Situating the Appeal of Fortnite Within Children's Changing Play Cultures

被引:21
作者
Carter, Marcus [1 ]
Moore, Kyle [2 ]
Mavoa, Jane [4 ]
Horst, Heather [5 ]
Gaspard, Luke [3 ]
机构
[1] Univ Sydney, Digital Cultures, Sydney, NSW, Australia
[2] Univ Sydney, John Wooley Bldg, Sydney, NSW 2006, Australia
[3] Univ Sydney, Sch Media & Commun, Sydney, NSW, Australia
[4] Univ Melbourne, Dept Comp & Informat Syst, Melbourne, Vic, Australia
[5] Univ Western Sydney, Inst Culture & Soc, Sydney, NSW, Australia
关键词
online games; Fortnite; battle royale; YouTube; temporality; first-person shooter games; children; children's digital cultures; COMPUTER GAMES; ONLINE;
D O I
10.1177/1555412020913771
中图分类号
G [文化、科学、教育、体育]; C [社会科学总论];
学科分类号
03 ; 0303 ; 04 ;
摘要
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.
引用
收藏
页码:453 / 471
页数:19
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