Difference between revisions of "Fortnite Battle Royale"

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|logo=FortniteLogo.png
 
|logo=FortniteLogo.png
 
|screenimage=Fortnite_Lobby.jpg
 
|screenimage=Fortnite_Lobby.jpg
|caption='''The Chapter 4 lobby in'''
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|caption='''The'''
|imageurl=https://www.epicgames.com/fortnite/en-US/home
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|imageurl=https://twitter.com/FortniteBR/status/1599378842459717633
|text='''''Fortnite'''''
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|text='''''Chapter 4 Lobby in Fortnite (Copyright Epic Games)'''''
 
|genre=Third-Person Shooter<br>Battle Royale
 
|genre=Third-Person Shooter<br>Battle Royale
 
|style=Battle Royale
 
|style=Battle Royale
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'''Fortnite: Battle Royale''' is a video game developed and published by [[Epic Games]]. It was released in early access on September 26, 2017<ref>https://www.epicgames.com/fortnite/ko/news/announcing-fortnite-battle-royale</ref>. Fortnite: Battle Royale is a game in which 100 players fight to be the final player or team remaining using various guns, materials, and items found across the island. Fortnite can be played on various platforms including desktop computers, consoles, and smartphones.
 
'''Fortnite: Battle Royale''' is a video game developed and published by [[Epic Games]]. It was released in early access on September 26, 2017<ref>https://www.epicgames.com/fortnite/ko/news/announcing-fortnite-battle-royale</ref>. Fortnite: Battle Royale is a game in which 100 players fight to be the final player or team remaining using various guns, materials, and items found across the island. Fortnite can be played on various platforms including desktop computers, consoles, and smartphones.
 +
As with many video games, ethical implications of Fortnite have been discussed throughout the years. Such implications include copyright infringement, microtransactions, friction in those transactions, its effect on children, and violence in video games.
  
 
== Game ==
 
== Game ==
 +
=== Weapons ===
 +
Fortnite: Battle Royale features a roster of weapons that rotates between seasons and chapters. These weapons invariably come from 8 different categories - assault weapons, shotguns, SMGs, pistols, sniper rifles, crossbows, melee weapons, and explosive weapons - and can be found in 7 possible rarities: common, uncommon, rare, epic, legendary, mythical, and exotic. Higher rarity weapons are more difficult to find, but reward the player with more power.<ref name="weapons">https://fortnite-archive.fandom.com/wiki/Weapons_(Battle_Royale)</ref>.
 +
 +
As a battle royale game, the core concept of Fortnite revolves around weapons and their use in combat. In order to win, players must fight their way to first place.
 +
 
=== Building ===
 
=== Building ===
 
The key feature that Fortnite: Battle Royale boasts over other games within the same genre is the ability to build walls, floors, stairs, and pyramids with which players may defend themselves<ref name="building">https://fortnite.fandom.com/wiki/Building</ref>. Players may find three types of materials within various structures on the island - namely wood, stone, and metal.
 
The key feature that Fortnite: Battle Royale boasts over other games within the same genre is the ability to build walls, floors, stairs, and pyramids with which players may defend themselves<ref name="building">https://fortnite.fandom.com/wiki/Building</ref>. Players may find three types of materials within various structures on the island - namely wood, stone, and metal.
Line 41: Line 47:
 
=== Business Model ===
 
=== Business Model ===
 
Fortnite: Battle Royale is a freemium game. This means that the game itself is available for free to download and play<ref>https://www.investopedia.com/terms/f/freemium.asp</ref>, but players can purchase different outfits, harvesting tools, wraps, emotes, and bundles via the item shop<ref>https://fortnite.fandom.com/wiki/Item_Shop</ref>. The item shop selection rotates daily, and items within the shop can be purchased using an in-game currency known as V-Bucks. Another use of V-Bucks is the Battle Pass, a concept popularized by Fortnite and [[Epic Games]]. This Battle Pass is swapped out for a new one each season and costs players 950 V-Bucks, or about the equivalent of $10.
 
Fortnite: Battle Royale is a freemium game. This means that the game itself is available for free to download and play<ref>https://www.investopedia.com/terms/f/freemium.asp</ref>, but players can purchase different outfits, harvesting tools, wraps, emotes, and bundles via the item shop<ref>https://fortnite.fandom.com/wiki/Item_Shop</ref>. The item shop selection rotates daily, and items within the shop can be purchased using an in-game currency known as V-Bucks. Another use of V-Bucks is the Battle Pass, a concept popularized by Fortnite and [[Epic Games]]. This Battle Pass is swapped out for a new one each season and costs players 950 V-Bucks, or about the equivalent of $10.
The primary way in which Epic Games monetizes Fortnite is through these in-game [[microtransactions]]. By 2021, Fortnite had grossed $20 billion off its microtransactions alone<ref>https://www.businessofapps.com/data/fortnite-statistics/</ref>.
+
The primary way in which Epic Games monetizes Fortnite is through these in-game [[microtransactions]]. By 2021, Fortnite had grossed $20 billion off its microtransactions alone<ref>https://www.businessofapps.com/data/fortnite-statistics/</ref>. These microtransactions are the source of one of the ethical dilemmas presented by Fortnite and an increasing number of other video games.
  
 
== Ethical Implications ==
 
== Ethical Implications ==
=== Emote Copyright Issues ===
+
=== Emote Copyright Infringement ===
The aforementioned emotes have been the source of many controversies, specifically relating to the "theft" of popular dances. A large number of dances have been stolen by Epic Games for Fortnite - 2 Milly's signature dance (the Milly Rock), Alfonso Ribeiro's signature dance from ''The Fresh Prince of Bel-Air'', the floss dance performed by Russell Horning, and many more<ref>https://www.theverge.com/2018/12/20/18149869/fortnite-dance-emote-lawsuit-milly-rock-floss-carlton</ref><ref>https://www.thegamer.com/fortnit-dances-emotes-stolen/</ref>. This theft prompted a debate across the internet on whether a dance can be copyrighted. Despite the debate, the U.S. Copyright Office states that "individual dance movements or dance steps by themselves are not copyrightable"<ref name="copyright">https://www.copyright.gov/circs/circ52.pdf</ref>. The Copyright Office lays out rules that state that choreography and pantomime are only registrable for copyright if they are "fixed in a tangible medium of expression in such a way that reveals the movements in sufficient detail to permit the work to be performed in a consistent and uniform manner"<ref name="copyright" />. So it seems that while the usage of dances not originally created by Epic Games for Fortnite may be considered an ethical dilemma, it is not considered illegal or an infringement of the copyrights of those who created these stolen dances.
+
The aforementioned emotes have been the source of many controversies, specifically relating to the "theft" of popular dances. A large number of dances have been taken by Epic Games for Fortnite - 2 Milly's signature dance (the Milly Rock), Alfonso Ribeiro's signature dance from ''The Fresh Prince of Bel-Air'', the floss dance performed by Russell Horning, and many more<ref>https://www.theverge.com/2018/12/20/18149869/fortnite-dance-emote-lawsuit-milly-rock-floss-carlton</ref><ref>https://www.thegamer.com/fortnit-dances-emotes-stolen/</ref>. This theft prompted a debate across the internet on whether a dance can be copyrighted. Despite the debate, the U.S. Copyright Office states that "individual dance movements or dance steps by themselves are not copyrightable"<ref name="copyright">https://www.copyright.gov/circs/circ52.pdf</ref>. The Copyright Office lays out rules that state that choreography and pantomime are only registrable for copyright if they are "fixed in a tangible medium of expression in such a way that reveals the movements in sufficient detail to permit the work to be performed in a consistent and uniform manner"<ref name="copyright" />. According to the copyright office, there is nothing that can legally be done about such a thing.
  
=== Microtransactions and Friction===
+
However, this has not stopped people from pursuing legal action against Epic Games, the creator of Fortnite. In December 2018, ''The Fresh Prince of Bel Air'''s Alfonso Ribeiro and rapper Terrance Ferguson (2 Milly) brought lawsuits against Epic Games<ref>https://www.polygon.com/fortnite/2018/12/17/18145166/fortnite-carlton-dance-lawsuit-alfonso-ribeiro</ref> that was ultimately dismissed from court in February 2019 because the dances were "too short" to be copyrighted<ref>https://kotaku.com/epic-games-asks-court-to-dismiss-2-milly-lawsuit-claim-1832601498</ref>. That same month, Russell Horning - commonly known as Backpack Kid - also filed a lawsuit against Epic Games which was dropped shortly thereafter for similar reasons to Rebeiro and Ferguson's case.  
There have also been numerous documented cases in which children were found spending their parents' money on V-Bucks. This is not an isolated case, as children have also been known to spend large amounts of money on video games in the past<ref>https://people.com/human-interest/connecticut-boy-spends-16k-moms-money-video-game-ipad/</ref> One particular case featured a child who spent approximately $300 of his mother's money to purchase 49,300 V-Bucks<ref>https://www.thegamer.com/fortnite-mom-credit-card-50000-v-bucks/</ref>.
+
This may be the case because Fortnite lacks friction via a "confirm purchase" button in western versions of the game<ref name="friction">https://www.ign.com/articles/2019/03/12/fortnite-to-introduce-an-undo-purchase-button</ref>. However, it was announced in 2019 that Fortnite had plans to introduce an "undo purchase" button<ref name="friction" />. This change is reflected in the game today, via the "cancel a purchase" and "return a purchase" features<ref>https://www.epicgames.com/fortnite/en-US/cancel-purchase</ref>, most likely made available for the benefit of both adults and children. Epic Games has decided not to add a "confirm purchase" button because they do not "want to add friction for players."
+
  
===Lawsuits===
+
In early 2022, YouTuber Kyle Hanagami<ref name="hanagami">https://www.polygon.com/23002010/fortnite-dance-lawsuit-emote-kyle-hanagami-its-complicated</ref> filed a lawsuit against Epic Games for his copyrighted dance choreographed to Charlie Puth's "How Long." This case, too, was met with dismissal from the court, since when the individual poses from the dance were "viewed in isolation," they were "not protectable under copyright law."<ref>https://www.hodgsonruss.com/newsroom-publications-13907.html</ref>
Recently, the creators of Fornite payed a multi million dollar fine to the Federal Trade Commission (FTC) for taking children users' data and putting them in harms way. In the first of two settlements, Epic Games will pay $275 million for violating the Children's Online Privacy Protection Act (COPPA). They then settled for $245 million on the grounds of tricking users of the game into making purchases that they did not want. On top of these two settlements, the FTC stated that Epic Games was putting children at risk of trauma and bullying due to the fact that text and voice communication by default are turned on in the game. Employees of the company have allegedly been making complaints about these features for years, without action from executives.
+
  
Sources: https://www.businessinsider.com/fortnite-creator-record-520-million-ftc-fine-children-privacy-violations-2022-12#:~:text=The%20FTC%20also%20alleged%20that,such%20as%20suicide%20while%20on
+
=== Microtransactions and Friction ===
 +
There have also been numerous documented cases in which children were found spending their parents' money on V-Bucks. Fortnite is not the only game with this effect, as children have also been known to spend large amounts of money on video games in the past<ref>https://people.com/human-interest/connecticut-boy-spends-16k-moms-money-video-game-ipad/</ref> One particular case featured a child who spent approximately $300 of his mother's money to purchase 49,300 V-Bucks<ref>https://www.thegamer.com/fortnite-mom-credit-card-50000-v-bucks/</ref>.
 +
This may be the case because Fortnite lacks friction via a "confirm purchase" button in western versions of the game<ref name="friction">https://www.ign.com/articles/2019/03/12/fortnite-to-introduce-an-undo-purchase-button</ref>. However, it was announced in 2019 that Fortnite had plans to introduce an "undo purchase" button<ref name="friction" />. This change is reflected in the game today, via the "cancel a purchase" and "return a purchase" features<ref>https://www.epicgames.com/fortnite/en-US/cancel-purchase</ref>, most likely made available for the benefit of both adults and children. Epic Games has decided not to add a "confirm purchase" button because they do not "want to add friction for players."
  
https://www.ftc.gov/business-guidance/blog/2022/12/245-million-ftc-settlement-alleges-fortnite-owner-epic-games-used-digital-dark-patterns-charge
+
Research has found that, while fixed cosmetic rewards are the least ethically concerning, there are still ethical issues to be considered when looking at cosmetic microtransactions<ref name="cosmetics">https://doi-org.proxy.lib.umich.edu/10.1177/1555412019887658</ref>. Specifically, it is important to consider how and to whom these cosmetics are being marketed. In Fortnite, cosmetics rotate daily, incentivizing users to make their purchase before the item disappears indefinitely. Fortnite is rated T for Teen by the ESRB<ref>https://www.esrb.org/ratings/34948/fortnite/</ref>, and as a result much of the audience consists of teenagers and young adults, to whom these cosmetics are being marketed.
  
 +
There have also been concerns presented relating to players' rights to their purchased items. For example, if Epic Games decided to remove an item, they could possibly do so without legal repercussions<ref name="cosmetics" />.
  
 +
On the other side of the coin, players seem to understand that for freemium games like Fortnite, microtransactions are necessary to compensate employees for their work<ref name="cosmetics" />. At the same time, the barrier of entry to the game is lowered as a result of these microtransactions, since they allow the game itself to be free to play<ref name="cosmetics" />.
 +
 +
=== Fortnite and Children ===
 +
Recently, the creators of Fornite payed a multi million dollar fine to the Federal Trade Commission (FTC) for taking children users' data and putting them in harms way. In the first of two settlements, Epic Games will pay $275 million for violating the Children's Online Privacy Protection Act (COPPA). They then settled for $245 million on the grounds of tricking users of the game into making purchases that they did not want. On top of these two settlements, the FTC stated that Epic Games was putting children at risk of trauma and bullying due to the fact that text and voice communication by default are turned on in the game. Employees of the company have allegedly been making complaints about these features for years, without action from executives.<ref>https://www.businessinsider.com/fortnite-creator-record-520-million-ftc-fine-children-privacy-violations-2022-12</ref><ref>https://www.ftc.gov/business-guidance/blog/2022/12/245-million-ftc-settlement-alleges-fortnite-owner-epic-games-used-digital-dark-patterns-charge</ref>
  
 
=== Shooter Games and Violence ===
 
=== Shooter Games and Violence ===
There exists an age-old debate (since the 1970s<ref>https://en.wikipedia.org/wiki/Violence_and_video_games</ref>) on whether video games, specifically those considered shooters, lead to violence in those who play them. Public figures such as Donald Trump and Jimmy Kimmel have come forth stating and making jokes about how violence in video games influences the way young people think<ref name="think">https://www.jcfs.org/response/blog/does-video-gaming-cause-violence-research-asks-you-think-again</ref>. At first glance, it seems that research suggests a correlation between in-game violence and real-world violence. But some studies have taken to alternative hypotheses on the relationship between video games and aggression, such as games having a steep learning curve or the possibility that people just don't enjoy losing.
+
There exists a debate (since the 1970s<ref>https://en.wikipedia.org/wiki/Violence_and_video_games</ref>) on whether video games, specifically those considered shooters, lead to violence in those who play them. Public figures such as 45th President of the United States Donald Trump and Jimmy Kimmel have come forth stating and making jokes about how violence in video games influences the way young people think<ref name="think">https://www.jcfs.org/response/blog/does-video-gaming-cause-violence-research-asks-you-think-again</ref>. At first glance, it seems that research suggests a correlation between in-game violence and real-world violence. But some studies have taken to alternative hypotheses on the relationship between video games and aggression, such as games having a steep learning curve or the possibility that people just don't enjoy losing.
 
Research on the correlation between video games and violence has been mixed<ref name="mixed">https://psychcentral.com/lib/more-evidence-fortnite-is-bad-for-your-childs-health</ref>. Specifically relating to Fortnite, a 2022 study in Japan "found that battle royale games were associated with aggressive feelings" and more, but another found that aggression and reduced empathy are unrelated. As of yet, any correlation between video games and violence is unclear. It has been shown, however, that dialing back the amount of time spent playing video games can be beneficial for the young mind<ref name="mixed">.
 
Research on the correlation between video games and violence has been mixed<ref name="mixed">https://psychcentral.com/lib/more-evidence-fortnite-is-bad-for-your-childs-health</ref>. Specifically relating to Fortnite, a 2022 study in Japan "found that battle royale games were associated with aggressive feelings" and more, but another found that aggression and reduced empathy are unrelated. As of yet, any correlation between video games and violence is unclear. It has been shown, however, that dialing back the amount of time spent playing video games can be beneficial for the young mind<ref name="mixed">.
 +
 +
One particular, small study finds that the majority of children actually saw a decrease in probability of real-life violence after "an increase in video game playing following a release of a popular violent video game," but that there were some children whose destructive behavior was statistically significantly increased. It has been concluded that substituting a violent video game in place of other violent activities decreased the tendencies for destructive behavior, according to parents<ref name="violence">https://doi.org/10.1016/j.jebo.2021.05.014</ref>.
  
 
== References ==
 
== References ==

Revision as of 18:08, 12 February 2023

FortniteLogo.png
Fortnite Lobby.jpg
The Chapter 4 Lobby in Fortnite (Copyright Epic Games)
Genre Third-Person Shooter
Battle Royale
Gamming Style Battle Royale
Platform Windows PC
PlayStation 4
PlayStation 5
Xbox One
Xbox One S
Xbox One Series X/S
Nintendo Switch/Switch Lite
Android
Release Date September 26, 2017
Developer Epic Games
Publisher Epic Games
Website Fortnite

Fortnite: Battle Royale is a video game developed and published by Epic Games. It was released in early access on September 26, 2017[1]. Fortnite: Battle Royale is a game in which 100 players fight to be the final player or team remaining using various guns, materials, and items found across the island. Fortnite can be played on various platforms including desktop computers, consoles, and smartphones. As with many video games, ethical implications of Fortnite have been discussed throughout the years. Such implications include copyright infringement, microtransactions, friction in those transactions, its effect on children, and violence in video games.

Game

Weapons

Fortnite: Battle Royale features a roster of weapons that rotates between seasons and chapters. These weapons invariably come from 8 different categories - assault weapons, shotguns, SMGs, pistols, sniper rifles, crossbows, melee weapons, and explosive weapons - and can be found in 7 possible rarities: common, uncommon, rare, epic, legendary, mythical, and exotic. Higher rarity weapons are more difficult to find, but reward the player with more power.[2].

As a battle royale game, the core concept of Fortnite revolves around weapons and their use in combat. In order to win, players must fight their way to first place.

Building

The key feature that Fortnite: Battle Royale boasts over other games within the same genre is the ability to build walls, floors, stairs, and pyramids with which players may defend themselves[3]. Players may find three types of materials within various structures on the island - namely wood, stone, and metal.

Building Material Icon Build Speed HP Flammable?
Wood FortniteWood.png Fastest 140 Yes
Stone FortniteStone.png Medium 400 No
Metal FortniteMetal.png Slowest 600 No
[4]

Built structures can be edited into many different shapes predefined by the game. When players attempt to edit a wall or floor, a 3x3 grid appears and each square in that grid can be toggled to create these predefined shapes. Alternatively, for stairs, the player can select directions for their stairs to go, allowing for stairs that are thinner or change direction. Finally, pyramids can be edited using their 2x2 grid to construct ramps[3]. Structures can be destroyed by players using their harvesting tool.

In Fortnite's build mode, many players utilize building for both mobility and protection[3]. The ability to build has spawned strategies such as building 90's[5], which players use to make their builds sturdy and protective as quickly as possible. It also allows for quick access to the high ground, which is a useful vantage point in shooter games, First Person Shooters and third person shooters alike.

An alternative mode called Zero Build[6] was introduced on March 29, 2022[7] for players who preferred to play without the famous building mechanic. This mode takes away the ability to build and remains in the game to this day. In fact, Zero Build mode brought many players back to the game[8]

Business Model

Fortnite: Battle Royale is a freemium game. This means that the game itself is available for free to download and play[9], but players can purchase different outfits, harvesting tools, wraps, emotes, and bundles via the item shop[10]. The item shop selection rotates daily, and items within the shop can be purchased using an in-game currency known as V-Bucks. Another use of V-Bucks is the Battle Pass, a concept popularized by Fortnite and Epic Games. This Battle Pass is swapped out for a new one each season and costs players 950 V-Bucks, or about the equivalent of $10. The primary way in which Epic Games monetizes Fortnite is through these in-game microtransactions. By 2021, Fortnite had grossed $20 billion off its microtransactions alone[11]. These microtransactions are the source of one of the ethical dilemmas presented by Fortnite and an increasing number of other video games.

Ethical Implications

Emote Copyright Infringement

The aforementioned emotes have been the source of many controversies, specifically relating to the "theft" of popular dances. A large number of dances have been taken by Epic Games for Fortnite - 2 Milly's signature dance (the Milly Rock), Alfonso Ribeiro's signature dance from The Fresh Prince of Bel-Air, the floss dance performed by Russell Horning, and many more[12][13]. This theft prompted a debate across the internet on whether a dance can be copyrighted. Despite the debate, the U.S. Copyright Office states that "individual dance movements or dance steps by themselves are not copyrightable"[14]. The Copyright Office lays out rules that state that choreography and pantomime are only registrable for copyright if they are "fixed in a tangible medium of expression in such a way that reveals the movements in sufficient detail to permit the work to be performed in a consistent and uniform manner"[14]. According to the copyright office, there is nothing that can legally be done about such a thing.

However, this has not stopped people from pursuing legal action against Epic Games, the creator of Fortnite. In December 2018, The Fresh Prince of Bel Air's Alfonso Ribeiro and rapper Terrance Ferguson (2 Milly) brought lawsuits against Epic Games[15] that was ultimately dismissed from court in February 2019 because the dances were "too short" to be copyrighted[16]. That same month, Russell Horning - commonly known as Backpack Kid - also filed a lawsuit against Epic Games which was dropped shortly thereafter for similar reasons to Rebeiro and Ferguson's case.

In early 2022, YouTuber Kyle Hanagami[17] filed a lawsuit against Epic Games for his copyrighted dance choreographed to Charlie Puth's "How Long." This case, too, was met with dismissal from the court, since when the individual poses from the dance were "viewed in isolation," they were "not protectable under copyright law."[18]

Microtransactions and Friction

There have also been numerous documented cases in which children were found spending their parents' money on V-Bucks. Fortnite is not the only game with this effect, as children have also been known to spend large amounts of money on video games in the past[19] One particular case featured a child who spent approximately $300 of his mother's money to purchase 49,300 V-Bucks[20]. This may be the case because Fortnite lacks friction via a "confirm purchase" button in western versions of the game[21]. However, it was announced in 2019 that Fortnite had plans to introduce an "undo purchase" button[21]. This change is reflected in the game today, via the "cancel a purchase" and "return a purchase" features[22], most likely made available for the benefit of both adults and children. Epic Games has decided not to add a "confirm purchase" button because they do not "want to add friction for players."

Research has found that, while fixed cosmetic rewards are the least ethically concerning, there are still ethical issues to be considered when looking at cosmetic microtransactions[23]. Specifically, it is important to consider how and to whom these cosmetics are being marketed. In Fortnite, cosmetics rotate daily, incentivizing users to make their purchase before the item disappears indefinitely. Fortnite is rated T for Teen by the ESRB[24], and as a result much of the audience consists of teenagers and young adults, to whom these cosmetics are being marketed.

There have also been concerns presented relating to players' rights to their purchased items. For example, if Epic Games decided to remove an item, they could possibly do so without legal repercussions[23].

On the other side of the coin, players seem to understand that for freemium games like Fortnite, microtransactions are necessary to compensate employees for their work[23]. At the same time, the barrier of entry to the game is lowered as a result of these microtransactions, since they allow the game itself to be free to play[23].

Fortnite and Children

Recently, the creators of Fornite payed a multi million dollar fine to the Federal Trade Commission (FTC) for taking children users' data and putting them in harms way. In the first of two settlements, Epic Games will pay $275 million for violating the Children's Online Privacy Protection Act (COPPA). They then settled for $245 million on the grounds of tricking users of the game into making purchases that they did not want. On top of these two settlements, the FTC stated that Epic Games was putting children at risk of trauma and bullying due to the fact that text and voice communication by default are turned on in the game. Employees of the company have allegedly been making complaints about these features for years, without action from executives.[25][26]

Shooter Games and Violence

There exists a debate (since the 1970s[27]) on whether video games, specifically those considered shooters, lead to violence in those who play them. Public figures such as 45th President of the United States Donald Trump and Jimmy Kimmel have come forth stating and making jokes about how violence in video games influences the way young people think[28]. At first glance, it seems that research suggests a correlation between in-game violence and real-world violence. But some studies have taken to alternative hypotheses on the relationship between video games and aggression, such as games having a steep learning curve or the possibility that people just don't enjoy losing. Research on the correlation between video games and violence has been mixed[29]. Specifically relating to Fortnite, a 2022 study in Japan "found that battle royale games were associated with aggressive feelings" and more, but another found that aggression and reduced empathy are unrelated. As of yet, any correlation between video games and violence is unclear. It has been shown, however, that dialing back the amount of time spent playing video games can be beneficial for the young mindCite error: Closing </ref> missing for <ref> tag.

References

  1. https://www.epicgames.com/fortnite/ko/news/announcing-fortnite-battle-royale
  2. https://fortnite-archive.fandom.com/wiki/Weapons_(Battle_Royale)
  3. 3.0 3.1 3.2 https://fortnite.fandom.com/wiki/Building
  4. https://fortnite.fandom.com/wiki/Materials_(Battle_Royale)
  5. https://progameguides.com/fortnite/fortnite-guides/how-to-build-90s-in-fortnite/
  6. https://www.epicgames.com/fortnite/en-US/zero-build
  7. https://fortnite.fandom.com/wiki/Fortnite:_Zero_Build
  8. https://www.theverge.com/2022/4/15/23024470/fortnite-zero-build-mode-player-return-twitch-the-fierce-diva-sypherpk
  9. https://www.investopedia.com/terms/f/freemium.asp
  10. https://fortnite.fandom.com/wiki/Item_Shop
  11. https://www.businessofapps.com/data/fortnite-statistics/
  12. https://www.theverge.com/2018/12/20/18149869/fortnite-dance-emote-lawsuit-milly-rock-floss-carlton
  13. https://www.thegamer.com/fortnit-dances-emotes-stolen/
  14. https://www.polygon.com/fortnite/2018/12/17/18145166/fortnite-carlton-dance-lawsuit-alfonso-ribeiro
  15. https://kotaku.com/epic-games-asks-court-to-dismiss-2-milly-lawsuit-claim-1832601498
  16. https://www.polygon.com/23002010/fortnite-dance-lawsuit-emote-kyle-hanagami-its-complicated
  17. https://www.hodgsonruss.com/newsroom-publications-13907.html
  18. https://people.com/human-interest/connecticut-boy-spends-16k-moms-money-video-game-ipad/
  19. https://www.thegamer.com/fortnite-mom-credit-card-50000-v-bucks/
  20. 21.0 21.1 https://www.ign.com/articles/2019/03/12/fortnite-to-introduce-an-undo-purchase-button
  21. https://www.epicgames.com/fortnite/en-US/cancel-purchase
  22. 23.0 23.1 23.2 23.3 https://doi-org.proxy.lib.umich.edu/10.1177/1555412019887658
  23. https://www.esrb.org/ratings/34948/fortnite/
  24. https://www.businessinsider.com/fortnite-creator-record-520-million-ftc-fine-children-privacy-violations-2022-12
  25. https://www.ftc.gov/business-guidance/blog/2022/12/245-million-ftc-settlement-alleges-fortnite-owner-epic-games-used-digital-dark-patterns-charge
  26. https://en.wikipedia.org/wiki/Violence_and_video_games
  27. https://www.jcfs.org/response/blog/does-video-gaming-cause-violence-research-asks-you-think-again
  28. https://psychcentral.com/lib/more-evidence-fortnite-is-bad-for-your-childs-health