Audience (WJEC Eduqas GCSE Media Studies): Revision Note
Exam code: C680
What is the audience for Fortnite?
The audience for Fortnite is 78% male and 22% female
Approximately 53% are aged 10-25
About 42% of the audience are in full-time work
Fortnite uses addictive gameplay, marketing and technological convergence to attract a wide audience
Targeting the audience
Fortnite successfully targets audiences by combining accessible gameplay, celebrity culture and ongoing content updates
These strategies appeal to a global and diverse range of players
Accessible style
Cartoon graphics and unrealistic violence make it suitable for younger audiences
Building and fighting style makes it more widely appealing
eSports and streaming
Fortnite is popular on YouTube and Twitch where people watch gameplay worldwide
Female appeal
Female streamers and “Twitch Girls” help to increase female participation in the game
Gaming celebrities
Players like Ninja are famous online and influence audiences
Wider celebrity culture
Celebrities like rappers and athletes help the game reach non-gaming audiences
Seasonal structure
New “seasons” with updates and rumours keep players interested long-term
Social context: Fortnite
Gaming has become a social activity rather than a solo experience
Since early online games like Ultima Online (1997), multiplayer gaming has developed significantly
Players now form friendships, teams, alliances and even relationships within game worlds
Games like Fortnite encourage communication and teamwork between players worldwide
This shows gaming is part of modern digital social culture
Demographics in gaming
In 2014, there were around 1.8 billion gamers worldwide, meaning about 25% of the global population played videogames.
This challenges the stereotype that gamers are only young, male or “geeky”
In the USA (2018):
28% of gamers were under 18
23% were over 50
The gender split is approximately (55% male / 45% female)
This shows gaming is now a diverse and widespread activity across age and gender groups
Applying theories in gaming
Active and passive audiences
Active audience
Players are actively involved in the game (making choices and controlling actions)
Fortnite players build, fight and explore, shaping their own experience
Players can work in teams, showing interaction and collaboration
Fortnite: Creative allows players to design their own content (e.g. maps, skins)
Players can even create games using tools from Epic Games
Passive audience
Some audiences watch rather than play
People watch Fortnite on platforms like Twitch or YouTube
Viewers enjoy entertainment without interacting directly
This is similar to watching TV or live events (e.g. eSports)
Uses and gratifications theory (Blumier and Katz)
P – Personal Identity |
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I – Information |
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E - Entertainment |
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S - Social Interaction |
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Star theory (Richard Dyer)
Dyer’s Star Theory suggests audiences look up to stars as role models
This theory could apply to Fortnite because gamers and influencers become celebrities
Audiences may copy their behaviour, style or gameplay
These “stars” help shape identity and aspirations, especially for younger players
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