The relationship between videogames and audiences has often been controversial with many moral panics. These ranged from fears that violent games encourage copycat behaviour, to worries about addiction and the amount of screen time that is healthy.
Critics have often praised the collaborative nature of the Fortnite gameplay that encourages players to work together until the end
The main concern about Fortnite is its addictive nature, a psychologist even compared its high engagement rate to that of heroin
Fortnite has used a combination of addictive gameplay, media/technological convergence and marketing to target a diverse and varied audience. 78% male, 22% female, 53% are 10-25 and 42% are in full time employment
The unrealistic violence and cartoon-style graphics, along with the emphasis on construction as much as killing, make it appealing to a younger audience
The rise of e-Sports stars, mainly consumed via streaming platforms such as YouTube and Twitch has left to players become major celebrities
The use of non-traditional gamercelebrities such as rappers and NBA athletes widened the appeal of the game. The popularity of female streamers has also appealed to women
Fortnites' use of 'seasons' - with rumours and gossip about future seasons - follows the cable TV/online subscription style of long-form TV drama
The basic gameplay is interactive and collaborative, encouraging players to work together. By being able to deconstruct and rebuild the game environment, players are encouraged to be creative
Fortnite:Creative is a different format that allows even more creativity in designing 'skins', 'emotes' and landscapes
Epic Games have made its operating system Unreal Engine available to encourage the next generation of game developers
According to Uses and Grats Fortnite complies with the escapism section as well as social interaction. The use of gamer and non-gamer celebrities could also contribute to the search for role-models that contributes to personal identity which could be linked with Dyers "Star Theory"