Fortnite And Spotify Case Study Flashcards

(51 cards)

1
Q

Who owns Fortnite?

A

Epic Games

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2
Q

When was Spotify founded

A

23 April 2006

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3
Q

Who founded Spotify

A

Daniel Ek and Martin Lorentzon

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4
Q

How many monthly users in 2024 for Spotify

A

675 million

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5
Q

How many paying subscribers on Spotify in 2024

A

263 million

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6
Q

How is convergence demonstrated in Spotify

A

TikTok and Spotify playlist integration

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7
Q

What does TikTok’s integration with Spotify impact

A

Blurs the line between traditional media and user-generated content

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8
Q

How is audience engagement shown on Spotify?

A

Algorithm-driven content, recommendations and mood playlists

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9
Q

How does Zuboff’s surveillance capitalism relate to audience engagement on Spotify

A

Collecting user data, engagement shaped through personal recommendations

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10
Q

What are the IDC of collecting user data and engagement through personalised recommendations

A

Concerns on user autonomy, data privacy and ethical boundaries and users engage passively with what they consume

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11
Q

How is globalisation shown on Spotify

A

Dominance of Western music on Spotify’s global charts

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12
Q

How does Chomsky and Herman’s propaganda model relate to the nature of globalisation in Spotify

A

Control of distribution reinforces cultural hegemony, challenging cultural diversity since streaming platforms prioritise global hits

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13
Q

How is the changing media ownership and distribution shown on Spotify

A

Reshaping the music industry and revenue distribution

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14
Q

How does Hesmondhalgh’s cultural industries relate to the changing media ownership and distribution

A

Digital platforms reshape media ownership and artist revenue

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15
Q

What are the IDC of changing media ownership and distribution in Spotify

A

Shift from artist revenue to platforms revenue reduces financial power

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16
Q

How is the representation of public and private personae shown in Spotify

A

AI generated playlists based on mode activity

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17
Q

How does Hall’s encoding/decoding relate to the representation of public and private personae in Spotify

A

Texts are interpreted on context and cultural positioning

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18
Q

What are the IDC that relate to the representation of public and private personae in Spotify

A

Curate nature of identity and emotional manipulation through algorithm-driven music selection

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19
Q

How is the relationship between software, hardware and audiences shown in Spotify

A

Smart speakers in music consumption

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20
Q

How does McLuhan’s medium is the message relate to the relationship between software, hardware and audiences in Spotify

A

Form of media delivery shapes audiences behaviour more than content

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21
Q

What is the IDC of relationship between software, hardware and audiences on Spotify

A

Changes how audiences access music, chirping from active selection to passive listening, relating to convenience culture

22
Q

How is the impact of developing technologies on media language shown in Spotify

A

Shorter song lengths and looping

23
Q

How does Pelly’s Mood Machine relate to the impact of developing technologies on media language in Spotify

A

Platforms dictate music structures, encouraging background listening

24
Q

What is the IDC of the impact of developing technologies on media language in Spotify

A

Affects the way artists create music, replaced by formulaic stream friendly background listening

25
How are the changing modes of reception and their impact of audiences shown in Spotify
Shift from music ownership (CDs) to subscription streaming
26
How does Hall’s encoding/decoding model relate to changing modes of reception and impact on audiences in Spotify
Audience interpretation influenced by media formats
27
28
What is the IDC of the changing modes of reception and impact on audiences
Alters how audiences value and engage leading to passive listening, raises the debate whether digital convenience enhances or diminishes cultural appreciation
29
How is the impact on society of technological change shown in Spotify
Spotify wrapped and data-driven engagement
30
How does Zuboff’s surveillance capitalism relate to the impact on society of technological change
User behaviour is monetised and turned into a product
31
What is the IDC of the impact on society of technological change in Spotify
Ethical concerns on privacy, transparency and data commodification
32
How is audience engagement with evolving media environments in Fortnite
Metaverse platform, hosting live concerts like Travis Scott and film previews like Tenet
33
How does Hall’s reception theory relate to audience engagement in Fortnite
Players interpret Fortnite as a competitive game, a social space or cultural phenomenon
34
What is the IDC of audience engagement with evolving media environments in Fortnite
Challenges traditional gaming definition because of its interactive social spaces, raising debates about the impact of virtual worlds on real world interactions
35
What is the convergence of PCT and MCT in Fortnite
Merges gaming with social media, live streaming and in-game purchases
36
How does Baudrillard’s Hyperreality relate to PCT and MCT
Blend of reality and simulation makes virtual concerts and brand crossovers feels as significant as real-world events
37
What is the IDC of PCT and MCT for Fortnite
Metaverse VS reality, critics argue that virtual consumerism normalises digital spending
38
How is the impact on society of technological change including the collection and sharing of information and data shown in Fortnite
Epic Games collects vast amounts of player data to personalise experiences and drive microtransactions
39
How does Chomsky and Herman’s propaganda model relate to the impact on society of technological change including Fortnite
Fortnite relies on data monetisation, raising ethical concerns about player surveillance
40
What is the IDC of the impact on society of technological change on Fortnite
Business model depends on player engagements and spending patterns, digital capitalism
41
How is the nature of globalisation and the response of audiences and institution shown in Fortnite
Available in over 100 countries, adapting skins and events to global cultures, like Marvel
42
How does Lanier’s critique of digital platforms relate to the nature of globalisation in Fortnite
Operates like a behaviour modification empire, keeping users hooked through psychological design and algorithmic rewards
43
What is the IDC of nature of globalisation in Fortnite
Global gaming franchises promote Western pop culture at the expense of regional gaming identities
44
How is the changing nature of media ownership shown in Fortnite
Free to play but monetised through skins, battle passes and in-game events
45
How does Chomsky and Herman’s propagande model relate to the changing nature of ownership in Fortnite
Even as Epic Games fight tech monopolies, Fortnite is a profit-driven ecosystem, shaping player spending
46
What is the IDC of Fortnite being a profit-driven ecosystem
Does its micro transaction model encourage addictive spending behaviours
47
How many Fortnite registered users in 2024
650 million
48
On average, how many Fortnite players played in a day in 2023?
1.1 million
49
What happened to Spotify in June 2023?
Fined for breaching EU’s data protection rules
50
For how much was Spotify fined for breaching EU data protection rules?
5.4 million dollars
51
Why was Spotify fined for breaching EU data protection rules?
Not properly informing users on how data it collected on them was being used