3.2.2

Fornite (2017) - Audience

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Fortnite (2017) - Audience

Fortnite has been widely debated for concerns about violence and addiction, but its teamwork-focused gameplay and creative features attract a diverse range of players.

Historical & political contexts

Historical & political contexts

  • Video games have often caused moral panic.
  • Concerns include:
    • Violent games encouraging copycat behaviour
    • Addiction and ‘screen time’ limits
  • Fortnite was compared to Grand Theft Auto or Call of Duty:
    • Very little explicit or realistic violence
    • Cartoon-like graphics suitable for younger players
Historical & political contexts 2

Historical & political contexts 2

  • There were some levels of racism or misogyny due to the random assignment of player ‘skins’.
  • However, collaborative gameplay is praised for encouraging teamwork.
  • Another concern was addiction:
    • Reports of distraction from schoolwork
    • Comparisons to heroin (psychologists)
    • Even Premier League players sought treatment
    • Prince Harry called it “dangerous”
Targeting audiences

Targeting audiences

  • Demographics:
    • 78% male, 22% female
    • 53% aged 10–25
    • 42% in full-time employment
  • Cartoon-style graphics + focus on construction = appeal to younger players.
  • eSports and streaming stars also create aspirational role models:
    • Ninja (gamer): 10 million subscribers, $500k+ per month, 2nd highest social media interactions globally
  • Non-traditional gamer celebrities:
    • Rappers, NBA athletes, and female streamers (e.g. KatyPlaysGames) broaden appeal
Active & passive audiences

Active & passive audiences

  • Fortnite: Battle Royale is an interactive and collaborative gameplay.
    • It encourages teamwork and strategic thinking.
    • Players can deconstruct and rebuild environments.
  • Fortnite: Creative gives more freedom to design skins, emotes, and landscapes.
  • Epic Games’ Unreal Engine is also available for aspiring game developers (paid).
Theoretical perspectives

Theoretical perspectives

  • Uses & Gratifications (Blumler & Katz):
    • People use this media for escapism, catharsis, and social interaction.
  • Dyer’s Star Theory:
    • Celebrity gamers and non-gamers serve as role models.
    • Video games contribute to identity formation and aspirations.
Jump to other topics
1

Overview

2

Component 1: Section A

3

Component 1: Section B

4

Component 2: Section A

5

Component 2: Section B

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