I am getting my definition from psychology. If we wish to consider Fighting Games an eSport, then sports psychology is quite apt
I think that is exactly the same as my definition, albeit in different words. A perceived lack of resources creates a situation that is seemingly insurmountable
I will extend my thoughts. When you lose a match, yes, it is frustrating. Typically, you will enter with a winning mindset and will expect to come through in the end. Not doing so is a whole other psychological issue You expected to win, but were in fact faced with a loss. At that instant, you smack your opponent with your controller and kick the TV over. Or is that just me? Anyway, the point I am getting at is where things go after the initial point of losing.
In an even match (or an unexpected loss against an inferior opponent), you should be able to cool down and break-down the match. If I had used X rather than Y. If only I had not dropped that combo. I have never seen that tech before, I need to learn to counter it. Thoughts like this are constructive and motivate you to improve. This is very much the ideal situation. In traditional sports, the coach typically facilitates this role, but in Fighting Games we typically need to rely on ourselves.
The issue comes from losing to a superior opponent, or failing to analyse your loss. If you get slaughtered, you may look at it in awe, but that is a rare and blessed person. The more likely scenario is that you stew on the loss and the frustration festers. This is when people start blaming outside factors, such as
cheap' characters orbroken’ tech (admittedly, this can sometimes be true, but they are typically excuses more often than not). Others may feel a wall between their level and their opponents’. In traditional sports, we would not pit a high school athlete against an Olympian because it will almost certainly break them and drive them from the sport. In eSports, we have no such distinction. If I jumped online, there is every chance I could come up against an Evo-competing master and be slaughtered. Another, nastier equivalent would be jumping into a Battle.net game of StarCraft and coming up against one of the Korean pros. You would be lucky to last five minutes and have no idea what hit you.
There has been a lot of talk about this from all corners of the industry. The Fighting Game community is slowly killing itself because the top-end is cutting off the fat until only the elite remain. Potential new blood is either turned away by the reputation of the genre, or will jump on for a few games, be slaughtered without a clue to why and give up. A few may ask here for advice, but may still quit soon after. Frustration to the kind described by the OP drives players away, whittling down the pool of players and ensuring that the skill-level pyramid is upside down. Rather than a large, `grass-roots’ skill level with a competitive group in the middle and the elite few on top (massive simplification, I know), we have a small pool of beginners under the weight of a large competitive group, who are being crushed by an even larger elite on top. Putting this into a sociological metaphor, imagine a society where most people are kings, a small number are landowners and the smallest minority are serfs. Without serfs to work the land, the kings will one day starve.