games than shooting fireballs across the screen, acrobatic kicks, gravity defiant uppercuts, & what not. Fundamentally, Fighter-games are a computerized exploration of organisms as they mandate a bare minimum of 2 avatars for on-screen interactions. To put things in Mickey Mouse terminology, Fighter-games are made to have their environments prioritize character exploration & not the other way around (characters utilized to prioritize environmental exploration).
Street Fighter II became a popular sensation not only because it’s the most influential game for its’ respective genre [Fighter-games] but also because the revolutionary videogame itself was published at a time when the World Wide Web itself was still at the developmental stage of a popular sensation; paradoxically, the learning experience(s) we obtain from developing or playing Fighter-games, can be easily applied to non-combative interactions:
- Development of newly peer-to-peer connections & enhancement of long-established peer connections
- Intersection of job applicants & prospective employers
- Professional connection between an employee & their respective employer
- Ties of kinship
- Educational bond between teachers & students
- The transactional connection between a business & it’s customers
- Professional connection between a public official & their constituents
- Connection between bloggers & their readers
There’s more examples unmentioned on this list but you get the picture at this point; if you ask anyone you are interpersonally connected to about Street Fighter II, they have most probably heard about the videogame & this isn’t a cute coincidence.