Industry (WJEC Eduqas GCSE Media Studies): Revision Note

Exam code: C680

Nicola Elliott

Written by: Nicola Elliott

Reviewed by: Bridgette Barrett

Updated on

Growth of the games industry

  • Fortnite demonstrates how modern media products combine advanced technology, global strategies and innovative funding models

  • The global video game industry has been growing since the 1980s

    • It starting with early home consoles such as Atari

  • The industry has expanded rapidly due to:

    • New genres

    • Improved technology

    • Multiple platforms 

  • By 2020, video game sales were predicted to reach $90 billion

    • This shows how economically important gaming has become

  • This growth shows that video games are now a mainstream entertainment industry, not a niche hobby

Technology and convergence

  • Fortnite shows technological convergence because it can be played on many devices, including:

    • Consoles

    • PCs

    • Phones

    • Tablets

  • Players can switch devices during a game without stopping,

    • This makes it easy and flexible to play anywhere

    • It also increases accessibility and helps the game reach a wider audience

  • Fortnite also shows cross-media convergence because it exists across different media platforms

    • Example 1 : It is highly viewed on YouTube and streamed via Twitch

    • Example 2 : It collaborates with major franchises such as Marvel and other brands like Godzilla

  • These collaborations help promote Fortnite and other media products at the same time, keeping it popular

  • Working with celebrities, musicians and athletes helps Fortnite appeal to a wider, mainstream audience, not just gamers

Funding

  • Fortnite uses a free-to-play (Games as a Service) model

    • This means the game is free but makes money over time

  • It earns most of its revenue through micro-transactions, which are in-game purchases

    • Players use V-bucks to buy items within the gameplay

  • These items are cosmetic only, so they do not affect gameplay and keep the game fair

  • Many items are limited edition, which encourages players to spend money quickly

  • Fortnite also offers 'Battle Passes'

    • These act like a seasonal subscription and unlock exclusive content over time

  • This creates a steady income and keeps players engage

Epic Games background

  • Epic Games was founded by Tim Sweeney in 1991

    • It has grown into a large global media company, showing how successful the gaming industry can be

  • The company owns other developers and has studios in countries such as the UK, Japan and Germany

  • It created Unreal Engine, one of the most successful game engines in the world

    • Unreal Engine is available to the public, which encourages creativity and audience participation

  • The company is partly owned by Tencent, showing how media companies rely on global investment

Regulation

  • Video games are regulated using age classification systems

    • This is used to indicate their suitability for different audiences

  • In the UK, this is managed by the PEGI system, which helps guide consumers and parents

  • Fortnite has a PEGI rating of 12 because it contains mild violence

    • This means it is generally considered suitable for younger players

  • Age ratings help people make informed decisions about what they play

  • However, the main concern about Fortnite is addiction and too much screen time, rather than violence

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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.