Industry (WJEC Eduqas GCSE Media Studies): Revision Note
Exam code: C680
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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