To see the other types of publications on this topic, follow the link: Fortnite.

Journal articles on the topic 'Fortnite'

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

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Fortnite.'

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.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

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

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
4

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
5

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

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.

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

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
9

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
10

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
11

Zeh, Miriam. "ONLINE-EVENTS. Skneipe, Houseparty, Yotribe und »Fortnite«-Konzerte." POP 9, no. 2 (October 1, 2020): 21–96. http://dx.doi.org/10.14361/pop-2020-090204.

Full text
APA, Harvard, Vancouver, ISO, and other styles
12

Erb, Emily Katherine, Bryan Dowdell, Ellen Glickman, Angela Ridgel, and Jacob Barkley. "The Effects Of Fortnite On Measures Of Cognition." Medicine & Science in Sports & Exercise 53, no. 8S (August 2021): 343. http://dx.doi.org/10.1249/01.mss.0000763208.57331.ad.

Full text
APA, Harvard, Vancouver, ISO, and other styles
13

Márquez-Arbués, S., C. Ramos-Vidal, M. Espinosa-Mata, T. Álvarez-Núñez, and M. Real-López. "Adicción al Fortnite con necesidad de desintoxicación hospitalaria." Revista de Psiquiatría Infanto-Juvenil 38, no. 2 (June 30, 2021): 59–65. http://dx.doi.org/10.31766/revpsij.v38n2a5.

Full text
Abstract:
La generalización del uso de nuevas tecnologías en la vida cotidiana y en aspectos relativos al ocio está sacando a relucir potenciales perjuicios del uso inadecuado de los videojuegos y la necesidad de tratamiento especializado en aquellos sujetos con signos de adicción comportamental. Se expone el caso de un varón de 15 años con grave adicción comportamental al videojuego Fortnite que requirió de hospitalización completa para su desintoxicación. Describimos el tratamiento llevado a cabo con abordaje multidisciplinar e intensivo tanto individual como de su entorno y los resultados de su eficacia en un estudio de caso. El tratamiento recibido ha permitido que se pueda abordar con el sujeto la sintomatología subyacente que quedaba encubierta por la adicción a las pantallas y ha permitido afrontar la emocionalidad vivida. Los resultados muestran una disminución significativa del tiempo de uso de juego, así como una mejoría del funcionamiento personal y social del paciente.
APA, Harvard, Vancouver, ISO, and other styles
14

Dardart, Jean-Christophe. "Fortnite « Battle Royale » : intime codé et Autre Machinique." Nouvelle Revue de l'Enfance et de l'Adolescence N° 2, no. 1 (March 3, 2020): 169–83. http://dx.doi.org/10.3917/nrea.002.0169.

Full text
APA, Harvard, Vancouver, ISO, and other styles
15

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
16

Arufe Giráldez, Víctor. "Fortnite EF, un nuevo juego deportivo para el aula de Educación Física. Propuesta de innovación y gamificación basada en el videojuego Fortnite." Sportis. Scientific Journal of School Sport, Physical Education and Psychomotricity 5, no. 2 (April 30, 2019): 323–50. http://dx.doi.org/10.17979/sportis.2019.5.2.5257.

Full text
Abstract:
El aula de Educación Física se convierte en un escenario óptimo para el trabajo de múltiples contenidos que inciden positivamente en el desarrollo social, afectivo, emocional, psíquico y físico del alumnado. La gamificación, los videojuegos y la innovación son un buen medio para mejorar el aprendizaje de contenidos del currículo. A través de esta propuesta innovadora y de gamificación se ofrece al profesorado de Educación Física una adaptación didáctica del exitoso videojuego Fortnite, un videojuego que ha llamado la atención de millones de jugadores en todo el mundo, especialmente niños y adolescentes. Se crea para ello un nuevo juego deportivo denominado Fortnite EF, su objetivo es trabajar diversos contenidos del currículo educativo de Educación Primaria y Secundaria, potenciando la motivación y grado de disfrute en la práctica deportiva, previniendo comportamientos violentos y trabajando diferentes valores. Se presenta el desarrollo íntegro de la propuesta didáctica y se desarrolla un enfoque metodológico de la investigación basado en la recogida de datos a través de cuestionarios pasados a alumnado universitario futuros docentes. Los resultados confirman una mayor motivación hacia la práctica deportiva, un mejor trabajo de valores y prevención de comportamientos violentos durante el juego así como una forma innovadora de trabajar diferentes contenidos del currículo a través de este juego deportivo, siendo definido por los participantes como muy intenso, dinámico, divertido y estimulante además de afirmar cerca de un 95% de los encuestados que se trata de un juego rápido, lleno de estímulos y con un nivel de compromiso motor alto.
APA, Harvard, Vancouver, ISO, and other styles
17

Weigle, Paul. "9.3 THE FIGHT OVER FORTNITE: HELPING PARENTS MODERATE SCREEN MEDIA HABITS." Journal of the American Academy of Child & Adolescent Psychiatry 58, no. 10 (October 2019): S14. http://dx.doi.org/10.1016/j.jaac.2019.07.060.

Full text
APA, Harvard, Vancouver, ISO, and other styles
18

Fernández Rincón, Antonio Raúl, Pedro Antonio Hellín Ortuño, and Antonio Castillo Esparcia. "Eventos en la industria de los videojuegos. Estudio del caso Fortnite." ZER - Revista de Estudios de Comunicación 26, no. 51 (November 30, 2021): 35–53. http://dx.doi.org/10.1387/zer.23062.

Full text
Abstract:
Los videojuegos constituyen hoy una de las industrias creativas y culturales más relevantes. Los desarrolladores producen estrategias de comunicación transmediaatendiendo al perfil joven de sus públicos. En Fortnitese genera un programa continuo de eventos digitales y presenciales que incorporan referentes culturales y de actualidad. Los públicos interaccionan socialmente desde la perspectiva informativa, opinativa y narrativa. El objetivo es mantener el interés y la expectación hacia el videojuego, estableciendo relaciones de adaptación e integración entre la organización y sus públicos. La estrategia transmedia es uno de los ejes principales para establecer vínculos recíprocos entre comunidades virtuales y empresas.
APA, Harvard, Vancouver, ISO, and other styles
19

Holguin-Alvarez, Jhon, and Pool Andrade Paredes. "Conductas adictivas al juego Fortnite: evidencias experimentales de ejercicios de relajación en escolares." Drugs and Addictive Behavior 4, no. 2 (September 16, 2019): 246. http://dx.doi.org/10.21501/24631779.3369.

Full text
Abstract:
El comportamiento adictivo digital en la actualidad se ha incrementado en el público escolar en los últimos años, sobre todo en la adicción hacia los videojuegos. Este estudio se interesó por indagar en la reducción de las conductas adictivas hacia el juego Fortnite mediante una técnica de relajación basada en el método Koeppen. Se empleó un diseño de tipo preexperimental de investigación en 70 niños (χ = 10.8 años) de nivel socio económico medio bajo, utilizando encuestas preliminares para determinar la selección de los sujetos consumidores; para la medición aplicamos el test de dependencia hacia los videojuegos – TDV y el cuestionario de experiencias relacionadas con los videojuegos - CERV. Se concluyó como primera evidencia que los sujetos redujeron sus conductas compensatorias (dependencia y evasión), a su vez, el tiempo de permanencia en el consumo (horas y lugares) se redujo considerablemente. Sin embargo, las evidencias en la reducción de emociones hacia el juego permitieron aducir que la técnica de Koeppen presentó efectos reductivos del estrés escolar sin influir en la emocionalidad, debido a que los hallazgos describieron datos poco significativos para el estudio.
APA, Harvard, Vancouver, ISO, and other styles
20

King, Daniel L., Alex M. T. Russell, Paul H. Delfabbro, and Dean Polisena. "Fortnite microtransaction spending was associated with peers’ purchasing behaviors but not gaming disorder symptoms." Addictive Behaviors 104 (May 2020): 106311. http://dx.doi.org/10.1016/j.addbeh.2020.106311.

Full text
APA, Harvard, Vancouver, ISO, and other styles
21

Bouchard, Hans. "La piñata como meme, artesanía y objeto transcultural." apropos [Perspektiven auf die Romania], no. 7 (December 19, 2021): 78–100. http://dx.doi.org/10.15460/apropos.7.1830.

Full text
Abstract:
El presente artículo trata de analizar de manera cualitativa y fenomenológica la piñata y sus transformaciones como objeto transcultural desde una perspectiva transmedial en un estudio ejemplar con enfoque en México, en los espacios de la web y las plataformas sociales. Se propone analizar la piñata como objeto transcultural en sus contextos y formas de representaciones distintas: como artesanía, práctica religiosa-popular durante las posadas, objeto central de un cortometraje, galería de arte en Facebook y lootbox en Fortnite. Se puede observar que los procesos de transformación de las formas de representación de la piñata son resultado directo de los ámbitos mediáticos y las prácticas culturales en las que se insertan. Por lo tanto, se puede atestiguar cierto tipo de globalización y mercantilización de la piñata, tal como la apertura a prácticas abiertas como objeto localizado y artesanía.
APA, Harvard, Vancouver, ISO, and other styles
22

Anderson, Katie Elson. "Getting acquainted with social networks and apps: figuring out Fortnite in (hopefully) less than a fortnight." Library Hi Tech News 36, no. 9 (November 4, 2019): 11–16. http://dx.doi.org/10.1108/lhtn-09-2019-0064.

Full text
APA, Harvard, Vancouver, ISO, and other styles
23

Wohn, Donghee Yvette, and Guo Freeman. "Live Streaming, Playing, and Money Spending Behaviors in eSports." Games and Culture 15, no. 1 (July 1, 2019): 73–88. http://dx.doi.org/10.1177/1555412019859184.

Full text
Abstract:
Live streaming has enabled eSports to become more accessible, ranging from professionally organized tournaments to individuals hosting from their bedroom. While different aspects of eSports have been investigated in separate contexts, in this article, we report findings of two survey studies to explore eSports as a holistic media ecosystem that includes playing, streaming, viewing, and spending. Study 1 looks at cross-platform patterns between playing and spending within the game as well as between viewing, streaming, and spending on live streaming platforms in the context of Fortnite. Study 2 examines the relationships between viewing and spending patterns on live streaming platforms. Results indicate that playing, viewing, and in-game spending are strongly related. Yet none of these behavioral metrics explain why people spend money on live streaming platforms to support streamers. Rather, psychological factors such as emotional attachment to the streamer and appreciation of the streamers’ talents are what drive streamer support.
APA, Harvard, Vancouver, ISO, and other styles
24

Literat, Ioana, and Neta Kligler-Vilenchik. "How Popular Culture Prompts Youth Collective Political Expression and Cross-Cutting Political Talk on Social Media: A Cross-Platform Analysis." Social Media + Society 7, no. 2 (April 2021): 205630512110088. http://dx.doi.org/10.1177/20563051211008821.

Full text
Abstract:
Adopting a comparative cross-platform approach, we examine youth political expression and conversation on social media, as prompted by popular culture. Tracking a common case study—the practice of building Donald Trump’s border wall within the videogame Fortnite—across three social media platforms popular with youth (YouTube, TikTok, Instagram), we ask: How do popular culture artifacts prompt youth political expression, as well as cross-cutting political talk with those holding different political views, across social media platforms? A mixed methods approach, combining quantitative and qualitative content analysis of around 6,400 comments posted on relevant artifacts, illuminates youth popular culture as a shared symbolic resource that stimulates communication within and across political differences—although, as our findings show, it is often deployed in a disparaging manner. This cross-platform analysis, grounded in contemporary youth culture and sociopolitical dynamics, enables a deeper understanding of the interplay between popular culture, cross-cutting political talk, and the role that different social media platforms play in shaping these expressive practices.
APA, Harvard, Vancouver, ISO, and other styles
25

Jiang, Jialei. "“I Never Know What to Expect”: Aleatory Identity Play in Fortnite and Its Implications for Multimodal Composition." Computers and Composition 55 (March 2020): 102550. http://dx.doi.org/10.1016/j.compcom.2020.102550.

Full text
APA, Harvard, Vancouver, ISO, and other styles
26

Op Heij, D., and S. van Gulijk. "Enige contractenrechtelijke aspecten naar aanleiding van de juridische strijd tussen Epic Games en Apple over de Fortnite-app." Maandblad voor Vermogensrecht 31, no. 5 (May 2021): 188–94. http://dx.doi.org/10.5553/mvv/157457672021031005004.

Full text
APA, Harvard, Vancouver, ISO, and other styles
27

Redondo Flores, Henar, Víctor Manuel Ruiz Bermúdez, Sergio López García, and José E. Moral García. "Propuesta práctica desde la clase de educación física para la mejora de la adherencia a la actividad física." Papeles Salmantinos de Educación, no. 24 (January 1, 2020): 163–76. http://dx.doi.org/10.36576/summa.132088.

Full text
Abstract:
La evidencia científica confirma la importancia que tiene la adopción de hábitos saludables para la mejora de la salud y calidad de vida. Entre éstos destaca la práctica regular de actividad física, la cual aporta innumerables beneficios. Adoptar un estilo de vida saludable es muy importante que se inicie en la infancia y adolescencia, para que así se prolonguen en etapas posteriores de la vida. El objetivo principal de este trabajo se centra en estudiar la influencia que ejerce el profesor y las clases de Educación Física en los escolares. De forma complementaria se indaga sobre la adherencia a la actividad física y su relación con las clases de Educación Física; y finalmente se desarrolla una propuesta práctica mediante el juego de Fortnite, basada en la gamificación. Los principales hallazgos de este trabajo, permiten concluir que el ámbito escolar, y en concreto las clases de Educación Física, es el escenario ideal para que mediante el desarrollo de tareas motrices lúdicas, se consiga incrementar la motivación y la diversión hacia la práctica físico deportiva extraescolar.
APA, Harvard, Vancouver, ISO, and other styles
28

Thorhauge, Anne Mette, and Rune K. L. Nielsen. "Epic, Steam, and the role of skin-betting in game (platform) economies." Journal of Consumer Culture 21, no. 1 (February 2021): 52–67. http://dx.doi.org/10.1177/1469540521993929.

Full text
Abstract:
In this article, we discuss how and why virtual items known as “skins” travel beyond games and into wider online ecosystems where they become tokens in gambling games. We argue that betting with skins purchased on the Steam platform contributes to the wider platform economy. We do this on the basis of a comparative analysis of Counter-Strike: Global Offensive and Fortnite: Battle Royale as well as the two platforms on which these games exist. First, we discuss the notion of platform economies in relation to the two cases in question and how this positions the consumer as “prosumer” and “micro-entrepreneur.” Second, we introduce our analytical framework related to game economies and skins as commodities and currencies. On the basis of this, we compare the ways skins are acquired in the two games and the degree to which they extend exist beyond the game. We argue that Epic retains a “skin-monopoly,” within the game, whereas Steam features a free “skin market” that transgresses the platform and turns the “prosumer” into a “micro-entrepreneur” and the “modder” into a “speculator.”
APA, Harvard, Vancouver, ISO, and other styles
29

Saragih, Doni Indra Sazaly, Risko Liza, and TM Diansyah. "RANCANG BANGUN SISTEM E-SPORT CYBERCAFE FINDER MENGGUNAKAN METODE LBS (LOCATION BASED SERVICE) BERBASIS ANDROID." JURNAL TEKNOLOGI INFORMASI 2, no. 2 (February 1, 2019): 158. http://dx.doi.org/10.36294/jurti.v2i2.431.

Full text
Abstract:
Abstract - The android mobile mapping application is very popular nowadays because it really helps people for daily activities, especially helping gamers especially to find the location of the nearest cybercafe that has qualified specifications to play eSport games, the rapid world of eSport gaming which has more international tournaments. more and more people are focusing on becoming an esport gaming athlete, every esport game requires high computer specifications in order to play it smoothly and without hindrance, this is where the role of cybercafe is, cybercafe provides high-specification computer facilities which are capable of accommodating various eSport games like Dota -2, CS:GO, PUBG, Fortnite, and others. And this application is a liaison between gamers and cybercafe locations located, this application uses the very relevant LBS method used in an application based on the mapping concept, this application is created using an android studio which is thought to be qualified to make an application that is user friendly and easy to use, besides this application also requires an internet connection because it is connected directly to google maps, navigation is very important in the operation of this application. KeyWords - cybercafe, maps, location based service, android mobile, android studio.
APA, Harvard, Vancouver, ISO, and other styles
30

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
31

Gansner, Meredith. ""HELP, MY SON IS ADDICTED TO FORTNITE": TREATMENT APPROACHES FOR INTERNET GAMING DISORDER AND PROBLEMATIC INTERNET USE IN THE CLINICAL SETTING." Journal of the American Academy of Child & Adolescent Psychiatry 59, no. 10 (October 2020): S20. http://dx.doi.org/10.1016/j.jaac.2020.07.088.

Full text
APA, Harvard, Vancouver, ISO, and other styles
32

Ryan, Seamus, and Dean McDonnell. "“Lock, Load, n’ Thank the Driver”: The Positive Influence of Prosocial Activity on Language in Online Social Groups." Social Media + Society 6, no. 2 (April 2020): 205630512091399. http://dx.doi.org/10.1177/2056305120913990.

Full text
Abstract:
Social-psychological research aims to understand and improve human functioning in a wide variety of contexts. With research showing that trust, joy, and anticipation are among the most influential positive emotions in aspects of online communication, determining the environmental factors that may influence communication and interaction is of significant interest. This research aims to identify the ways prosocial actions influence language within an online social community. Using a longitudinal observational analysis of linguistic markers, an analysis was done on an online community, surrounding the game “Fortnite.” At different time intervals, the written dialogue was analyzed for psycholinguistic markers through LIWC to detect variance in tone within the community. Users were queried ( n = 9,037), filtered to meet the inclusion criteria (n = 7,221) and having their posts (n = 1,232,741) assigned to three cohorts, those of pre-prosocial, post-prosocial, and post-reciprocity, depending on the posting date. A statistically significant ( R2 = .572) increase in positive emotion linguistic markers was detected in the data set after the prosocial action was added. A change in motivation did not reduce the use of positive emotion linguistic markers, contrary to what was expected. This research observes how individuals within online communities treat each other and that interaction can be influenced to improve the participant’s experience and the quality of dialogue. This research addresses how game design and human–computer interaction influence human communication and behavior. It supports that small changes to the real world have ripple effects in online communities for the better.
APA, Harvard, Vancouver, ISO, and other styles
33

Rawan Ibrahim Alnasser, Rawan Ibrahim Alnasser. "The reality of adolescent girls' exposure to the dangers of the digital world in Saudi society: A study applied to a sample of middle school students in the city of Riyadh: واقع تعرض المراهقات لمخاطر العالم الرقمي في المجتمع السعودي: دراسة مطبقة على عينة من طالبات المرحلة المتوسطة في مدينة الرياض." مجلة العلوم الإنسانية و الإجتماعية 5, no. 13 (October 30, 2021): 89–67. http://dx.doi.org/10.26389/ajsrp.n060621.

Full text
Abstract:
This study aimed to identify the reality of adolescent girls' exposure to the dangers of the digital world according to the classification of the UNICEF organization and to reveal the most dangerous applications for them. This study relied on the method of social survey through the sample using the questionnaire tool, and the study sample reached (402) single female students Medium in the city of Riyadh, using stratified random sampling. The results of the study revealed that content-related risks are among the most common types of risks that adolescent girls face in the digital world, followed by communication risks and then behavioral risks. The results also showed that among the applications in which adolescent girls are most exposed to the dangers of the digital world (Instagram - Twitter - Snapchat), In terms of usage, YouTube ranked first in terms of usage, followed by Snapchat, Instagram, WhatsApp, Twitter, Tik Tok, then PUBG and Fortnite. The study recommended the need to establish a specialized unit affiliated to the Communications and Information Technology Commission, which includes a number of specialists in the social, psychological and cybersecurity fields. It also includes visual and print media and celebrities of social networking sites who have an impact on the category of children and adolescents. The study also recommended the need to focus the efforts of the committee. To legalize the ethical content of information technology on the most popular websites and applications in the digital world, such as (Twitter, Instagram), by intensifying censorship and working to reduce the availability of harmful and inappropriate materials on these sites.
APA, Harvard, Vancouver, ISO, and other styles
34

Coppers, Sven, Davy Vanacken, and Kris Luyten. "FORTNIoT." Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 4, no. 4 (December 17, 2020): 1–24. http://dx.doi.org/10.1145/3432225.

Full text
APA, Harvard, Vancouver, ISO, and other styles
35

Allan, R. J., L. Heck, and S. Zurek. "Parallel FORTRAN in scientific computing: A new occam harness called Fortnet." Computer Physics Communications 59, no. 2 (June 1990): 325–44. http://dx.doi.org/10.1016/0010-4655(90)90182-z.

Full text
APA, Harvard, Vancouver, ISO, and other styles
36

Castro-Calvo, Jesús, Rafael Ballester-Arnal, Marc N. Potenza, Daniel L. King, and Joël Billieux. "Does “forced abstinence” from gaming lead to pornography use? Insight from the April 2018 crash of Fortnite’s servers." Journal of Behavioral Addictions 7, no. 3 (September 2018): 501–2. http://dx.doi.org/10.1556/2006.7.2018.78.

Full text
APA, Harvard, Vancouver, ISO, and other styles
37

Cooper, R. K., and R. J. Allan. "Fortnet (3L) vl.0: Implementation and extensions of a message- passing harness for transputers using 3L parallel Fortran." Computer Physics Communications 70, no. 3 (July 1992): 521–43. http://dx.doi.org/10.1016/0010-4655(92)90114-e.

Full text
APA, Harvard, Vancouver, ISO, and other styles
38

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
39

"Malware risk for Fortnite fans." New Scientist 239, no. 3191 (August 2018): 5. http://dx.doi.org/10.1016/s0262-4079(18)31454-4.

Full text
APA, Harvard, Vancouver, ISO, and other styles
40

Schöber, Timo, and Georg Stadtmann. "Fortnite: The Business Model Pattern Behind the Scene." SSRN Electronic Journal, 2020. http://dx.doi.org/10.2139/ssrn.3520155.

Full text
APA, Harvard, Vancouver, ISO, and other styles
41

Albarello, Francisco, Ángela Novoa, Mariángeles Castro Sánchez, Adriana Velasco, María Victoria Novaro Hueyo, and Francisco Narbais. "The social dynamics of multiplayer online videogames in Argentinian and Chilean family contexts: The case of Fortnite." Global Studies of Childhood, May 18, 2021, 204361062110159. http://dx.doi.org/10.1177/20436106211015997.

Full text
Abstract:
The popularity of multiplayer online videogames (MOVs) in the lives of young people has become a recurrent area of interest for parents and researchers. The use of these platforms has generated concerns regarding the potential negative effects on children’s personal and social development. Additionally, the ways in which players socialize through these games has raised questions concerning what are regarded as the most effective approaches to promote a constructive articulation of virtual and physical worlds. Fortnite, was created by Epic Games in 2017. It can be characterized as a social survival gaming experience and has the most remarkable use on a worldwide scale. The study reported here is a qualitative case study that explores the social dimension of the use of Fortnite and how it impacts on children’s and their parents’ perceptions regarding its use. A total of 82 in-depth interviews were conducted in 2019 with Argentinian and Chilean children between 9 and 18 years of age and their parents. Findings reveal that parents and children have diverging perspectives regarding the social dimension of the game’s immersive experience. The topic developed in this article is of particular relevance to parents and researchers given the current events and widescale use of online platforms due to the Covid-19 pandemic.
APA, Harvard, Vancouver, ISO, and other styles
42

Ambrasaitė, Paulina, and Agnė Smagurauskaitė. "Epic Games v. Apple: Fortnite battle that can change the industry." Vilnius University Open Series, October 18, 2021, 6–25. http://dx.doi.org/10.15388/tmp.2021.1.

Full text
Abstract:
When Apple Store was launched, there were 500 applications available for iPhone users. Since then, the number of applications in the App Store skyrocketed and in 2017 reached around 2.2 million. In recent years, the number of apps in the App Store is steadily declining, due to Apple’s decision to remove old apps that do not function or the apps that do not follow current app guidelines. The distribution of the apps is only available through the App Store, where the only available payment processor is controlled by Apple. That places Apple in a unique position.The case Epic Games v. Apple raises a broader discussion, whether Apple as the “gatekeeper” of Apps can restrict distribution and access to the apps in the iOS operational system, and whether that kind of activity can be deemed as a monopolist and restrictive competition in App distribution market. This paper will analyze and critically evaluate the recent lawsuit that was brought up against Apple by Epic Games. The main aspect of this analysis is whether Apple can legally restrict the developer’s ability to distribute the applications through the App Store and if it does not restrict the competition. This article is composed of several chapters. Chapter one will examine the relevant facts of the Epic and Apple lawsuit and will summarize the key arguments of this case. The second chapter will explore the relevant legislation and the relevant market related to previously mention proceedings and will explain how the doctrine of the essential facility might affect the case. Chapter three will delve into similar cases brought up earlier and will cover the distribution of digital goods. Chapter four will provide conclusions and the paths moving forward.The object of the paper is to perform a detailed analysis of the case. The purpose of the paper is an assessment of the relevant facts and legal framework regarding Epic’s claim, as well as analyze the topics of foreclosure and dominance in the market. To write this paper several academic writing methods such as descriptive to provide readers with relevant legislation and inform them about relevant facts of the case, also analytical to form the readers’ opinions regarding the recent events and activities of both sides of the suit, also a comparative to compare different legal frameworks in the United States of America and European Union regarding the regulation of monopoly were used. There is no doubt this topic has enormous relevance because of its’ possible after-effects. Epic’s claim already has an impact not only on Apple but also on the whole app development and distribution industry of digital goods and might create a precedent to the similar cases. Currently, this claim is only discussed in the media, and there is no precedent. This article will not give a clear answer to how this lawsuit will be resolved, because it mainly depends on court interpretation of the relevant market. We would rather give a few alternative solutions to this case.
APA, Harvard, Vancouver, ISO, and other styles
43

Navarro, Jessica. "Fortnite: A context for child development during COVID-19 (and beyond) (USA)." Journal of Children and Media, December 1, 2020, 1–4. http://dx.doi.org/10.1080/17482798.2020.1858435.

Full text
APA, Harvard, Vancouver, ISO, and other styles
44

Szabados, György Norbert, Éva Bácsné Bába, Dániel Fróna, Zoltán Bács, András Helmeczi, Gergely Kulcsár, Gergely Ráthonyi, and Sándor Kovács. "ESPORT ITTHON: SZERVEZETEK ÉS FEJLESZTÉSI LEHETŐSÉGEK." Economica 12, no. 1-2 (July 5, 2021). http://dx.doi.org/10.47282/economica/2021/12/1-2/9283.

Full text
Abstract:
Igen izgalmas időszaka van a hazai gaming és esport szférának, mely úgy tűnik, hogy kiemelt figyelmet kapott a hazai, koronavírus járvány okozta rendkívüli helyzetben. Amennyire lassan közhelynek számít a Fortnite, DOTA2, CS, Overwatch, LOL stb. játékok (sportágak) helyzetére, versenyzőire, sporteseményeire való hivatkozás és nézettség, úgy kerülte el eddig a szakma figyelmét a tevékenység hazai társadalmi és szervezeti hátterének, valamint ezzel összefüggésben fejlesztési lehetőségeinek vizsgálata. A kutatás módszertana az irodalmazás során alkalmazott másodelemzésen túl empirikus kvalitatív interjús felvételezés, melyet szakmabeli szervezetek, sportemberek körében mértünk fel és kerestük tanulmányunkban arra a kérdésre a választ, hogy vajon milyen is a sport hazai helyzete, miféle nehézségek, kilátások jellemzik az ebben a körben működő egyéneket és szervezeteket, figyelembe véve a társadalmi vonatkozásokat is. A kutatás eredményei arra utalnak, hogy mind szervezeti mind társadalmi oldalról több változás lenne kívánatos.
APA, Harvard, Vancouver, ISO, and other styles
45

Bernevega, Alexander, and Alex Gekker. "The Industry of Landlords: Exploring the Assetization of the Triple-A Game." Games and Culture, April 29, 2021, 155541202110141. http://dx.doi.org/10.1177/15554120211014151.

Full text
Abstract:
The monetization of the modern Triple-A game has undergone severe changes, as free-to-play revenue models and game as a service distribution strategy have become standard for game developers. To date, the established tradition of the industry’s political–economic analysis focused on the value extraction and user exploitation of video game as a cultural commodity, centered on the video game as generating value through the selling of boxed or digital units. In this article, we present a new analytical framework grounded in understanding the modern video game as an asset that continuously generates revenue for its owners. This theoretical lens encapsulates the changes in contemporary game development, distribution, and value generation. To demonstrate, we apply it to the analysis of the monetization strategies of three recent free-to-play Triple-A titles: Fortnite (2017), Apex Legends (2019), and Call of Duty: Warzone (2020).
APA, Harvard, Vancouver, ISO, and other styles
46

Odugbemi, Gbenga. "Fortnite (Epic Games) vs. Rap Artists: Legal Opinion On the Intellectual Property Use of Artists’ Dance Moves." SSRN Electronic Journal, 2018. http://dx.doi.org/10.2139/ssrn.3292225.

Full text
APA, Harvard, Vancouver, ISO, and other styles
47

Sanderson, Jimmy, Blair Browning, and Hank DeHay. "Seeing the benefits while trying to manage risk: Exploring coach perceptions and messaging with student-athletes around Fortnite." Journal for the Study of Sports and Athletes in Education, April 18, 2021, 1–27. http://dx.doi.org/10.1080/19357397.2021.1916312.

Full text
APA, Harvard, Vancouver, ISO, and other styles
48

McLeod, Christopher M., Hanhan Xue, and Joshua I. Newman. "Opportunity and inequality in the emerging esports labor market." International Review for the Sociology of Sport, November 30, 2021, 101269022110640. http://dx.doi.org/10.1177/10126902211064093.

Full text
Abstract:
Esports is often described as a growing industry ripe with financial opportunities for young professional, competitive gamers. However, these claims rarely consider how income is distributed amongst players. This study uses prize earnings data from 2005 to 2019 to examine labor market inequality and related social inequalities and social stratifications. Lorenz curves and Gini coefficients show that inequality has increased in the labor market overall and the labor markets for the five top games based on total prizes awarded ( Dota 2, Counter-Strike: Global Offensive, Fortnite, League of Legends, StarCraft II). Competitors can expect to earn more today than in 2005, but median incomes have shown sporadic and inconsistent growth compared with top incomes. Moreover, most competitors earn less than the US poverty threshold. Comparing the earnings of the top female players to the whole labor market shows that gender inequalities exist in median incomes and the likelihood of earning more than the poverty threshold. The esports labor market is an engine of inequality that provides opportunities for a few (primarily male) competitors while building a growing class of lowly paid players who support the interests of game designers and event organizers.
APA, Harvard, Vancouver, ISO, and other styles
49

Parker, Felan, and Matthew E. Perks. "Streaming ambivalence: Livestreaming and indie game development." Convergence: The International Journal of Research into New Media Technologies, July 28, 2021, 135485652110278. http://dx.doi.org/10.1177/13548565211027809.

Full text
Abstract:
Commercial game makers at all scales of production have increasingly come to incorporate livestreaming into every stage of the game development cycle. Mainstream hits like Fortnite and League of Legends owe their ongoing success in no small part to their massive uptake by streamers, and triple-A releases from major publishers can reliably expect significant attention on streaming platforms. But what about smaller, lower budget games? For independent game developers, the costs and benefits of streaming are less clear. Based on interviews with small commercial indie developers in Toronto and Montréal, this article critically examines different discourses around streaming and commercial indie games, focusing on developer perceptions of the benefits and risks of streaming and its impacts on indie game-making practices, including production, promotion, and community-building. Contrary to persistent popular myths about streaming as the key to ‘discoverability’, commercial indie game development remains a precarious form of cultural work, and indie games collectively attract only a tiny fraction of the overall audience on streaming platforms. There is a high level of uncertainty about the factors that led to a given game’s success, leaving many indie developers ambivalent about leveraging influencer attention and even as they commit significant time and energy trying to doing so.
APA, Harvard, Vancouver, ISO, and other styles
50

Crane, Zachary. "Fortnite Is ‘Dropping’ Into Legal Land: A Proposal to Amend the Copyright Act to Address Artists’ and Game Developers’ Concerns Over Dance Moves As Purchasable Emotes in Video Games." SSRN Electronic Journal, 2019. http://dx.doi.org/10.2139/ssrn.3314693.

Full text
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