Context (WJEC Eduqas GCSE Media Studies): Revision Note
Exam code: C680
Product context: Fortnite
Fortnite is a free-to-play multiplayer video game franchise produced by Epic Games
It was launched in July 2017 and is available across multiple platforms and devices, making it widely accessible
The franchise includes three main game modes:
Fortnite: Battle Royale (most popular) - 100 players fight until only the last one remains
Fortnite: Save the World - Team survival mode against zombie-like creatures
Fortnite: Creative - Design, build and play your own custom games within private islands
Commercial success
Fortnite: Battle Royale became the most successful free-to-play video game ever shortly after its release
It made approximately $1.2 billion in its first 10 months, showing huge global popularity
The franchise generated around $2.4 billion in revenue in 2018, highlighting its economic success
The shift to a free-to-play model (2018) increased accessibility and boosted player numbers worldwide
The success of Fortnite significantly increased the value of Epic Games from $825 million (2012) to $5.8 billion (2018)
The game has also won awards such as “Best Ongoing Game” (PC Gamer and IGN, 2018), showing industry recognition
Gameplay context
In Battle Royale, 100 players are dropped onto an island from a flying bus
The island is described as being under threat from a natural disaster, creating urgency and tension
The aim is to survive and be the last player left
Players collect weapons and resources to stay alive
They can also build structures like forts, adding creativity
A storm shrinks the map, forcing players closer together
This increases tension and competition as the game goes on
Genre
Fortnite is a genre hybrid (fusion game) combining:
Combat games —survival and fighting action
Construction/building games — similar concept to Minecraft
This hybrid genre makes the game appealing to a wide audience, including both competitive and creative players
The audience for video games as a whole has widened as the variety of game genres has increased
The rise of free-to-play games and mobile gaming has made games more accessible to a global audience
High-quality games can now be played on a range of devices including phones, tablets, consoles and PCs, which has increased their popularity
Social and cultural context
eSports (competitive gaming) has become very popular
Professional players compete in tournaments watched by millions on platforms like Twitch
Events can fill large stadiums, similar to traditional sports
This shows gaming is now a global entertainment industry and spectator sport
Worked Example
Name the company that produces Fortnite
[1 mark]
Fortnite is produced by Epic Games.
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