Academic literature on the topic 'Fortnite (Video game)'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
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)"
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 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 textMoritzen, 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 textAlbarello, 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 textEtura 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 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 textRangel-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 textShoshani, 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 textSax, 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 textDissertations / Theses on the topic "Fortnite (Video game)"
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 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 textSosnowski, 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 (Video game)"
The Fortnite guide to staying alive: Tips and tricks for every kind of player. Kansas City, Missouri: Andrews McMeel Publishing, 2018.
Find full textKuhn, Damien. Fortnite Guide to Staying Alive: Tips and Tricks for Every Kind of Player. Andrews McMeel Publishing, 2018.
Find full textGaming, 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 textBook chapters on the topic "Fortnite (Video game)"
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