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“Fortnite” and New Kids’ Sociabilities

Dalvacir Andrade and António Ferreira
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Dalvacir Andrade: University of Minho, Portugal

European Journal of Social Sciences Articles, 2021, vol. 4

Abstract: In this paper, we’ll be researching the influence of digital games on contemporary kids’ sociabilities, based on the assumption that the online universe allows exchanges and social ties in a digital context, with potential evidence on the dynamics of face-to-face interaction. In this perspective, Fortnite videogame will be our case study, which since 2017 has been dominating the entertainment industry and has become a social phenomenon, attracting millions of players using several types of digital devices. Fortnite presents elements that infer a paradigm shift in the videogame industry, directly interfering in the playful world of kids and, consequently, in the way this audience socializes. The interactive and fictional narrative, the expression of freedom and multiplatform creativity, as well as the monetization model by microtransactions are some of the additional factors we will analyse, which reflection also starts from conceptualizations about sociability and a brief literature's review on the aimed subject.

Keywords: Childhood; Adolescence; Sociabilities; Digital Games; Fortnite. (search for similar items in EconPapers)
Date: 2021
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Persistent link: https://EconPapers.repec.org/RePEc:eur:ejssjr:82

DOI: 10.26417/273vgt97c

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