Academic literature on the topic 'Fortnite'
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Journal articles on the topic "Fortnite"
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.
Full textMarlatt, 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.
Full textCarter, 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.
Full textAndrade, 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.
Full textCox, 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.
Full textDelépine, 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.
Full textCarter, 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.
Full textNash, 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.
Full textKing, 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.
Full textSchöber, 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.
Full textDissertations / Theses on the topic "Fortnite"
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.
Full textErb, 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.
Full textFürsten, 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.
Full textTeal, 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.
Full textMullee, 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.
Full textShiflet, 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.
Full textAntunes, 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.
Full textThe 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.
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.
Full textBooks on the topic "Fortnite"
More sourcesBook chapters on the topic "Fortnite"
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.
Full textVahlo, 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.
Full textRamiro, 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.
Full textMiller, 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.
Full textSchrier, 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.
Full textConference papers on the topic "Fortnite"
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.
Full textMoran, 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.
Full textMoran, Gavin. "Fortnite." In SA '17: SIGGRAPH Asia 2017. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3145631.3145646.
Full textGil, 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.
Full textKing, 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.
Full text"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.
Full textMoore, 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.
Full textLi, 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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