top of page

Fortnite

DALL·E 2024-09-22 16.48.19 - A vibrant pop art style image representing Fortnite and its e

Industry

The Fortnite franchise, produced by Epic Games, launched in July 2017 and has become a global phenomenon. Originally started by Tim Sweeney in his parents' garage, Epic Games has grown into a powerful institution through horizontal and vertical integration, owning various video game and software developers. The game utilizes a free-to-play model, specifically a Games as a Service (GaaS) framework, which ensures a constant revenue stream through in-game purchases. While the game is free to download, players spend real-world money on V-bucks to acquire skins, emotes, and battle passes. Remarkably, Fortnite: Battle Royale made $1.2 billion in its first 10 months, despite these purchases being purely cosmetic and not affecting gameplay.

​

Technological convergence is a key pillar of the industry's success, allowing players to switch between consoles, PCs, and mobile devices mid-game. Cross-media convergence is also prevalent, seen through synergetic partnerships with brands like Marvel and Godzilla, which introduce themed events and costumes. Additionally, Epic Games fosters an active audience by making its Unreal Engine software available for free, encouraging players to act as producers.

​

Regulation is handled in the UK by the Video Standards Council (VSC) using the PEGI rating system. Fortnite holds a PEGI 12 rating due to frequent scenes of mild violence. This rating is maintained because the violence is cartoon-like and lacks graphic gore or sexual content. However, the industry faces scrutiny regarding the addictive nature of the gameplay, with some critics comparing its engagement levels to heroin.

​

​

​

​

​

​

​

​

​

​

​

​

​

​

​

​

  1. Who is the founder of Epic Games, and where did the company begin?

  2. What is the "Games as a Service" (GaaS) model?

  3. How does Fortnite generate revenue if the base game is free?

  4. What is the function of "V-bucks" in the game?

  5. Define "technological convergence" in the context of Fortnite.

  6. Which regulatory body is responsible for Fortnite's age rating in the UK?

  7. Why did Fortnite receive a PEGI 12 rating instead of a higher one?

  8. Give an example of a synergetic brand partnership mentioned in the sources.

​

​

​

​

​​​​​​​​​​​​​​​​​

​

​

​

​​​​​

Audience

Fortnite targets a diverse and varied audience, successfully challenging the stereotype of gamers as solely young, geeky men. While 78% of the audience is male, a significant 22% are female, and the age range spans from children to those over 50. The game’s interactivity and social interaction are major draws, as players often develop alliances and friendships through collaborative gameplay. This aligns with Blumler and Katz’s Uses and Gratifications theory, specifically the needs for escapism and social interaction.

​

The rise of eSports and gaming celebrities has further expanded the audience. Professional gamers like Ninja have become aspirational role models, earning millions and attracting massive followings on platforms like Twitch and YouTube. Epic Games also utilizes non-gaming celebrities, such as Drake and Travis Scott, to reach audiences beyond the traditional gaming market. For instance, the Travis Scott in-game concert attracted fans who may have never played the game before.

​

Marketing strategies often mimic television programming, using seasons, cliffhangers, and finales to maintain engagement. This creates a "viral" buzz, as seen with the black hole event, where Epic Games deleted its social media presence to create an enigma that players discussed globally. Furthermore, the Fortnite World Cup, with a $30 million prize pool, incentivizes young players who aspire to become professional e-gamers.

​

  1. What percentage of Fortnite players are female according to the Fact Sheet?

  2. How does Fortnite challenge the traditional "geeky male" gamer stereotype?

  3. Which theory explains why players use media for escapism and social interaction?

  4. Who is Ninja, and why is he significant to the Fortnite audience?

  5. How did the Travis Scott concert help Epic Games reach new audiences?

  6. What marketing tactic does Fortnite borrow from the television industry?

  7. Describe the "black hole" event and its impact on the audience.

  8. What was the average age of contestants in the Fortnite World Cup?

​

​

​

​

​

​

​

​

​

Language

The media language of Fortnite is defined by its hybridity, fusing elements of different genres. It combines the battle royale survival element with construction mechanics similar to Minecraft, allowing players to build forts and towers. This genre fusion attracts a wider demographic than traditional fighting games. The game's visual aesthetic is notably cartoon-like, featuring bright colors and animated graphics that appeal to younger audiences.

 

Narrative language is used through the concept of seasons, which provide a structured progression of content. Each season often concludes with a cliffhanger or a major event that alters the game's map, such as a meteor strike. These events act as enigma codes, creating mystery and encouraging social media discussion. The storm is a vital gameplay mechanic and narrative device that drives players into smaller areas, forcing conflict and ensuring the game reaches a conclusion.

​

Furthermore, the game employs a specific language of customization. Skins and emotes allow players to express their personal identity, even though they do not change the player's stats. Many of these items are marketed as exclusive or limited edition, creating a sense of urgency that encourages immediate purchase. The game's interactivity is also a form of language, where the ability to deconstruct and rebuild the environment makes the player an active participant in the story.

​

​

  1. What two major genres are fused to create the hybrid gameplay of Fortnite?

  2. How would you describe the visual aesthetic of Fortnite?

  3. What role does "the storm" play in the game’s narrative and mechanics?

  4. How do "seasons" help structure the game's long-form narrative?

  5. What is the purpose of an "enigma code" in Fortnite’s marketing events?

  6. What is a "skin," and how does it relate to a player's identity?

  7. Why does Epic Games label certain items as "limited edition"?

  8. How does the construction element of the game change the way players interact?

​​​

​

​

​

​

​

​

​

​

​​​

Representation

Representation in Fortnite is unique because players are randomly assigned a character skin when they first log in. This means players do not initially choose their gender, race, or even species, which can include aliens or monsters. This mechanic helps avoid the misogyny and sexualization of female characters often found in other video games. By removing the choice, the game fosters a more diverse and inclusive environment where the player's real-world identity is hidden behind their avatar.

​

This approach has successfully attracted a high number of female players who might otherwise be put off by the sexist tropes of the industry. The presence of "Twitch Girls" and female streamers like KatyPlaysGames also provides important role models for women in the gaming community. Additionally, the random assignment of race and gender skins at the start of each round is credited with reducing levels of racism and misogyny expressed during gameplay.

​

Furthermore, Fortnite represents a shift in the portrayal of gamers. By including celebrity athletes and musicians, the game represents gaming as a mainstream, social activity rather than a niche hobby for "geeky" individuals. The collaborative nature of the game, where players work together to survive, also represents gaming as a space for teamwork and friendship rather than just solo aggression. Finally, the inclusion of non-human characters and fantastical elements reinforces the game's focus on creativity and escapism over realistic representation.

​

  1. How does Fortnite assign characters to new players?

  2. How does the game's character assignment affect gender and racial representation?

  3. Why might Fortnite be more appealing to female players than other shooters?

  4. What is one way the game avoids the "sexualization" of characters?

  5. Who is KatyPlaysGames, and why is she an important representative?

  6. How does the inclusion of celebrities like LeBron James or Drake change the representation of "gamers"?

  7. Does the game allow players to represent themselves as non-human entities?

  8. How does the collaborative gameplay style represent social interaction?

​

​

​​

​

​

​

​

​

​​

The “battle royale” concept refers to a survival-based competition in which many participants fight until only one remains. Its modern origins are most closely linked to Battle Royale by Koushun Takami, later adapted into the film Battle Royale. This story introduced key elements of the genre: a controlled arena, forced participation, limited resources, and escalating danger. The narrative also explored psychological stress and moral dilemmas, which became defining features of later battle royale stories.

​

These ideas strongly influenced The Hunger Games by Suzanne Collins. While it shares the core structure of young people fighting to survive in an enclosed arena, The Hunger Games expands the concept by adding political and social commentary. Set in a dystopian society, it emphasizes themes such as inequality, government control, and the role of media. The televised nature of the games highlights how violence can be turned into entertainment, deepening the genre’s meaning beyond simple survival.

​

The influence of battle royale continued into gaming, most notably with Fortnite. In Fortnite, players are dropped onto an island, gather weapons and resources, and compete until only one player or team remains. The game adopts core battle royale mechanics such as a shrinking safe zone and scavenging for supplies, but removes the darker narrative elements. Instead, it presents a more accessible, fast-paced, and visually stylized experience.

​

Despite their different tones, The Hunger Games and Fortnite share clear similarities. Both involve survival in a confined arena, strategic resource use, and constant threat from other competitors. Each also creates tension through unpredictability and competition. Ultimately, the battle royale genre connects them, showing how a single idea evolved from a dark novel into both a major film franchise and a global gaming phenomenon.

​

​

​

​

​

​

​

​

​

  1. What is meant by the term “battle royale” in storytelling and gaming?

  2. Which novel introduced many of the key ideas of the battle royale genre, such as a controlled arena and forced competition?

  3. Who wrote Battle Royale and what is its basic premise?

  4. How does The Hunger Games build on the ideas from earlier battle royale stories?

  5. What themes, such as politics or media, are explored in The Hunger Games?

  6. How does Fortnite use battle royale mechanics in its gameplay?

  7. In what ways are Fortnite and The Hunger Games similar?

  8. What is one key difference between the tone or purpose of Fortnite and The Hunger Games?

​

​

​

​

​

​

​

​

​

​

​

​

​

​

​

​

​

​​​​​​​​​

 

 

 

 

Creative Task: Fortnite Storyboarding – Design Your Own In-Game Event

Create a storyboard for a new in-game event in Fortnite. The event should introduce a limited-time storyline, characters, and challenges, similar to the real-world collaborations Fortnite has done with Marvel or Star Wars.


Your event could involve: A pop culture franchise (e.g., a superhero movie, sci-fi series, music artist); themed battle royale (e.g., space invasion, haunted island, underwater city); A new enemy, boss battle, or environmental challenge (e.g., a giant monster attacking the island). 

​

Storyboard: Draw a 6-frame storyboard to visually represent your event, showing key moments from start to finish. You can include:

 

  • Opening scene where players first encounter the event.

  • Action-packed battle scenes.

  • Key moments where characters or challenges appear.

  • The final moment, which could be a victory scene or a dramatic twist.​​​​

​

​

​

​

​

​

​

​

unnamed (23).png
unnamed (37).png
bottom of page