Introduction to Video games: Blog Tasks
1) What were the first video games like?
The first video games in the 1950s and 60s were experimental, text-only or simple vector-graphic programs created on large research computers or oscilloscopes, often designed by scientists to test technology.
2) How have video games changed over time?
Video games have evolved from simple, pixelated arcade games in the 1970s (e.g., Pong, Pac-Man) into highly immersive 3D, online, and cinematic experiences.
3) What do the most successful games have in common? Answer this in as much detail as you can. Think about audience pleasures - what do people like about playing video games?
3) What do the most successful games have in common? Answer this in as much detail as you can. Think about audience pleasures - what do people like about playing video games?
They offer a sense of achievement and reward . When we solve a puzzle, win a race, or complete a level, our brain releases dopamine, a neurotransmitter associated with pleasure and satisfaction. This biochemical response is a primary reason for our affection towards games.
4) What criticisms have been made towards video games?
3) Why might some people criticise Fortnite?
4) Copy and paste two comments from 'below the line' of the Guardian article - these are comments written by Guardian readers in response to the feature. Select one comment you agree with and one you disagree with and explain why.
4) What criticisms have been made towards video games?
Video games have faced numerous criticisms over the decades, ranging from concerns regarding their impact on physical and mental health to ethical issues within the industry's business practices. Key criticisms include the promotion of aggression, addictiveness, and the normalisation of toxic behaviour, alongside, more recently, the exploitation of consumers through monetisation strategies
1) At the time of the article, how many Fortnite players were there worldwide? (Bonus question - how many are there now? Try Googling it.)
Based on historical data from late 2018, Fortnite had approximately 200 million registered players
As of early 2026, Fortnite has over 650 million total registered users.
Daily Active Users: Roughly 30–40 million, with peaks up to 60 million.
2) Why is it so popular? What are the audience pleasures of the game?
Fortnite's immense popularity is driven by its accessibility as a free-to-play, cross-platform game, its unique building mechanics, and its evolution into a social "metaverse" rather than just a shooter. It appeals to a wide audience through a vibrant, cartoonish aesthetic that avoids realistic violence, making it engaging yet non-threatening for younger players.
2) Why is it so popular? What are the audience pleasures of the game?
Fortnite's immense popularity is driven by its accessibility as a free-to-play, cross-platform game, its unique building mechanics, and its evolution into a social "metaverse" rather than just a shooter. It appeals to a wide audience through a vibrant, cartoonish aesthetic that avoids realistic violence, making it engaging yet non-threatening for younger players.
Social Connectivity (The "Virtual Playground"): Fortnite is a social hub where players often hang out with friends, using voice chat and emotes (dances) to express themselves. It functions as a safe, digital space for social interaction.
Creative Expression: Through the Creative mode, players can build their own islands, games, and structures, fostering a sense of artistic freedom similar to Minecraft.
Visual Customisation: Players enjoy collecting skins and emotes to personalise their avatars and show off their unique style.
Adrenaline & Escapism: The fast-paced, 100-player battle royale format provides high-stakes excitement and adrenaline, allowing players to escape into a colourful, low-hostility world.
The "Near-Miss" Effect: The game is structured to reward even short bursts of playtime, providing a dopamine boost through small achievements (like finding rare loot) and the "near-miss" feeling of almost winning, which motivates players to try again.
Cultural Relevance: The dances (emotes) and themes have transcended the game to become viral sensations in real life, providing a shared cultural experience.
Concerns About Player Well-being
Addictive Game play: Parents and experts often express concern that the game is designed to be highly engaging, making it difficult for children to stop playing, which can lead to excessive screen time.
Emotional Regulation Issues: The competitive nature of the game, with its intense high-stakes, "last-person-standing" format, can lead to emotional outbursts, aggressive behaviour, and frustration, especially among younger players.
Physical and Mental Health: Concerns are raised about poor sleep patterns, neglect of daily responsibilities, and, for some, reduced empathy.
Community and Social Aspects
Toxic Environment: The online chat features and anonymous nature of matches can expose players to offensive language, "trash talk," and bullying.
"Cringe" Factor: The popularity of Fortnite dances and terminology in public spaces has led to criticisms that the fan base is annoying or immature.
"Sweaty" Players: New players or casual players often feel frustrated by competitive players who dominate matches, making the learning curve steep.
Game play and Business Practices
Excessive Monetisation: Critics often point to the aggressive marketing of in-game purchases, such as skins and Battle Passes, which can lead to overspending by players chasing trends, especially children (a tactic often referred to as FOMO—fear of missing out).
Corporate Over-commercialisation: The sheer volume of collaborations (Marvel, Star Wars, celebrities) has led to criticism that the game has lost its original identity and is now just a platform for advertising.
Game Quality and Stability: Some users complain about bugs, "ghost shots," and unpopular changes to building mechanics in competitive modes.
Unfair Matchmaking: Players frequently complain that Skill-Based Matchmaking (SBMM) is broken or unfair, often pairing casual players against experts.
Cultural and General Haters
Trend Hating: Similar to other mainstream phenomena like Minecraft in its early days, Fortnite is often targeted for criticism simply because it is extremely popular.
"Dead Game" Memes: Despite being widely played, "dead game" has become a popular, though often ironic or inaccurate, meme used by detractors to criticise it.
"Childish" Art Style: Some players prefer more realistic shooters, finding the cartoonish graphics and fast-paced, sometimes silly, combat style to be less appealing.
4) Copy and paste two comments from 'below the line' of the Guardian article - these are comments written by Guardian readers in response to the feature. Select one comment you agree with and one you disagree with and explain why.
WelshPaul
But if you purchase a Premium Battle Pass you gain access to exclusive clothing and items
Do these items give an in-game advantage? That's often how these "free" games get you.
robman219
nope. everything bought in game is cosmetic only.
brunobignose
From the article....
"None of the items that are earned through the Battle Pass make the player more powerful or provide a gameplay advantage; they’re purely cosmetic"
EnderWiggins
Pay to win is generally not such an issue in console and PC gaming as it is on mobile. Not saying it doesn't exist but it isn't as common as you might think.
There are grey areas, looking at you D2.
I agree that Fortnite does not give any unfair, pay-to-win advantage as everything that costs real money is purely cosmetic, providing a fair and fun game for everyone. This would show how Fortnite is built to last, especially compared to games like most Roblox experiences have those pay to win features that drive new users out when it is impossible to play against those who spent money, causing the popularity to run low.
bonzojess
Admit I got a bit freaked out listening to Grandson chatting with someone called JohnBoy who I'd never heard of before the arrival of the headset.
"It's OK Grumps, JohnBoy is Archie's friend, he's 9 too" was the explanation
i disagree with this statement because this could pose a safety issue, there are people who could pretend to be another person over the internet using voice changers and this game does not need any verification , meaning younger players could also play.
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