Fornite (2017) - Audience
Media Studies: Eduqas GCSE, topic 3.2.2
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
- 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
- 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
- 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
- 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
- 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.
Test yourself on Fornite (2017) - Audience
Which famous Fortnite player has over 10 million subscribers and earns more than $500k a month?