Depends on how you define 'The Hobby'
If your speaking strictly of RPGs, these games are naturally played with a circle of your close friends and the occasional new player who one of the players in your group knows. (one of the main reasons RPGs have trouble finding new players, in my opinion)
But if you define the hobby as rpgs, wargames, and card games, then FLGS plays an important role in the hobby. Competive hobby games allow gamers a way to play more casually or take a break from long-term RPG campaigns. These other avenues still support our interests, while also giving us a place to participate in activities with other gamers who we aren't close with. The FLGS gives gamers a gathering place to play Magic or Warhammer (for example) without inviting strangers into their home, and gives them greater resources for terrain, play space, tournaments, and other face to face social events that the internet cannot provide. Then from the players of these games, a gamer might met other people to role play with.
For the pure role player, you may not see the FLGS as essential to the survival of the hobby, but you need to look at the whole ecology of our industry and realize that without game stores, CCGs and Wargames would have a very difficult time surviving, and without those games the distribution of ALL hobby products is difficult to maintain. Bottomline - rpgs would lose the ability to be manufactured and shipped in a printed form, pushing the role playing market completely onto the internet and gamers would only find each other through chat, forums or their own limited social circles, having no centralized gathering place acting as a 'watering hole' for them.
Even worse, I feel, is with that event the quality of roleplaying products goes down the tubes COMPLETELY for those of us who prefer printed products over PDFs or software.
I may not have learned to role play from a FLGS, but because of them they have kept my interest in multiple products and allowed me to meet others who play the same games.
And one other point I would like to add, that this poll is unintentiaonlly misrepresenting the facts of our hobby. According to industry demographics, most current rpgers learned to play BEFORE (during the 80's basically) the CCG boom (which happened in the 90's) that gave birth to the current game store model. The truth is, the RPG market is aging faster than it is pulling in new, younger players due to the very nature of how the game is played. Because role players rarely play outside their group of friends and a successful game requires a good DM to run, roleplaying has many factors stacked against it to keep it a growing industry, compared other hobby or video games (which allow you to play without a referee and with or against anyone regardless of their age).
My two cents, thanks for listening...err reading :/
Nate