Winning doesn't mean anything if it's not possible to lose, but "not meaning anything" is these assholes' entire life strategy. They're trying to create a 100 percent win record at the expense of those numbers meaning something. For example, they've also satisfied 100 percent of all their past lovers, but that's because they know exactly where to touch themselves, and because someone whose idea of satisfaction is cheating to win at Mario Kart is incredibly easy to please. Note that I'm not calling all video gamers virgins. In 2013 that would be like calling all car owners scared of horses. But the sort of person who'd pull out rather than let someone else even enjoy Mario Kart is not the sort of person who has a lover.
"She's just mad because I always come first."
This problem is so endemic that every online game is defined by whether it punishes disconnectors. If it doesn't, it sucks, because it's impossible to win. Which means modern games have to work out how to be fun, administer millions of simultaneous connections, AND engineer a way to punish snowflakes so bubble wrapped that they can't even handle losing at make-believe.