Competition, Legitimacy, and the Moral Economy of Merit in Gamer Subculture: The Case of Super Smash Bros. Ultimate in Spain

Authors

DOI:

https://doi.org/10.24137/raeic.13.26.6

Keywords:

gamer subculture, Super Smash Bros. Ultimate, participatory culture, esports, digital identity, moral economy of merit, networked communities

Abstract

Over the past decades, geek subcultures have shifted from cultural marginality to increasing centrality within digital media ecosystems. This article examines the Spanish competitive community of Super Smash Bros. Ultimate (SSBU) as a case study to explore how identity, legitimacy, and belonging are constructed within a contemporary gamer subculture. Adopting a sociocultural and communicative perspective, the study employs a qualitative approach based on 14 in-depth interviews with high-level players from the national competitive circuit. The findings show that competitive identity is built upon a prior fan identity and consolidated through self-identification with a main character that operates as a performative extension of the player. Competition functions as a productive cultural practice sustained by shared match analysis, informal mentorship, and the ritualization of offline tournaments, where visibility and recognition are collectively negotiated. At the same time, a tension emerges between dominant meritocratic narratives and structural constraints related to resources, access, and public exposure. The concept of a “moral economy of merit” is proposed to interpret how symbolic recognition circulates within this hybrid ecosystem situated between leisure, cultural production, and aspirational professionalization. The study contributes to rethinking esports as an expression of “the other” cultural industry.

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Author Biographies

  • Ruth S. Contreras Espinosa, Universitat de Barcelona (UB)

    Ruth S. Contreras-Espinosa es profesora Serra Húnter e investigadora en la Universitat de Barcelona. Es doctora en Ingeniería Multimedia por la Universitat Politècnica de Catalunya y su trabajo se centra en los game studies, el diseño UX/UI, la gamificación, la cultura digital, la inteligencia artificial y el aprendizaje mediado por tecnologías.

    Ha coordinado y participado en proyectos internacionales de investigación vinculados a videojuegos, comunicación, culturas participativas y transformación digital entre Europa y Latinoamérica. Es autora y coautora de varios artículos científicos, libros y ponencias internacionales sobre videojuegos, esports, alfabetización mediática, narrativas transmedia e inteligencia artificial aplicada a la comunicación. Entre sus líneas recientes de investigación destacan los estudios sobre el uso de la IA por profesionales de la comunicación, videojuegos y desinformación.

    Asimismo, ha colaborado como evaluadora para agencias académicas y científicas como A3ES y la Agencia Estatal de Investigación (AEI), promoviendo enfoques interdisciplinarios y de impacto social en investigación y docencia. Es cofundadora de DiGRA México, asociación dedicada al impulso de la investigación en videojuegos y medios interactivos. Embajadora de Women in Games.

  • Pau Insa Fajardo, Universitat de Barcelona (UB)

    Pau Insa Fajardo is a Junior Game Designer at UPLAY Online SL, where he previously worked as a QA Tester, gaining experience in quality assurance, gameplay testing, bug reporting, and production workflows within professional game development environments. He holds a degree in Video Game Production and Development from ENTI-UB School of New Interactive Technologies, a center affiliated with the Universitat de Barcelona.

  • Jose Luis Eguia Gomez, Universitat Politècnica de Catalunya (UPC)

    José Luis Eguía Gómez, holds a PhD in Interactive Digital Communication and is a lecturer and researcher affiliated with the Polytechnic University of Catalonia. His academic career focuses on interactive communication, design, multimedia technology, video games, gamification, and digital learning. He has taught subjects related to human factors, the fundamentals of design, and multimedia image and technology, particularly within the Catalan university context.

     

    As a researcher, he has been part of the Computer Science in Engineering Group at UPC and the Digital Games Research Association, developing a line of work related to digital games, education, and media literacy. His publications include studies on video games as educational tools, gamification in university classrooms, digital games from teachers’ perspectives, and projects aimed at combating misinformation through game-based resources.

     

    His profile combines academic experience, applied research, and expertise in interactive design, offering an interdisciplinary perspective across communication, technology, education, and digital culture.

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Published

2026-08-06

How to Cite

Competition, Legitimacy, and the Moral Economy of Merit in Gamer Subculture: The Case of Super Smash Bros. Ultimate in Spain. (2026). Revista De La Asociación Española De Investigación De La Comunicación, 13(26), raeic132606. https://doi.org/10.24137/raeic.13.26.6