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Fortnite (2017) - Media Industries

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Fortnite (2017)

Fortnite is a series of free-to-play multiplayer battleground games produced by Epic Games.

Introduction to Fortnite (2017)

Introduction to Fortnite (2017)

  • Fortnite was first launched in July 2017.
  • It is available on multiple platforms (PC, consoles, mobile, and tablets).
  • It is known for its mix of combat, building, and survival gameplay.
  • The game is aimed at teen and young adult audiences, but is played worldwide by all ages.
The Fortnite franchise

The Fortnite franchise

  • Fortnite includes several game modes:
    • Fortnite: Battle Royale – 100 players fight until only one remains.
    • Fortnite: Save The World – Team survival mode against zombie-like creatures.
    • Fortnite: Creative – Players design and build their own islands and mini-games.
  • Fortnite: Battle Royale is the most successful free-to-play video game ever.
Fortnite's financial success

Fortnite's financial success

  • Fortnite made $1.2 billion in the first 10 months of release.
  • The total franchise revenue in 2018 was $3.1 billion
  • Epic Games’ value grew from $825 million (2012) to $5.8 billion (2018).
  • The game won “Best Ongoing Game” (PC Gamer & IGN, 2018).
Gameplay overview

Gameplay overview

  • 100 players are dropped from a flying bus onto an island.
  • Players collect weapons, materials, and items to survive.
  • The map shrinks over time due to a deadly storm, forcing battles.
  • The last player or team standing wins.
  • Players can destroy and rebuild structures, combining combat and construction.
Game genre and style

Game genre and style

  • Fortnite is a fusion of two popular game types:
    • Battle games (like PlayerUnknown’s Battlegrounds)
    • Construction games (like Minecraft)
  • Known for its colourful, cartoon-like art style and fast-paced gameplay.
  • Regular updates and themed events keep the game feeling fresh.

Fortnite - Media Industries

The video game industry has grown rapidly since the 1980s. In 2014, there were 1.8 billion gamers worldwide. In 2015, sales were forecast to reach $90 billion by 2020.

Gaming as a social activity

Gaming as a social activity

  • Games are now social spaces, not just solo experiences.
  • Online multiplayer games (like Ultima Online, 1997) allowed players to connect worldwide.
  • Players form friendships, alliances, and communities in-game.
  • eSports events attract millions of live viewers – online or in arenas.
  • Technological convergence also allows Fortnite to be played on:
    • Consoles 
    • PCs 
    • Smartphones
    • Tablets
  • Players can easily switch between devices mid-game without interruption.
Unreal engine and creativity

Unreal engine and creativity

  • Fortnite was built using Epic’s Unreal Engine.
  • Epic allows users to download and use it for free to make their own games.
  • Unreal Engine is also used in major games like:
    • Batman: Arkham City
    • Infinity Blade
  • This supports creative audiences and independent developers.
Epic Games as a media institution

Epic Games as a media institution

  • Epic Games, founded by Tim Sweeney in 1991, was originally run from his home.
  • They were famous for the Unreal Engine, named “Most Successful Videogame Engine” by Guinness World Records (2014).
  • Epic owns several studios including:
    • Chair Entertainment
    • Cloudgine (cloud software)
  • Tencent, a Chinese company, owns 42% of Epic (bought in 2012).
Reaching audiences

Reaching audiences

  • Cross-media convergence = different media forms/brands joining to promote each other.
  • Fortnite works with:
    • YouTube and Twitch for streaming and competitions
    • Marvel Studios (Avengers: Infinity War event)
  • Collaborations keep Fortnite fresh and in the public eye.
  • Epic Games also partners with famous people to reach wider audiences:
    • Rapper Drake played Fortnite live on Twitch.
    • NBA star Ben Simmons promoted the game.
  • This helps Fortnite appeal beyond traditional gamers.
Funding and profit models

Funding and profit models

  • Fortnite uses the “Games as a Service” (GaaS) model.
  • The game is free to play, but players buy extras using V-bucks (game currency).
  • These are microtransactions for:
    • Skins (new outfits)
    • Emotes (dance moves)
    • Season passes (exclusive rewards)
  • Purchases are cosmetic only, not skill-based – but limited-time offers boost demand.
Regulation and PEGI ratings

Regulation and PEGI ratings

  • Games must show age ratings to guide parents and consumers.
  • In the UK, the system used is PEGI (Pan-European Game Information).
  • PEGI ratings became part of UK law in 2012, overseen by the Video Standards Council (VSC).
  • Fortnite’s rating: PEGI 12 – “Frequent scenes of mild violence.”
    • Most parents' concerns are about addiction, not violence.
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