Vol.:(0123456789)
The Computer Games Journal (2020) 9:349–368
https://doi.org/10.1007/s40869-020-00112-6
1 3
RESEARCH
Fortnite Streamers as Infuencers: A Study on Gamers’
Perceptions
Reyhaan King
1
· Teresa de la Hera
1
Received: 20 July 2020 / Accepted: 1 September 2020 / Published online: 16 September 2020
© The Author(s) 2020
Abstract
This paper explores how players perceive Fortnite streamers as infuencers and how
these internal perceptions shape their experience of the streamers’ videos and their
own gameplay. Fortnite is currently the most popular multi-platform free-to-play
game. In-depth semi-structured interviews were conducted revealing that stream-
ers are, frst, perceived as entertainers by showcasing high-level gameplay. Gamers
consume this content because it is perceived as fun, relaxing, and an engaging way
to learn. Streamers are, second, an inspiration to play by inspiring competition, col-
laboration, curiosity and commitment in gamers through their expertise in showcas-
ing the game. Finally, gamers perceive streamers as endorsers through their videos
as skins are perceived as giving social status, the battle pass is perceived to provide
rewards, skin choice is highlighted in the player’s game, and new game mechanics
are promoted.
Keywords Free-to-play gaming · Gamer perception · Infuencer marketing ·
Fortnite · Video game streamers · Thematic analysis
1 Introduction
Fortnite (Epic Games 2017) is currently the most popular multi-platform free-to-
play game. Fortnite is a battle royale style game in which 100 players drop down
into a map or battleground and have to source their own weapons and armor. Players
only have one life and therefore the focus is on survival. Fortnite is not the frst bat-
tle royale style game but, its building feature, cartoon art style and gameplay, set it
apart from the rest, resulting in its massive success today. The game debuted in 2017
and works on a seasonal content model which typically lasts 90 days. It has seen
stable growth and has maintained a substantial following of 200 million players,
* Teresa de la Hera
delahera@eshcc.eur.nl
1
Department of Media and Communication, Erasmus University Rotterdam, Burgemeester
Oudlaan, 3062 PA Rotterdam, The Netherlands