Fortnite has become an absolute hit in a short time. In this article, we'll explain what's behind it.
Fortnite is a free game from the Battle Royale genre. In this genre, many players compete online and whoever survives last has won.
The game has an unusual comic look and comes without explicit violence. The target group of the game is therefore relatively young compared to other shooters.
Currently there are Fortnite for Windows, macOS, the PS4 and Xbox One and also for iOS. An Android version is under development and will follow.
A game of Fortnite: Battle Royale begins with a short stay in the lobby. There is a wait until a total of 100 players have joined. Then the match starts.
First you fly over the map with an airplane and you can choose where you want to land. Once you land, look for weapons. Then the participants try to eliminate each other.
In the course of the game, the card is limited by a storm. So it is excluded that in the end only two players are wrong about the huge map and not find themselves.
A staccato of machine gun fire. Shortly bass-heavy techno sounds. These rather unusual sounds from the nursery should know most parents now only too well. The child sits once more in front of the computer and shoots cheerfully and persistently with dozens of contemporaries through a virtual island landscape.
This causes many parents a headache. Especially since many reports in the media throw a rather negative light on the new hobby of the young. ProSieben spoke in his "New Time" of a "wild slaughter" that reaches the schoolyards, the headline "Star": "The game that your children all play, you should ban". So is there any reason to panic?
The fear of parents that their children are losing themselves in virtual worlds, confronted with violence there and finally become computer addicted, is nothing new. Back in the days of "World of Warcraft", "Counter-Strike" and "Minecraft", mothers and fathers tried by all means to take their children away from home screens. And even today they report on increasingly imaginative hiding places for controllers or tablets, creative passwords for parental controls and blocked Internet connections. On parent evenings, insecure mothers and fathers ask: "Can your child ...?"
The children often play secretly on the phone or with pleasure. In addition, it is questionable whether "Fortnite" actually has such a negative influence on adolescents, as Sax writes. Because the portrayal of explicit violence is minimal in the game. In comic style, players bounce across a colorful island that looks more like a fairytale landscape than a battlefield. Although the goal of "Fortnite" is to shoot at each other to eliminate opponents, it is very unrealistic. Blood does not flow. And shot enemies are simply teleported away.
Even the media educators from the North Rhine-Westphalian initiative "Games Guides" see the existing violence against other players as not exaggerated. Although "sensitive young people could be overwhelmed by the nerve-racking gameplay," it says on the website. A brutalization of violence would rather not promote the game. On the other hand, the potential problems are the potential in-app purchases. These could make children and adolescents "quickly open their wallet," the educators write.
The initiative from NRW advises parents to immerse themselves in the world of their children and just play along. They should not be influenced by negative media coverage, but should be fundamentally unbiased with the leisure interests of their offspring. Researcher Andrew Reid of the Glasgow Caledonian University also recommends that parents play "Fortnite" to see what the kids are interested in, so that they can speak and be in tune with the children's language. "
The common setting of rules and a clear timeline are also a step in the right direction. For 11- to 13-year-olds, the experts of "Games Guides" give as a rough guide 60 minutes a day. In addition, parents should absolutely avoid using computer games as educational leverage. Games such as "Fortnite" should not be used as a reward or punishment, because they were unintentionally a high priority in the everyday lives of children.