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Situating the Appeal of Fortnite Within Children’s Changing Play Cultures
Games and Culture ( IF 2.180 ) Pub Date : 2020-03-30 , DOI: 10.1177/1555412020913771
Marcus Carter 1 , Kyle Moore 1 , Jane Mavoa 2 , Heather Horst 3 , luke gaspard 1
Affiliation  

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.

中文翻译:

在儿童不断变化的游戏文化中提出堡垒之夜的诉求

Fortnite是一款大型多人在线“皇家大逃杀”游戏,于2018年迅速发展成为世界上最受欢迎的数字游戏之一,据报道,2019年3月的同时在线玩家人数达到1080万,注册玩家人数达到2.5亿。基于24通过采访9-14岁的年轻人(17个男孩和7个女孩),本文旨在介绍Fortnite的吸引力和经验。虽然无法确切地说明为什么Fortnite如此获得全球如此惊人的成功,但我们认为,与YouTube和游戏直播之间的交汇可以更好地解释它的吸引力,因为它是游戏作为社交工具的方式资本和身份的表现,以及丰富的社会性发挥。
更新日期:2020-03-30
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