Fortnite is more suitable for young people's new social and media home
In the past, we played Fortnite as a cooperative sandbox survival video game with early access rights paid in 2017, based on contemporary Earth, players are able to fight storms and protect survivors and build Fortnite items and traps to participate with 98% of the population disappearing around the world and After a zombie-like creature attack, attempts to fight these creatures by destroying the target by building a fortification around the defensive target.
There is no doubt that Fortnite is very interesting for most players. According to the latest research released by National Research Group, Fortnite has developed conference venues, messaging services and more and more central social gathering space for millions of young players.
The specific data released shows that more than 40% of players are playing between 10 and 17 years old, and Fortnite is wasting a quarter of the time, which is the highest percentage of all games. In less than two years, more than 250 million users indulged in Fortnite, low prices, silly humor, regularly developed gameplay and wide availability, which means that Epic Games changes the way consumers and brands interact. Turn traditional TV into real-time, real-time participation for young viewers.
Fortnite is the best service for teenagers. The audience uses their social elements as the main driving force of the game: to be my true self and to connect with what everyone is talking about, let me share it in the research.
For young players, not only can you play games in the game, but you can also make friends and play games in the online lobby of the game, which is divided into three parts: connect me, valuable experience and interesting use. So Fortnite is more than just a game and social attitude, it can create a sense of community, let players get rid of the pressure of reality, feel better.