Situating the Appeal of Fortnite Within Children’s Changing Play Cultures

Author:

Carter Marcus1ORCID,Moore Kyle1,Mavoa Jane2,Horst Heather3,gaspard luke1

Affiliation:

1. The University of Sydney, NSW, Australia

2. The University of Melbourne, VIC, Australia

3. The University of Western Sydney, NSW, Australia

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.

Publisher

SAGE Publications

Subject

Human-Computer Interaction,Applied Psychology,Arts and Humanities (miscellaneous),Anthropology,Communication,Cultural Studies

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1. Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned Paradigms;ACM Transactions on Computer-Human Interaction;2024-06-30

2. Play value of digital play spaces: Children's voices;International Journal of Child-Computer Interaction;2024-06

3. Battle Royale, brands and the experiential video game economy;Journal of Gaming & Virtual Worlds;2024-03-01

4. The paradox of play: How Dutch children develop digital literacy via offline engagement with digital media;Journal of Children and Media;2023-12-11

5. Web3 Metaverse: State-of-the-Art and Vision;ACM Transactions on Multimedia Computing, Communications, and Applications;2023-12-11

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