Academic literature on the topic 'Fortnite (Video game)'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Fortnite (Video game).'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Fortnite (Video game)"

1

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 text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
2

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
3

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Moritzen, Karina. "Opening Up Virtual Mosh Pits." Journal of Sound and Music in Games 3, no. 2-3 (2022): 115–40. http://dx.doi.org/10.1525/jsmg.2022.3.2-3.115.

Full text
Abstract:
This article investigates the sociabilities that surround in-game concerts and music scenes in the massively multiplayer online games Fortnite and Minecraft. Drawing on ludomusicology and cultural studies, it will rethink the virtual music scene concept to better incorporate the technical, economical, aesthetic, and social aspects that affect how relationships are developed inside MMOs among members for whom music and games play a primordial role in their personal life-worlds. Focusing on Travis Scott’s Astronomical performance in Fortnite sponsored by the video game and music industries, as well as the independent music festivals in Minecraft organized by volunteer-run virtual events producer Open Pit, allows for comparisons that are valuable in highlighting the characteristics that define a virtual music scene and differentiate it from an in-game concert. In order to conduct such a task, this essay will analyze Scott’s Astronomical performance currently hosted on YouTube while also considering statements made by the rapper in his 2019 Netflix documentary Travis Scott: Look Mom, I Can Fly and magazine interviews with the rapper and the team responsible for this event. In order to understand Open Pit’s festivals, several interviews with its members available online, as well as excursions undertaken by journalists to these events, will be investigated, providing an immersive account of what attending an Open Pit music festival can feel like from their perspectives. In the end, the article argues that as much as Scott’s performance changed what can be expected of in-game concerts by joining game and music aesthetics, Open Pit’s periodic events and their connection to the hyperpop music genre are a better representation of the virtual music scene concept developed in this article.
APA, Harvard, Vancouver, ISO, and other styles
5

Albarello, Francisco, Adriana Velasco, Mariángeles Castro Sánchez, Ángela Novoa Echaurren, Victoria Novaro, and Francisco Narbais. "Las dinámicas familiares en torno al videojuego social Fortnite." VI Congreso Internacional de las Relaciones Interpersonales "Desarrollo humano en tiempos de la (re)evolución 4.0" 1, no. 1 (October 25, 2019): 176–98. http://dx.doi.org/10.26422/icf.20193cong06.alb.

Full text
Abstract:
In 2017 the company Epic Games created the videogame Fortnite. This game has become the cross-platform survival and open experience with the greatest penetration worldwide. The rapid increase of use has spread alarm voices among parents and the media have echoed these concerns criticizing the game for being responsible for most afflictions suffered by children and adolescents. 178 The study is based on an understanding of the game as a key element in personal and social development. Therefore, this project aims to explore and describe the specific interactions emerging as a result of the penetration of Fortnite into family life, seeking to extend our understanding of the phenomenon and the potential effects that it may produce in the family dynamics. The research also seeks to categorize the dynamics generated, emphasizing more specifically on implications for parents in terms of educative mediation. Concerning the methodology, this is a qualitative exploratory case study, in which observations and in-depth interviews are the main sources of data collection. According to the analysis of the first interviews and observations, it is possible to provisionally hypothesize that, unlike simplistic views spread through mass media of Fortnite as a new dangerous addictive platform for young people, the diverse contexts and realities that configure each family make this type of linear interpretations highly problematic. Most technological devices affect the interaction and relational dynamics already installed in families. Throughout the last forty years, television and offline video games have been playing a significant role in shaping the family relationships. Online environments today increase such influence. The complex interrelations generated in blended social ecosystems, such as 'what is' or 'what is not' permitted, the mechanism of videogame banning or use as a form of punishment or reward, the myths, and ignorance on the part of adults concerning the ‘virtual’ socialization of youth and the relevance of this practice among young people, are some of the contributions that can be drawn from this investigation. This presentation exposes the collaborative work conducted by researchers of Universidad Austral (Argentina) and Universidad de los Andes (Chile), which has gained the first place in the award provided by the Network of Latin American University Institutes of Family (REDIFAM).
APA, Harvard, Vancouver, ISO, and other styles
6

Etura Hernández, Dunai, Víctor Gutiérrez Sanz, and Salvador Gómez García. "Construcción de identidades y videojuegos: análisis político y cultural de jugadores adolescentes de Fortnite." Pixel-Bit, Revista de Medios y Educación, no. 65 (2022): 209–35. http://dx.doi.org/10.12795/pixelbit.92902.

Full text
Abstract:
Fortnite es un juego online con más de 250 millones de jugadores. En esta investigación, se propone un estudio de enfoque cultural y político de las identidades de un grupo de adolescentes jugadores de Fortnite a partir de sus manifestaciones discursivas. Se parte de un análisis de las manifestaciones discursivas expresadas en un grupo de discusiónpara analizar cómo el juego actúa como un vehículo en el proceso de presentación de la identidad individual en la vida cotidiana. El estudio permite profundizar en patrones de comportamiento juvenil en los nuevos contextos digitales y en los rasgos de la relación que se establece entre los jugadores a partir de sus diferentes perfiles. Los resultados, muestran cómo se jerarquizan y se relacionan los jugadores dependiendo de la identidad que construyen durante el juego. Se demuestra que los estudios del discurso son una herramienta pertinente para el estudio de los videojuegos en determinados contextos socioculturales
APA, Harvard, Vancouver, ISO, and other styles
7

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
8

Rangel-Pérez, Celia, Maria Botey, Oliver Carrero, and Julio Alard. "Impact of video games on the strategic use of digital tools for education in primary." Online Journal of Communication and Media Technologies 13, no. 1 (January 19, 2023): e202305. http://dx.doi.org/10.30935/ojcmt/12848.

Full text
Abstract:
Given the need for greater information technology literacy, as reflected in SDG 4 of the 2030 Agenda, it is necessary to motivate interest in information and communication technologies (ICT) from childhood. The aim of this study is to verify that the use of video games enables the development of an interest in children that favors digital competences related to leisure and education. To this end, the relationships among some of the most used video games by children (Brawl Stars, Roblox, and Fortnite) are analyzed. A sample of 371 children (aged 8 to 12) attending primary school in Spain was taken. Structural equation models were used to analyze the relationships between measurable and latent variables. The results show (i) the mediating role of fun use of ICT in achieving the educational use of ICT effect and (ii) the different levels of ICT use depending on gender.
APA, Harvard, Vancouver, ISO, and other styles
9

Shoshani, Anat, and Maya Krauskopf. "The Fortnite social paradox: The effects of violent-cooperative multi-player video games on children's basic psychological needs and prosocial behavior." Computers in Human Behavior 116 (March 2021): 106641. http://dx.doi.org/10.1016/j.chb.2020.106641.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

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, March 1, 2021, 1–24. http://dx.doi.org/10.4337/ielr.2021.0001.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles

Dissertations / Theses on the topic "Fortnite (Video game)"

1

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

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 text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles

Books on the topic "Fortnite (Video game)"

1

The Fortnite guide to staying alive: Tips and tricks for every kind of player. Kansas City, Missouri: Andrews McMeel Publishing, 2018.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Kuhn, Damien. Fortnite Guide to Staying Alive: Tips and Tricks for Every Kind of Player. Andrews McMeel Publishing, 2018.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Gaming, Liquid. Video Game Jokes for Kids: Funny Jokes about Fortnite, Overwatch, Minecraft, Nintendo, Fallout, League of Legends, World of Warcraft, and More! Independently Published, 2018.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

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

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Gregory, Josh. Fortnite: Creative. Cherry Lake Publishing, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Gregory, Josh. Fortnite: Creative. Cherry Lake Publishing, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Gregory, Josh. Fortnite: Creative. Cherry Lake Publishing, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Gregory, Josh. Fortnite: World Cup. Cherry Lake Publishing, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Gregory, Josh. Fortnite: World Cup. Cherry Lake Publishing, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Gregory, Josh. Fortnite: World Cup. Cherry Lake Publishing, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Book chapters on the topic "Fortnite (Video game)"

1

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography