FORTNITE SHAKING THE MEDIA AND ENTERTAINMENT INDUSTRY
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In the year 2000, the dawn of the social is now 200 million players strong, and Interestingly there are predictions that the media age, a video of a muscular man Ninja (one of its pro-players) is the first Fortnite star is on the wane, with strong These are the 5 lessons we can learn dancing at a parade became one of the first gamer to appear on the cover of ESPN competitors such as Apex Legends hot from Fortnite’s success: viral videos in the history of the Internet. magazine. Fortnite’s relevancy is in part on its coattails. However, it represents a because it mirrors and enhances culture clear example of new relevant cultural Recycle, don’t In the 20 years since ‘The Techno Viking’, in terms of: how content is created, how shifts with the power to disrupt the re-invent the landscape has drastically changed, and media products are consumed in the media and entertainment industry. the Viking’s popularity is now just one of era of cross device multi-tasking, and thousands of other memes and viral videos how a product’s value is defined in the Brands and content creators can learn from Trigger resigned to the depths of internet obscurity. experience economy (where experiences Fortnite’s success, and use Fortnite as a consumption cycles are as valuable as physical products). window to spot relevant emerging trends But, the Viking’s dance moves are regaining which will impact how their audiences increasing popularity, and surprisingly, it’s As a cultural phenomenon, Fortnite’s consume, create and share media products. Inspire influencers the gaming industry who are responsible success is partly due to its ability to recycle and fans for it. Space Invaders, Mario, Warcraft, formats and content, and partly due Grand Theft Auto (and many others) have to the fact it has tapped into a virtuous changed the way we think of gaming and cycle of influence. It is a space where Show social entertainment. However, not many games creators, fans and celebrities can meet, interaction value to parents can claim to have been as commercially populating a creative and commercial and culturally relevant as Fortnite. bubble where Fortnite becomes more famous through celebrities, and celebrities Tap into the Epic Games, the studio behind it, has been gain more exposure through Fortnite. virtual economy valued at more than $15 billion. Fortnite
RECYCLE Fortnite is holistic. It merges the best ideas Is a Massively Multi- DON’T from its predecessors across cultures, Player Online Game to create a new, cohesive and complex (MMOG), like World product. At first glance and looking at of Warcraft or Tera REINVENT its individual elements, Fortnite is not particularly new or ground breaking. Just like other games, Fortnite: Has a ‘battle royale’ mode, like Player Unknown’s Battlegrounds and inspired by The Is free-to-play and Hunger Games, and multi-platform the now cult movie Battle Royale Makes money through the sale of Has a Cartoon-like ‘cosmetics’, such as depiction of violence, outfits, and gadgets already very popular in anime – Dragon Ball Z or One Piece – and even in movies and Is a third person TV Shows such as Sin shooting game City and Happy
So, why is it so popular? Fortnite owes its the social fabric of society. When players FORTNITE ABSORBS, success to its ability to merge all of these find themselves online during ‘events’ elements, in a holistic and integrated (like when the time space continuum RECYCLES AND REFRESHES way, creating a final product which goes broke and all characters were transported beyond the sum of its individual parts. to a parallel universe) they describe it POP AND ONLINE CULTURES as a full and meaningful experience. Its fragmented narrative is also inspired by Some of the Fortnite dances are original, popular TV content. The Fortnite story is so Players who have ‘lived’ through the many but the most talked about are inspired complex and narratively driven it could be changes of the island describe themselves by other popular pieces of content, such mistaken for a season of Lost. Its universe is as experienced, separating them from new as Saturday Night Fever, The Fresh Prince structured just like a seasonal TV show. With players (noobs). By establishing hierarchies, of Bel Air, Pulp Fiction and viral videos each new season comes new challenges, players are more invested in the game and like the Backpack Kid (the boy who outfits, themes and cosmetics. The element motivated to play which, in turn, prompts brought flossing to the mainstream). most affected by the season renewals (and them to invest more in their character. the true protagonist of the storyline) is the Using pre-existing content without island itself. It is in constant flux and remains By doing this, it creates an immersive acknowledging or rewarding the authors has visibly marked by Fortnite’s evolution. experience in constant expansion. Fortnite’s sparked questions on copyright and even Backpack kid cultural references span from ‘70s disco accusations of cultural appropriation. Fortnite Image source: www.tes.com/news/fortnite- Fortnite also adopts a narrative structure to Tarantino’s movies, from ‘90s sitcoms may be ‘ripping off’ original content, but classroom-floss-dance-craze-sweeping-schools which mirrors classic event TV content, to viral memes. This is probably best crucially, it is also promoting its resurgence. which creates talking points and cultural demonstrated by its emotes - the funny moments which embed themselves in dances characters can do inside the game.
TRIGGER The pattern goes: mentioned the original source time after CONSUMPTION 1. The game copies a viral video move; 2. S omeone recognises it and creates a video/meme/article linking it to its time. This creates a link between the game and the movie and it is possible some kids would then decide to consume the original. CYCLE original source (because few things make us feel better than telling others how well versed we are in internet culture!); Furthermore, Fortnite is loved by celebrities who established a reciprocal relationship with the game. An example is when the 3. T eens start watching the video superstar pro-gamer Ninja was joined by and share it on social media. the rapper Drake in a match of Fortnite. The game was live streamed on Twitch and Suddenly, content once confined to the drew a record 635,000 concurrent viewers. depths of the internet, is viral again. This relationship with celebrities also helps Let’s consider the case of a dance inspired Fortnite reach new audiences and gain more by the movie Dumb & Dumber. The movie popularity in the sport world, for example is pretty much unknown to Fortnite’s when the footballer Antoine Griezmann young audiences, but the many articles celebrated a goal by performing the Fortnite and YouTube videos about the move, have dance “Take the L” at the World Cup.
Griezmann’s World Cup Celebration Fan Fortnite’s Potentially unbeknown to Griezmann, Imitations “Take the L” ‘Take the L’ was inspired by the 2017 remake of Stephen King’s IT. The dance journeyed from the film to Fortnite and then to football, weaving a complex cultural web along the way. Memes and gifs of Griezmann’s celebration spread across the internet. People began imitating the footballer, who was imitating a Fortnite cosmetic which Stephen was in fact inspired by a horror movie. King’s IT It is possible that some of the Fortnite players might have ended up watching IT because of Fortnite, inverting the circle!
Drake is not the only celebrity in love These relationships between Fortnite with Fortnite. Sport celebrities like Julian and its celebrity players offer a constant Brandt and artists such as Finn Wolfhard are source of mutual inspiration, creating strengthening the ties between Fortnite a posse not dissimilar from a creative and the sport and entertainment industries. group shaped around a popular artist. With Ninja as an ESPN cover figure and the opening of the 100,000 sqft. E-sports Despite all the hype Fortnite has generated Stadium in Arlington, the gaming and from celebrity fandom, it has remained e-sport industry is set to sky-rocket. grounded and user focused at its core. Users can get involved by offering feedback At the same time, traditional and new on ways to improve the game and with media collide through Fortnite. The opportunities to be part of content creation, game is appreciated by other creators through dances competitions or skin of pop culture such as movie directors designs. For example, the Tender Defender and writers, giving birth to content skin was added to the game’s wardrobe INSPIRE cross overs like the successful Fortnite x Avengers: Infinity War mashup. after an 8-year old’s drawing went viral. INFLUENCERS AND FANS
Fortnite has been accused of being: addictive, time spent playing Fortnite and possible violent, not safe for kids, and (amongst its contact with strangers. However, being adult players) a major cause for divorce. At part of a generation who grew up with the same time, the World Health Organisation consoles, they recognised parallels between (WHO) classified excessive gaming as a current critiques of Fortnite and those potential mental health issue, triggering voiced about time spent watching TV and polemics and discord in the gaming industry. playing on their Atari 30 or 40 years ago. But, what do Fortnite’s young players and their families think about the game? To On the other hand, parents would still like understand this, we talked to British children to have more control over the time and and their families in collaboration with the ISFE money their children spend online. It is clear (Interactive Software Federation of Europe). there is little awareness about the ‘parental control’ tools already in place which enable The perception of Fortnite that emerged from parents to set time/spending limits, lock our interviews was a much more positive games deemed as not age appropriate, one than that depicted by mainstream and limit in-game communication. SHOW SOCIAL media. As opposed to making kids more insular, Fortnite actually increased social The industry does try to promote these tools interaction with friends, both on and offline. to parents (either on a pan-European basis, It helped them develop team-working skills, through the PEGI age rating system or, with INTERACTION and in some cases, replaced other insular national campaigns like askaboutgames.com behaviours, such as time spent on video in the UK), however, there is still work to streaming sites or playing on their own. be done when designing communication and information resources which fit around VALUE TO PARENTS Parents’ concerns were mainly around parents’ busy lives and schedules.
“I’D RATHER BUY MY relationships with other inhabitants of the same immaterial community, virtual KIDS A NEW TOY OR PAIR accessories and cosmetics gain a very OF SHOES THAN A SKIN similar value to their ‘real-life’ clothes or physical toys. In this scenario, virtual ON FORTNITE!” recognition, prestige and possessions communicate identity and status just Parents are confused by an emerging trend as material goods do so in ‘real life’. involving the value of virtual purchases. They struggle to understand why their For the younger generation who grew up children want to spend an average of surrounded by social media and online £30 on intangible outfits for their virtual personas, there is little difference between characters, especially when considering the value of physical and virtual possessions. that skins are purely aesthetic and make no A new skin carries the same cultural difference to improving actual gameplay. capital as the latest branded trainers. TAP INTO If we take a wider lens, it seems children’s Since its emergence, virtual has been preferences for virtual products is just a considered the opposite of or alternative symptom of a broader cultural change. to ‘real’. However, this belief has been Western society is shifting towards called into question with new technologies THE VIRTUAL virtuality and the experience economy and and societal changes. Virtual worlds are Fortnite’s popularity merely exemplifies it. becoming an extension of our everyday realities. Fortnite shows us how our When children spend so much time virtual experiences have consequences ECONOMY in a virtual world, developing deep on our tangible world and vice-versa.
The borders between both realities are the equivalent of Fortnite’s island in your Advertisers: looking for new and non- WE DON’T KNOW HOW seemingly arbitrary when Griezmann content? disruptive ways to assert a presence in these goes viral doing a Fortnite dance at the new virtual worlds. How could you populate LONG THIS FORTNITE World Cup and a skin designed on paper Online sellers: understanding the strategies the game without creating noise? How can PHENOMENON WILL by a player is created into code. The shift and culture behind V-Bucks (in-game you refer to Fortnite and other virtual worlds towards virtuality is already showing its currency). to add extra value to your products and LAST, BUT WHAT WE DO relevance in the music and entertainment services? KNOW IS THAT IT industry, as showed by the Abba avatar Media broadcasters: making the most out tour project or DJ Marshmello’s set of cross-media experiences, understanding Sport industry: evaluating the impact of REPRESENTS A NEW WAY which (attended by millions on Fortnite) how to guide audiences’ consumption of E-sports for younger generations. How can OF INFLUENCING THE transformed the game into a music venue. your content across different platforms. the Fortnite experience be translated from kids’ homes to stadiums? How can this be MEDIA INDUSTRY AND What does this mean for brands? Entertainment industry: exploring the done for other games? CULTURE AT LARGE. best way to recreate virtual events. How to With 50% of the EU population now recreate an event which is not just a virtual Gaming industry: understanding the needs, playing video games and with the cultural copy of the physical one, but makes the most fears, and hopes of players and their families. shifts towards virtuality and experience out of the creative liberties offered by virtual How can you develop a product reconciling economy, comes great opportunities for reality? parents and kids’ needs? brands and media. Manufacturers: finding new ways to bridge Policy makers: to understand the value of Fortnite can inspire: the gap between a new generation focused the virtualisation of consumerism and the on virtuality and an older generation’s need possible educational and entertainment Content creators: developing new for tangibility. Could you deliver a tangible opportunities represented by video games. storytelling and characters. What could be gadget with every virtual purchase?
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