Situating the appeal of Fortnite within children's changing play cultures

Marcus Carter, Kyle Moore, Jane Mavoa, Heather Horst, Luke Gaspard

Research output: Contribution to journalArticlepeer-review

33 Citations (Scopus)

Abstract

Fortnite is a massively multiplayer online "battle royale" game that rapidly grew in 2018 to become one of the most popular digital games in the world, with a reported peak of 10.8 million concurrent players and 250 million registered players in March 2019. Based on 24 interviews with young people aged 9-14 (17 boys and 7 girls), this article sets out to provide an account of the appeal and experience of Fortnite. While it is impossible to pinpoint exactly why Fortnite has been such a phenomenal, global success, in this article, we argue that its appeal can be better explained by its intersections with YouTube and game livestreaming, the way the game acts as a vehicle for social capital and the performance of identity, and the rich sociality of play.
Original languageEnglish
Pages (from-to)453-471
Number of pages19
JournalGames and Culture
Volume15
Issue number4
DOIs
Publication statusPublished - 2020

Keywords

  • Fortnite Battle Royale (game)
  • Internet games industry
  • YouTube (electronic resource)
  • children

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