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.
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 textZeh, 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 textErb, 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 textMárquez-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 textDardart, 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 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 textArufe 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 textWeigle, 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 textFernández 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 textHolguin-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 textKing, 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 textBouchard, 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 textAnderson, 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 textWohn, 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 textLiterat, 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 textJiang, 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 textOp 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 textRedondo 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 textThorhauge, 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 textSaragih, 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 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 textGansner, 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 textRyan, 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 textRawan 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 textCoppers, 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 textAllan, 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 textCastro-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 textCooper, 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 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 text"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 textSchöber, 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 textAlbarello, 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 textAmbrasaitė, 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 textNavarro, 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 textSzabados, 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 textBernevega, 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 textOdugbemi, 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 textSanderson, 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 textMcLeod, 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 textParker, 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 textCrane, 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.
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