It is not an island it's a world: Fortnite and “worldness”

Kyle Moore, Marcus Carter

Research output: Chapter in Book/Report/Conference proceedingConference PaperResearchpeer-review

4 Citations (Scopus)

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.

Original languageEnglish
Title of host publicationProceedings of the 54th Annual Hawaii International Conference on System Sciences, HICSS 2021
EditorsTung X. Bui
Place of PublicationHI USA
PublisherIEEE, Institute of Electrical and Electronics Engineers
Pages2843-2852
Number of pages10
ISBN (Print)9780998133140
DOIs
Publication statusPublished - 2021
EventHawaii International Conference on System Sciences 2021 - Online, Virtual, Online, United States of America
Duration: 4 Jan 20218 Jan 2021
Conference number: 54th
https://scholarspace.manoa.hawaii.edu/handle/10125/72112 (Proceedings/Website)

Conference

ConferenceHawaii International Conference on System Sciences 2021
Abbreviated titleHICSS 2021
Country/TerritoryUnited States of America
CityVirtual, Online
Period4/01/218/01/21
Internet address

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