Fortnite Flashcards
(11 cards)
Product Context
Produced by Epic Games, launched July 2017, free-to-play multiplayer games across platforms.
Comprises Fortnite: Battle Royale, Save The World, and Creative modes.
Fortnite: Battle Royale is the most successful F2P game, earning $1.2B in 10 months.
Game went free-to-play in Sept 2018; revenue hit £2.4B in 2018.
Contributed to Epic’s growth from $825M (2012) to $5.8B (2018).
Won ‘Best Ongoing Game’ by PC Gamer and IGN (2018).
Gameplay
100 players dropped onto an island to fight to the death.
Players gather materials, build forts, and avoid encroaching storm zones.
Mix of battle gameplay (like PUBG) and construction elements (like Minecraft).
Social & Cultural Context
Global gaming industry has grown rapidly with 1.8B gamers in 2014.
Diverse demographics: 28% under 18, 23% over 50, 66% male / 44% female (USA, 2018).
Gaming is now highly social and connected through multiplayer and streaming.
Rise of eSports – competitive gaming as spectator events on platforms like Twitch.
New Technology and Convergence
Cross-platform and cross-device gameplay enhances accessibility.
Use of Unreal Engine enables development and custom content creation.
Cross-media convergence: collaborations with Marvel, Godzilla, and streaming on Twitch.
Celebrity tie-ins with figures like Drake and Ben Simmons.
Epic Games as an Institution
Founded by Tim Sweeney in 1991, began in his parents’ house.
Owns Chair Entertainment and Cloudgine; has global studios.
Tencent owns 42% stake (acquired in 2012).
Unreal Engine recognized as most successful game engine (Guinness, 2014).
Funding and Prodit Models
Operates under Games as a Service (GaaS) with ongoing revenue from in-game purchases.
Uses microtransactions for cosmetic upgrades (skins, emotes).
Offers battle passes and seasonal content to incentivize purchases.
V-bucks used for purchases – earnable or buyable with real money.
Regulations
UK uses PEGI rating system – Fortnite rated PEGI 12 for mild violence.
Concerns more focused on addiction than violence.
Audience: Historical and Political Context
Moral panics over screen time, addiction, and youth engagement.
Game seen as less violent and more inclusive than others (e.g., GTA).
Random assignment of skins promotes diversity.
Main concern: addiction, cited by teachers, parents, celebrities.
Targeting Audiences
Diverse audience: 78% male, 22% female, 53% aged 10–25, 42% in full-time work.
Cartoon graphics and building mechanics appeal to younger players.
Rise of gamer celebrities like Ninja (10M+ subs, earns $500K+/month).
Inclusion of rappers, NBA stars, and female streamers increases appeal.
Seasonal updates mimic long-form TV drama structure.
Audience Responses
Gameplay promotes interactivity, creativity, and collaboration.
Fortnite: Creative and access to Unreal Engine enhance engagement.
Audience is active, not passive – create, share, and customize.
Theoretical Perspectives
Uses and Gratifications: escapism, catharsis, and social interaction.
Dyer’s Star Theory: celebrity involvement contributes to identity formation.