Audience (WJEC Eduqas GCSE Media Studies): Revision Note

Exam code: C680

Nicola Elliott

Written by: Nicola Elliott

Reviewed by: Bridgette Barrett

Updated on

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

  • Players can customise avatars (skins and emotes) to express themselves

  • Players may identify with gaming celebrities like Ninja

  • Players may feel a sense of identity and status in the game

I – Information

  • Players learn strategies and skills by watching others play

  • Watching streams on Twitch helps players improve gameplay

  • Helps players understand updates, tactics and game changes

E - Entertainment

  • Fortnite provides fun and excitement through gameplay

  • Competitive matches and building mechanics make the game engaging

  • Players also experience escapism, entering a different virtual world

S - Social Interaction

  • Fortnite is a multiplayer game, so players communicate and team up

  • Players can form friendships and social groups online

  • Encourages teamwork and shared experiences with others

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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Nicola Elliott

Author: Nicola Elliott

Expertise: Media Studies Content Creator

Nicola is a Media Studies specialist with over 20 years of teaching experience and more than a decade as Head of Media, delivering strong GCSE and A Level results. She focuses on developing students’ analytical and production skills, helping them understand how media products are created and how they communicate with audiences.

Bridgette Barrett

Reviewer: Bridgette Barrett

Expertise: Development Editor

After graduating with a degree in Geography, Bridgette completed a PGCE over 30 years ago. She later gained an MA Learning, Technology and Education from the University of Nottingham focussing on online learning. At a time when the study of geography has never been more important, Bridgette is passionate about creating content which supports students in achieving their potential in geography and builds their confidence.