Fighting games are obviously a big one for many people, and the solution to it seems simple to me.
The origins of frustration for average home players losing in online fighting game matches is the binary win/loss dichotomy, and lack of persistent progression towards something tangible.
The solution that seems logical to me is to expand on some of the progression and stats point systems already included in some fighting games.
If instead of being strictly divided into "You win" and "You lose", the game could evaluate how much life you took from your opponent, if you got a round off, not getting perfected, landing a high combo, etc. and gave positive feedback and some degree of reward for doing that, or for doing specific challenges mid match, which once again, is already a part of multiple fighting games.
So then what else should be done, if fighting games nowadays still let you slowly progress in a points amount even from losses? Make those points matter with meaningful content rewards. This is probably the hardest part for a developer to implement.
Most tangible "content" that you can actually earn for perseverance in playing a fighting game, or even for doing well (online) is just titles and icons for your profile as bragging rights. Some games let you unlock cosmetics, however that brings me to my point, the key thing that would need to change and probably won't be changed by developers.
In both cases above where you can get cosmetics through in game points that are earned independent of W or L, there are other contents besides them that are locked by a paywall.
Chinese free to play fighting game Xuan Dou Zhi Wang (currently in closed beta) allows you to purchase characters, with new ones still being added, and costumes for them via in game points. I believe this business model has the potential to increase the appeal of fighting games by allowing players who lose to still progress towards a meaningful reward for not giving up after seeing "YOU LOSE" on their screen. The biggest problem, is of course that it is unreasonable to expect developers to change their current model of making post release content, cosmetic or otherwise, payed content exclusively.