Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/62720
Full metadata record
DC FieldValueLanguage
dc.date.accessioned2020-10-27T11:13:04Z-
dc.date.available2020-10-27T11:13:04Z-
dc.date.issued2019-09-
dc.identifier.citationPulis, M. (2019). Death in Fortnite: a theological exploration of Fortnite’s representation of death and its perceived effect on youths in Malta. (Master’s dissertation)en_GB
dc.identifier.urihttps://www.um.edu.mt/library/oar/handle/123456789/62720-
dc.descriptionM.A. in Digital Theologyen_GB
dc.description.abstractIt is estimated that every three to five years a ground-breaking and disruptive game emerges. Fortnite has been described as the “high school musical of gaming: witty, approachable and with the best dance moves”; “the most culturally relevant game that we have had potentially ever”; and a “phenomenon”. Last year it was the most revenue-generating game, and, although early this year it showed signs of slowing down, it is still the most popular game. Fortnite’s success lies in the interplay between: a non-violent third person shooter (TPS); colourful cartoonish-looking; non-gore; fought in an (innovative?) Battle Royale (BR) genre; tactical-building while scavenging resources. The ludological style is integrated in a free-to-play ‘games as a service’ model, where Epic makes money through the selling of battle passes (BP) and vBucks3 which allows the player to purchase emotes and skins. Albeit it is a free game, 68.8% of Fortnite players have spent money on in-game purchases, averaging at $84.67 each and $1m sales per day. Cultural theorist Huizinga argues that we are Homo Ludens – we are born to play. It is not just a matter of how we play in our everyday life but playing defines our culture, and ultimately our own being. In fact, Huizinga describes play as “stepping out of ‘real’ life into a temporary sphere of activity with a disposition all of its own”. Taking cue from this stepping-out mechanism, Detweiler claims that nearly all video-games attempt to create a sphere with a unique and magical disposition. Character formation, and hence theological formation, happens in community, and thus, Huizinga argues, “the feeling of being ‘apart together’ in an exceptional situation, of sharing something important, of mutually withdrawing from the rest of the world and rejecting the usual normal, retains its magic beyond the duration of the individual game”. This interplay of meaning-making has sparked Huizinga’s concept of the ‘magic-circle’ where a temporary world, within the ordinary world, is created and “dedicated to the performance of an act apart”. Zimmerman and Salen furthered Huizinga’s concept by merging it with Lantz’s and reframed it in terms of semiotics and design. During gameplay, the gamer is invited to embrace the game’s world once she has crossed the membrane of the video-game. In this digital-space, she is met with dreams and fantasy, where she can escape the mundane while meaning is created.en_GB
dc.language.isoenen_GB
dc.rightsinfo:eu-repo/semantics/openAccessen_GB
dc.subjectFortnite Battle Royale (Game)en_GB
dc.subjectDeath -- Religious aspects -- Christianityen_GB
dc.subjectYouth -- Christian lifeen_GB
dc.titleDeath in Fortnite : a theological exploration of Fortnite’s representation of death and its perceived effect on youths in Maltaen_GB
dc.typemasterThesisen_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holderen_GB
dc.publisher.institutionUniversity of Durhamen_GB
dc.description.reviewedN/Aen_GB
dc.contributor.creatorPulis, Matthew-
Appears in Collections:Melitensia Works - ERCPPRChr

Files in This Item:
File Description SizeFormat 
Death_in_Fortnite.pdf1.29 MBAdobe PDFView/Open


Items in OAR@UM are protected by copyright, with all rights reserved, unless otherwise indicated.