Videogames Flashcards

1
Q

Revenue stream meaning?

A

A constant supply of money / the business continually bringing in money

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2
Q

Technical convergence meaning?

A

All the media can be consumed on one place /device

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3
Q

What is a game developer?

A

The people /person that come up with the ideas / game themself (they PRODUCE the idea)

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4
Q

What is a game distributor?

A

The people / person behind marketing the game e.g on social media (responsable for getting the game to the customer).

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5
Q

Franchise meaning?

A

A set of games / sequels of the game so people who have bought and finished the original can continue to play (keeps the customer buying - brings a revenue stream).

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6
Q

Cross media convergence meaning?

A

When two different media work together to form synergy (e.g a game appears in a different game). This keeps together and is an example of synergy.

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7
Q

How many registered Fortnite players are there?

A

Around 650 million

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8
Q

How much money did Fortnite generate in the first full two years, after its launch?

A

Over $9 billion

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9
Q

Percentage of players age 18-35 years

A

85%

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10
Q

By how much do Fortnite events increase their monthly revenue by?

A

Around 23%

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11
Q

How many players did Fortnite’s biggest event have?

A

Over 15 million concurrent players

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12
Q

How many hours of Fortnite are streamed weekly on Twitch?

A

Over 13 million

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13
Q

What is the average amount of daily users on Fortnite?

A

1.1 million (October 2023)

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14
Q

How much did Fortnite make in 2024?

A

$5.82 billion

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15
Q

How much did Fortnite make in 2019?

A

$4.22 billion

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16
Q

What does the audience demographic suggest?

A

A younger audience (though many under 18s will lie about their age)

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17
Q

Percentage of people that play 0-5 hours a week?

A

36%

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18
Q

Percentage of people that play 21 hours a week?

A

5%

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19
Q

Who produces Fortnite?

A

Epic Games

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20
Q

When did Fortnite launch?

A

July 2017

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21
Q

What does the Franchise include?

A

Battle Royale, Save The World, Creative

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22
Q

What did players initially have to buy and when / what did this change too?

A

Initially had to buy Battle Passes, but in Sep 2018 the free Battle Royale was offered.

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23
Q

When were video games introduced?

A

1980s

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24
Q

What has led to an explosion in the gaming industry?

A

Diversity of game genres.
The variety of platforms they can be played on (online).

25
Q

How many global gamers were there in 2014?

A

1.8 billion

26
Q

Percentage of gamers under 18 in 2018?

27
Q

Percentage of gamers over 50 in 2018?

28
Q

Who started Epic Games and when?

A

Tim Sweeney in 1991

29
Q

How did Epic Games start?

A

In his parents’ garage - humbling beginning may explain Epic’s decision to make the Unreal Engine available to amateur game designers.

30
Q

What is the Unreal Engine and what does it create?

A

An open source that created an active audience (not passive)

31
Q

What type of company is Epic Games?

A

A conglomerate company as owns Chair Entertainment, Cloudgine. It has studios in US, Uk, Japan, and Germany.

32
Q

What is Tencent and what did they buy?

A

A Chinese investment company focused on Internet and AI development, that bought a 42% share of EP, in 2012.

33
Q

What is an example of Epic Games being horizontally integrated?

A

It owns other game developer companies (e.g Tonic Games Group).

34
Q

What is an example Epic Games being vertically integrated?

A

Epic sells games made by different producers via its website ‘store’ (it is involved in different stages of the production and distribution process).

35
Q

Metaverse meaning?

A

A ‘virtual’ online space where people can meet to plays games of socially interact.

36
Q

What is Fortnite’s genre described as on the Epic website?

A

Action/shooter/first person

37
Q

What is significant about the visual element and lacks of violence?

A

The visual elements are bright and colourful and the violence is non-graphic, which may widen the demographic of the audience as appeals to younger players.

38
Q

How are fans of different genres attracted?

A

The hybrid nature of the action/shooter genre and the building elements (familiar to players of Minecraft).

39
Q

What type of platform is the Battle Royal Mode and what does this do?

A

A cross-platform as can be played on consoles, tablets and smartphones. Convenient so increases the social aspect.

40
Q

What does the introduced element Party Royal do?

A

Offers a social experience to players as is a non-competitive area of Fortnite.

41
Q

How is the game structured?

A

Split in chapters, which each chapter containing several seasons.

42
Q

What happened at the end of Chapter 1, Oct 2019?

A

World of Fortnite disappeared into a black hole - created a huge amount of discussion and speculation among fans and so was widely reported in the news (shows its cultura, significance).

43
Q

How much of Fortnite’s $2.4 billion revenue (2018) was from micro-transactions?

A

Over $1billion

44
Q

Examples of micro transactions

A

Users can buy ‘V-bucks’ to make in-game purchases of items like ‘emotes’ and costumes.

45
Q

What is the Fortnite Crew and what does it include?

A

It is a subscription and induced bonus content, monthly allowance of V-bucks and the Battle Pass.

46
Q

Who was the promotional campaign for Fortnite’s launch created by and what did they do?

A

Fearless Media who targeted existing gamers

47
Q

Example of synergy on Fortnite?

A

It had an integration of characters from other successful media franchises like Star Wars and Marvel films (e.g May 2018 realised a version called ‘Infinity Gauntlet Limited Time Mash-up’, crossover with successful film Avengers Infinity War).

48
Q

What can the ‘buzz’ that synergy creates do?

A

Raises awareness of the game among young audience who aren’t existing gamers, so encouraging them to play.

49
Q

When was the Fortnite World Cup first held and where was it streamed?

A

2019
On Fortnite’s Twitch channel

50
Q

How did Tyler ‘Ninja’ Blevins become famous?

A

Playing Fortnite (he’s now a successful pro player) and was influential in building a fan base for the game.

51
Q

An example of Fortnite hosting an event?

A

The Ariana Grand Rift tour in Aug 2021 - a series of scheduler virtual ‘shows’ publicised on Fortnite’s website and social media channels.

52
Q

How was Ariana Grande’s rift tour publicised?

A

Teaser trailers + regular posts on X, Instagram and Facebook.
In-game purchases of Ariana costume and emotes
News + info on the website of how to join

53
Q

How does the Fortnite website encourage audiences to engage with the product?

A

Homepage - bright, animated graphics, imperatives and exclamatives
‘Posts’ highlighting latest news and developments
Menu bar - links to pages for each mode + other features.
Link to EG website + other games for purchase.
Different variations of Fortnite (e.g alegó Fortnite) - Synergy
Content based on the season - e.g Halloween
Item shop
‘Proximity chat’ - communicate with other players
Different skins aimed at different audiences.

54
Q

How are video games regulated?

A

PEGI (ratings clearly displayed - encourages player’s responsibility)

55
Q

What is Fortnite rated and why?

A

12 for ‘frequent mild violence’ as has weapon use but is highly animated with a lack of blood and gore.

56
Q

Fortnite CAN’T have:

A

Sexual references
Nudity
Swearing
Drugs
Excessive violence

57
Q

What is the effects debate theory?

A

Audiences are passive and might be influenced by the media products they consume.

58
Q

What percent of Fortnite players are male?

A

Estimated 65%

59
Q

Uses + Gratifications offered?

A

P - playing and communicating with players like themselves
E - sense of achievement when they play, competitiveness
S - ‘Proximity chat’, multiplayer aspect, discussion on social media, watercooler topic