Discrimination in videogames: the case of Fortnite

Authors

Abstract

Video games are one of the main sources of entertainment. In recent years, they have experienced exponential growth in terms of the number of players and business models. Their popularity has driven various business models, such as free-to-play, which allows playing completely for free. One of the most well-known examples is Fortnite, a video game that attracts adults and children but is aimed at ages 12 and above. Its business model is based on the purchase of cosmetic upgrades using its own virtual currency. Access to this paid content has become a status symbol and a source of mockery and harassment towards users who only play with the basic items provided for free by the game. In the case of minors, who make up more than half of its players, it has become a tool to measure popularity and has exacerbated differences among them, leading to cases of bullying in the school environment.

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DOI

https://doi.org/10.33115/udg_bib/cp.v12i24.22906

Published

2023-07-13

How to Cite

Olivas Ripoll, C., & Alonso Muñoz, K. (2023). Discrimination in videogames: the case of Fortnite. Communication Papers. Media Literacy and Gender Studies., 12(24), 121–137. https://doi.org/10.33115/udg_bib/cp.v12i24.22906