Welcome Mat vs. Velvet Rope: How Anime and Gaming Handle Their Newcomers Couldn't Be More Different
Photo: Lone Hunter, CC BY 3.0, via Wikimedia Commons
Picture two scenarios. In the first, a college freshman stumbles into a local gaming club, mentions they just started playing Elden Ring, and within twenty minutes they've got three people offering to co-op with them, a Discord invite, and a handwritten list of other FromSoftware titles to try next. In the second scenario, that same freshman wanders into an anime discussion thread, admits their favorite show is Demon Slayer, and gets met with a wall of "Oh, so you haven't seen Legend of the Galactic Heroes?" energy that makes them feel like they accidentally showed up to a PhD defense in flip-flops.
Same hobby-adjacent culture. Completely different vibe. And the gap between those two experiences says a whole lot about where both communities are headed.
The Anime Fandom's Complicated Relationship With Its Own Front Door
Anime gatekeeping in America isn't new — it's practically a tradition at this point. For decades, being an anime fan meant enduring real social stigma, hunting down VHS fansubs, and explaining to your parents why you were watching "Japanese cartoons." That shared suffering created a kind of bonding glue. Fans who went through the struggle developed an identity built around how hard they worked to love this stuff.
Fast forward to 2024, and anime is everywhere. Crunchyroll has millions of subscribers. Jujutsu Kaisen merchandise sits in Hot Topic next to Marvel hoodies. Netflix drops new seasons of popular shonen titles with the same energy it gives prestige dramas. The barrier to entry has essentially evaporated — and for a certain segment of longtime fans, that's deeply uncomfortable.
The response, consciously or not, has been to rebuild the barrier from the inside. If anyone can watch anime now, then knowing anime becomes the new admission ticket. Suddenly it matters whether you've seen Neon Genesis Evangelion, whether you know who Satoshi Kon is, whether you can debate the merits of the original Fullmetal Alchemist versus Brotherhood. These aren't bad conversations to have — they're genuinely great ones — but they get weaponized as litmus tests rather than offered as invitations.
The result? Newcomers who might've become lifelong fans get the message early that they're not really welcome until they've done their homework. And a lot of them just... don't bother.
Meanwhile, Gaming Communities Are Basically Running Orientation Week
Flip over to gaming culture and the dynamic is almost reversed. Speedrunning communities, which you might expect to be the most gatekeep-y given how technical and skill-intensive they are, have become some of the most aggressively welcoming spaces in all of fandom. GDQ events celebrate runners of every skill level. Subreddits dedicated to specific games routinely see top players offering detailed breakdowns to total beginners, not because they have to, but because growing the community is seen as genuinely good for everyone.
Esports organizations have built entire infrastructure around onboarding. Collegiate leagues, beginner brackets, mentorship programs — the competitive gaming world has figured out that a bigger talent pool makes the whole ecosystem more interesting. Even notoriously "toxic" games like League of Legends have made visible, if imperfect, efforts to clean up beginner experiences because they understand that new players are the lifeblood of the game's future.
The difference in philosophy is striking. Gaming communities tend to operate on the assumption that you will get better, and helping you get there is a worthwhile investment. Anime communities, at their worst, operate on the assumption that you need to already be knowledgeable to deserve a seat at the table.
Why the Gap Exists — And It's Not as Simple as "Gamers Are Nicer"
Let's be real: gaming communities have their own toxicity problems, often serious ones. But the structural attitude toward newcomers trends positive in ways anime fandom's doesn't always manage.
Part of it is probably commercial. Games need players to survive. A fighting game with a shrinking player base dies — literally, matchmaking becomes impossible. So developers and community leaders have economic incentives to keep the front door open. Anime, by contrast, can be consumed entirely solo. A show doesn't need you to recruit your friends to keep existing on a streaming platform. That removes one of the practical pressures toward inclusivity.
There's also something to be said about the nature of skill versus taste. Gaming has clear, measurable progression. You're bad at the game, then you practice, then you're less bad. That creates a natural mentorship pipeline — experienced players can see what a beginner needs and offer it. Anime fandom is built around taste and knowledge, which are squishier and more personal. It's harder to "help" someone have better taste, so the community dynamic defaults to judgment instead of mentorship.
And honestly? Some of it is just the lingering trauma of years of being the weird kid who liked anime. Communities that built their identity around exclusivity and shared struggle don't shed that identity easily, even when the original conditions that created it are long gone.
What Both Fandoms Can Learn From Each Other
Here's the thing though — neither community is purely one thing. There are incredibly warm, generous corners of anime fandom where veterans genuinely love introducing newcomers to hidden gems without a single ounce of condescension. And there are gaming spaces that are absolutely nightmarish for anyone who isn't already fluent in the culture.
But the default experience matters. First impressions stick. And right now, the default experience of showing up new to anime fandom too often involves an invisible pop quiz, while showing up new to a gaming community too often involves someone actually trying to help you.
For anime fandom specifically, the stakes are real. The audience for anime in the US is larger than it's ever been, but whether those casual viewers convert into dedicated, long-term fans depends heavily on whether the existing community makes space for them. Gatekeeping might feel like protecting something sacred, but in practice it often just means handing potential fans over to other hobbies that make them feel less stupid for not already knowing everything.
For gaming communities, the lesson is simpler: keep doing the thing that's working, and stay conscious of the ways toxicity can creep back in through the side door even when the front door is wide open.
The Velvet Rope Doesn't Protect Anything
At the end of the day, both anime and gaming are better when more people genuinely love them. A fandom isn't a private club — or at least, it shouldn't be. The energy that longtime fans spend policing who counts as a "real" fan could go toward something way more fun: sharing the stuff they love with people who are just starting to discover it.
The speedrunner who spends an hour teaching a beginner routing tricks isn't losing anything. The anime veteran who recommends Paprika to someone who just finished Your Name without adding "but did you even watch the Satoshi Kon deep cuts" is doing something genuinely generous. And both of those things build communities that actually last.
Welcome mats are better than velvet ropes. Turns out that's true whether you're talking about pixels or animation cels.