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