Academic literature on the topic 'Fortnite'

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Journal articles on the topic "Fortnite"

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Sax, Marijn, and Jef Ausloos. "Getting under your skin(s): a legal-ethical exploration of Fortnite's transformation into a content delivery platform and its manipulative potential*." Interactive Entertainment Law Review 4, no. 1 (August 2021): 3–26. http://dx.doi.org/10.4337/2021.0001.

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This article investigates the ethical and legal implications of increasingly manipulative practices in the gaming industry by looking at one of the currently most popular and profitable video games in the world. Fortnite has morphed from an online game into a quasi-social network and an important cultural reference point in the lifeworld of many (young) people. The game is also emblematic of the freemium business model, with strong incentives to design the game in a manner which maximizes microtransactions. This article suggests that to properly understand Fortnite's practices – which we predict will become more widely adopted in the video game industry in the near future – we need an additional perspective. Fortnite is not only designed for hyper-engagement; its search for continued growth and sustained relevance is driving its transformation from being a mere video game into a content delivery platform. This means that third parties can offer non game-related services to players within Fortnite's immersive game experience. In this paper, we draw on an ethical theory of manipulation (which defines manipulation as an ethically problematic influence on a person's behaviour) to explore whether the gaming experience offered by Fortnite harbours manipulative potential. To legally address the manipulative potential of commercial video game practices such as the ones found in Fortnite, we turn to European data protection and consumer protection law. More specifically, we explore how the European Union's General Data Protection Regulation and Unfair Commercial Practices Directive can provide regulators with tools to address Fortnite's manipulative potential and to make Fortnite (more) forthright.
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Marlatt, Rick. "Capitalizing on the Craze of Fortnite: Toward a Conceptual Framework for Understanding How Gamers Construct Communities of Practice." Journal of Education 200, no. 1 (July 17, 2019): 3–11. http://dx.doi.org/10.1177/0022057419864531.

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This article conceptualizes a framework for understanding the discourse and literacy practices generated by players of the video game, Fortnite. As a teacher educator interested in studying how multiliteracies cultivated in social settings can be leveraged toward academic success, my two objectives for this theoretical article are to examine how Fortnite players operate within their digital community and to explore what relationships may be established between the game’s social literacy contexts and formal literacy learning. In light of Fortnite’s connections to reading comprehension, discourse systems, and social learning environments, recommendations are made for future research, including considerations of school-based implementation.
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Carter, Marcus, Kyle Moore, Jane Mavoa, Heather Horst, and luke gaspard. "Situating the Appeal of Fortnite Within Children’s Changing Play Cultures." Games and Culture 15, no. 4 (March 30, 2020): 453–71. http://dx.doi.org/10.1177/1555412020913771.

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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.
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Andrade, Dalvacir, and António Ferreira. "“Fortnite” and New Kids’ Sociabilities." European Journal of Social Sciences 4, no. 1 (May 15, 2021): 41. http://dx.doi.org/10.26417/273vgt97c.

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In this paper, we’ll be researching the influence of digital games on contemporary kids’ sociabilities, based on the assumption that the online universe allows exchanges and social ties in a digital context, with potential evidence on the dynamics of face-to-face interaction. In this perspective, Fortnite videogame will be our case study, which since 2017 has been dominating the entertainment industry and has become a social phenomenon, attracting millions of players using several types of digital devices. Fortnite presents elements that infer a paradigm shift in the videogame industry, directly interfering in the playful world of kids and, consequently, in the way this audience socializes. The interactive and fictional narrative, the expression of freedom and multiplatform creativity, as well as the monetization model by microtransactions are some of the additional factors we will analyse, which reflection also starts from conceptualizations about sociability and a brief literature's review on the aimed subject.
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Cox, Damon. "Heart Rate Response During Esport: Fortnite." Medicine & Science in Sports & Exercise 51, Supplement (June 2019): 29. http://dx.doi.org/10.1249/01.mss.0000560578.09520.46.

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Delépine, Justin. "Fortnite s’attaque à Apple et Google." Alternatives Économiques 405, no. 10 (September 28, 2020): 58. http://dx.doi.org/10.3917/ae.405.0058.

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Carter, Marcus, Kyle Moore, Jane Mavoa, luke gaspard, and Heather Horst. "Children’s perspectives and attitudes towards Fortnite ‘addiction’." Media International Australia 176, no. 1 (June 3, 2020): 138–51. http://dx.doi.org/10.1177/1329878x20921568.

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Playing digital games is increasingly pathologized as an addiction or a disorder, but there is limited research into the impact of game addiction discourse on children who play digital games. In this article, we present results from a study into the digital play of twenty-four 9–14-year-olds, attending to our participants’ perspectives and attitudes towards ‘game addiction’ and how it interacts with their play and identity. Focused primarily on the online multiplayer first-person shooter game Fortnite, we examine how children encounter and attempt to negotiate game addiction discourse and demonstrate how the discourse in and of itself produces challenges for young people whose interests and passions revolve around games. This article subsequently discusses how the discursive frameworks that are perpetuated in the media around ‘problematic play’ need to incorporate and be inclusive of the child’s right to play, and the relevance of our findings to the study of media panic and children’s critical media literacies.
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Nash, Dustin, Hae-Rhi Lee, Christopher Janson, Chalese Richardson-Olivier, and Maully J. Shah. "Video game ventricular tachycardia: The “Fortnite” phenomenon." HeartRhythm Case Reports 6, no. 6 (June 2020): 313–17. http://dx.doi.org/10.1016/j.hrcr.2020.02.007.

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King, Reyhaan, and Teresa de la Hera. "Fortnite Streamers as Influencers: A Study on Gamers’ Perceptions." Computer Games Journal 9, no. 4 (September 16, 2020): 349–68. http://dx.doi.org/10.1007/s40869-020-00112-6.

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Abstract This paper explores how players perceive Fortnite streamers as influencers and how these internal perceptions shape their experience of the streamers’ videos and their own gameplay. Fortnite is currently the most popular multi-platform free-to-play game. In-depth semi-structured interviews were conducted revealing that streamers are, first, perceived as entertainers by showcasing high-level gameplay. Gamers consume this content because it is perceived as fun, relaxing, and an engaging way to learn. Streamers are, second, an inspiration to play by inspiring competition, collaboration, curiosity and commitment in gamers through their expertise in showcasing the game. Finally, gamers perceive streamers as endorsers through their videos as skins are perceived as giving social status, the battle pass is perceived to provide rewards, skin choice is highlighted in the player’s game, and new game mechanics are promoted.
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Schöber, Timo, and Georg Stadtmann. "Fortnite: The business model pattern behind the scene." Die Unternehmung 74, no. 4 (2020): 426–44. http://dx.doi.org/10.5771/0042-059x-2020-4-426.

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We analyse the business model pattern behind the success of the Fortnite game. A theoretical model is used to examine the conditions where a Freemium strategy is appropriate. We also shed light on the structure of the in-game-shop and analyse several features from a marketing perspective.
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Dissertations / Theses on the topic "Fortnite"

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Olsson, Maria. "Motivations and ownership in Fortnite communities." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22807.

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This thesis investigates user motivations for creating content that may or may not be added to the game Fortnite: Battle Royale, as well as the user's thoughts about the intellectual property of the content. The thesis also examines the relationship and communication between the Fortnite players and developers, according to the users. The sample was collected from the forum r/FortNiteBR on the social media platform Reddit, where users who were engaged in creating suggestions and concepts for the game were contacted and interviewed. The discussion and analysis distinguishes positive attitudes amongst the users in regards to the empowerment and engagement the participation provides, but also showcases a disappointment amongst the users when it comes to the communication between them and the developers. The data collected display an inconsistency from Epic in terms of which users receive credit or agreements for their suggestions, something that some users have reacted upon. This thesis suggests that aspects such as the crediting of players and the communication between players and developers needs to be improved in order to for the game company to maintain a good relationship with the players.
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Erb, Emily Katherine. "The Effects of Fortnite on Measures of Executive Function." Kent State University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=kent1586536074111397.

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Fürsten, Maxe Fredrik, and Lukas Tallberg. "Instagram, Youtube och Fortnite : Den digitaliserade världens inverkan på barns motivation och attityd till det engelska språket." Thesis, Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-391049.

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Teal, Keaton A. "Playing Fortnite for a Fortnight? Partner Perceptions of Video Game Use and Its Association with Relationship Satisfaction and Attachment." University of Dayton / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1564492399587435.

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Mullee, Sean. "The Effects of Hype on the Free-to-Play Pricing Strategy in the Online Video Game Industry." Miami University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=miami1588196222423073.

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Shiflet, Matthew. "Viral Marketing: Concept Explication and Case Studies in the Video Game and Esports Industries." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1555957153106043.

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Antunes, Lurdes do Carmo Faustino. "O estudo do comportamento de compra de itens virtuais não funcionais no jogo Fortnite." Master's thesis, 2019. http://hdl.handle.net/10400.26/30581.

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O presente estudo procura demonstrar as motivações de compra e de não compra de itens virtuais não funcionais dos jogadores de Fortnite. Após uma extensa análise de literatura, este estudo baseou-se nas explorações das motivações hedónicas e sociais que estão associadas às motivações de compra de itens digitais. Para isto, foram realizadas entrevistas com o total de sete inquiridos para que fosse possível aprofundar esta temática, e recolher dados e frases que explicassem exatamente cada motivação para que esta pudesse ser validada como importante no jogo Fortnite. Os resultados da entrevista concluíram que todas as motivações propostas faziam sentido; no entanto verificou-se que existem umas com uma importância maior - no processo de decisão de compra. Foi então elaborado um questionário que visava comprovar os resultados obtidos nas entrevistas, mas com uma amostra maior, no total foram inquiridos 142 indivíduos. Com este questionário conclui-se que, de facto, nem todas as motivações se adequam a 100% à maioria dos entrevistados. A estrutura do questionário foi avaliada quanto à sua sensibilidade e validade, procedendo-se aos métodos analíticos para o efeito, como a análise da assimetria e da curtose e realizou-se também uma análise fatorial exploratória. Todos os valores das análises mencionadas estavam dentro dos parâmetros aceites. Para os jogadores, as principais motivações são a novidade, a estética, a dedicação à personagem/tema, a distinção social, a autoridade visual e por último a “gartuitidade”. Esta última motivação foi descoberta na análise das entrevistas e testada com os questionários e verificou-se que aproximadamente 70% dos inquiridos concordam que esta seja também uma motivação de compra.
The following study pretends to demonstrate the motivations in buying virtual items behind a Fortnite player. After an extensive literature analysis, this study was based on hedonic and social motivations that are themselves related to the motivations of purchasing digital items. To accomplish this, interviews were conducted to seven individuals in order to make it possible to get to know this thematic better, as well as to gather data and sentences that could explain with precision each motivation, so that it could count as important for the Fortnite experience. The final results will show that all the proposed motivations make sense, even though some will have a bigger importance in the process of online purchasing. After gathering the interview results, a new questionnaire was elaborated so that the previously obtained results could be proven. In total, 142 individuals responded to the questionnaire. It was concluded that neither all the motivations fit 100% of the majority of the interviewees. The questionnaire structure was evaluated by taking into account its validity and sensitivity. To achieve this, analytical methods were measured, such as asymmetry analysis, kurtosis as well as an exploratory factorial analysis. All the values from the mentioned analysis were in between the acceptable parameters. To the gamers, their main motivations are innovation, esthetics, dedication to the character/theme, social distinction, visual authority and last but not least, “gratuity”. This last motivation was perceived while analyzing the interviews, and proved on the questionnaire responses, where it was verified that approximately 70% of the inquiries agree that this is also a major purchasing motivation.
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Sosnowski, Michal Aleksy. "Marketing in Video Game Industry: how do modern online video games fulfill customers’ needs? Based on examples of Fortnite: Battle Royal and League of Legends." Master's thesis, 2019. http://hdl.handle.net/10362/92317.

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The work focuses on finding which factors motivate players to play online video games and what are the consequences of playing with direct focus on Fortnite and League of Legends. This paper relays on scientific literature, two primary studies: netnography research and survey, together with available secondary research data. The last part of the work presents industry and selected gaming companies’ recommendations. The most important industry game factors are enjoyment, competition, friendship, and emotion catalyst. The main findings for Fortnite include extension of promotional activities to older players; and for League of Legends, extending game accessibility to a new platform.
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Books on the topic "Fortnite"

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Polinsky, Paige V. Fortnite. Checkerboard Library, 2019.

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Huddleston, Emma. Fortnite. Bigfoot Books, 2019.

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Fortnite. ABDO Publishing Company, 2020.

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Fortnite. Building. Cherry Lake Publishing, 2019.

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Fortnite: Creative. Cherry Lake Publishing, 2020.

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Official, FortNotebook. Moonwalker: Fortnite. Independently Published, 2020.

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Fortnite. Weapons. ? publishing, 2018.

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Gregory, Josh. Playing Fortnite. Cherry Lake Publishing, 2020.

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Gregory, Josh. Playing Fortnite. Cherry Lake Publishing, 2020.

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Fortnite. Scavenging. Cherry Lake Publishing, 2019.

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Book chapters on the topic "Fortnite"

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Kelly, Patrick, Yuriy O’Donnell, Kenzo ter Elst, Juan Cañada, and Evan Hart. "Ray Tracing in Fortnite." In Ray Tracing Gems II, 791–821. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7185-8_48.

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Vahlo, Jukka, and Veli-Matti Karhulahti. "Two Overwatch Player Profiles." In Modes of Esports Engagement in Overwatch, 11–30. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-82767-0_2.

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AbstractWe pursue Overwatch player profiles via a statistical cluster analysis of survey data from the UK (N = 1089) and the USA (N = 417). The profiles are based on the players’ activity, challenge, and experiential preferences as well as motivations. Our analytical process produces six esports player clusters, two of which with Overwatch. The first (OW1) plays mainly Overwatch and Fortnite on a console, and they enjoy diverse types of non-competitive play elements more than other esports players. The second cluster (OW2) plays mainly Overwatch and League of Legends on a PC, and despite appearing more “competitive”, they did not report more competitive preferences. We suggest that the alleged “casual” and “competitive” types might not be the best way to identify esports and Overwatch players.
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Ramiro, Felipe Casteletti. "A RELAÇÃO DO CONSUMIDOR COM OS GAMES: FORTNITE, UM ESTUDO DE CASO." In Economia: Globalização e desenvolvimento 2, 423–35. Atena Editora, 2022. http://dx.doi.org/10.22533/at.ed.69122240129.

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Miller, Monica. "Video Games and Indirect Learning." In Advances in Game-Based Learning, 69–84. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7069-2.ch005.

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As a result of rapid technological advancement, educators are turning to alternative pedagogy to instill valuable knowledge and transferable skills to their pupils. Esports and video games are being examined as a potential avenue. This research, backed by empirical data, explains how the content of particular games can indirectly teach players real-world skills and advanced academic concepts. Five different soft skills (responsibility, communication, teamwork, problem solving, leadership) and two core academic areas (mathematics, language arts) are examined using in-game elements of the following 12 video games/video game franchises as evidence to support claims of video games being a source of indirect education: Neopets; League of Legends; The Elder Scrolls V: Skyrim; Overwatch; Legend of Zelda: Breath of the Wild; Tetris; Portal; Fortnite; Assassin's Creed; World of Warcraft; No Man's Sky; and Spyro.
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Schrier, Karen. "How Do We Understand Ourselves and Our Emotions?" In We the Gamers, 99–116. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780190926106.003.0007.

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Chapter 7 describes how games may help people to understand themselves, their emotions, and their roles as citizens in society. How might games support the exploration of one’s own identities and others’ identities, as well as engage us in social and emotional learning? What are the best practices and strategies for supporting identity and emotional explorations using games? The chapter includes an overview of why identity and emotions matter in civics and ethics, and why games may support this. It also includes the limitations of using games to explore our identities and emotions, and how to minimize those limitations. Finally, it reviews strategies that teachers can take to use games to practice skills related to communication and connection. It opens with the example of the game Fortnite, and also shares three examples-in-action: Kind Words, What Remains of Edith Finch, and That Dragon, Cancer.
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Conference papers on the topic "Fortnite"

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Pohl, Brian J., Andrew Harris, Michael Balog, Michael Clausen, Gavin Moran, and Ryan Brucks. "Fortnite." In DigiPro '17: The Digital Production Symposium. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3105692.3114816.

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Moran, Gavin, Michael Clausen, Kim Libreri, Joe Wilson, Andrew Harris, Pete Ellis, Mark Donald, Michael Balog, and Bill Kladis. "Fortnite." In SIGGRAPH '17: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3078280.3101041.

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Moran, Gavin. "Fortnite." In SA '17: SIGGRAPH Asia 2017. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3145631.3145646.

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Gil, Rosa M., Carina González, Patricia Paderewski, Joan Arnedo-Moreno, Marga Domenech, and María Lleras de Frutos. "Z Generation and Fortnite." In Interacción 2019: XX International Conference on Human Computer Interaction. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3335595.3335613.

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King, Reyhaan, and Teresa de La Hera. "Gamer perception of endorsements from Fortnite Streamers on YouTube." In FDG '20: International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3402942.3403026.

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"Between “Fortnite” and “Civilization”: Digital Games and Historical-Cultural Education." In 2th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.160.

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Moore, Kyle, and Marcus Carter. "It is Not an Island It’s A World: Fortnite and “Worldness”." In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2021. http://dx.doi.org/10.24251/hicss.2021.347.

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Li, Lingyuan, Guo Freeman, and Donghee Yvette Wohn. "Power in Skin: The Interplay of Self-Presentation, Tactical Play, and Spending in Fortnite." In CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3410404.3414262.

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