It is Not an Island It’s A World: Fortnite and “Worldness”

dc.contributor.author Moore, Kyle
dc.contributor.author Carter, Marcus
dc.date.accessioned 2020-12-24T19:34:52Z
dc.date.available 2020-12-24T19:34:52Z
dc.date.issued 2021-01-05
dc.description.abstract Fortnite is a massively multiplayer online first-person shooter that grew rapidly in 2018 to become one of the world’s most popular games, with current estimates of 350 million active players. In this paper we argue that Fortnite’s success can – in part – be attributed to the affective sensation of worldness that it creates via its 10 week ‘seasons’. Via a study of children’s digital play cultures, we discuss the implications of this way of thinking about the spatial, social, and material structures of the gameworld for understanding Fortnite’s success, countering discourses of ‘videogame addiction’, and guiding future research.
dc.format.extent 10 pages
dc.identifier.doi 10.24251/HICSS.2021.347
dc.identifier.isbn 978-0-9981331-4-0
dc.identifier.uri http://hdl.handle.net/10125/70961
dc.language.iso English
dc.relation.ispartof Proceedings of the 54th Hawaii International Conference on System Sciences
dc.rights Attribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.uri https://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject Games and Gaming
dc.subject battle royale
dc.subject fortnite
dc.subject gameworld
dc.subject seasonality
dc.subject worldness
dc.title It is Not an Island It’s A World: Fortnite and “Worldness”
prism.startingpage 2843
Files
Original bundle
Now showing 1 - 1 of 1
No Thumbnail Available
Name:
0278.pdf
Size:
410.94 KB
Format:
Adobe Portable Document Format
Description:
Collections