ISS 210 Society, the Individual, & Video Games (W1)
V I D E O G A M E S
‘Fortnite: Battle Royale’ Success Signals Mobile
Gaming’s Future The free battle royal game is seeing revenue growth, thanks in
large part to mobile in-game purchases
Epic Games / Morning Consult illustration by Czarina Divinagracia
I N T E L L I G E N C E N E W S
B Y J O A N N A P I A C E N Z A May 10, 2018
Nearly half (45%) of all video gamers said they’re playing
more on their smartphone than they were three years
ago.
By comparison, 28% of gamers said they’re playing
more on gaming consoles.
Mobile gaming has gone from making up just 9% of the
gaming industry’s revenue in 2012 to constituting 30%
of it in 2017.
The idea is simple enough: Be the last
person standing. On an island. Where
everyone is trying to kill each other.
This is the concept behind Epic Games
Inc.’s “Fortnite: Battle Royale,” a campy
survival video game that has swept the
country.
“It is basically a phenomenon,” said
Randy Nelson, head of mobile insights at
the market analyst firm Sensor Tower, in
an interview May 2. He pointed to teens
and young adults as the game’s loudest
audience.
“Fortnite: Battle Royale” has been
available for fewer than eight months
and already has a player base of at least
45 million, bringing in 3.4 million
concurrent players for one epic day in
February. Even Marvel Studios LLC is
getting in on the action, featuring
“Avengers: Infinity War” villain Thanos in
the game for a limited time.
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“Fortnite: Battle Royale,” currently
available on iOS, PC, PlayStation 4 and
Xbox One, is seeing tremendous growth,
earning $223 million across all platforms
in March alone, a 73 percent jump from
February, according to the market
research company SuperData Research
Holdings Inc. (Privately held Epic Games
does not report revenue figures and
declined to comment for this story.)
This is thanks in large part to its success
on mobile: Sensor Tower estimates that
the game has brought in $50 million
since its invitation-only launch March 15
on the iOS platform, which was expanded
to all users of certain iPhones.
“This is definitely the largest mobile
sensation since Pokémon Go,” Nelson
said.
Such revenue is especially eye-opening
since “Fortnite: Battle Royale” is free. Its
revenue comes from in-game purchases,
which are purely cosmetic and do not
improve odds to win.
The runaway success of “Fortnite: Battle
Royale” is impressive on its own, but
experts say the way Epic has embraced
mobile gaming is blazing a trail for the
rest of the industry. Not only does mobile
lower the barrier of entry, but its
platform allows for more impulsive,
emotional purchases — ideal for in-game
purchases.
“Fortnite: Battle Royale,” released in
September 2017 as a game mode for the
larger sandbox survival game “Fortnite,”
has a straightforward structure: Players
are dropped onto an island, and the last
person standing wins. Weapons and
other goodies are scattered about, and
players can build structures from found
or harvested materials. There’s also a
storm circling the island that
progressively shrinks the usable game
space and reduces the health of any
players caught inside it.
The game imitates the “battle royal”
mode of another game —
“PlayerUnknown’s Battlegrounds,”
commonly known as PUBG — but has
crushed its inspiration in terms of mobile
revenue: “Fortnite: Battle Royale” earned
$3.7 million in its first week on iOS
outside of China, according to Sensor
Tower estimates, compared to PUBG’s
$700,000.
Epic Games made a few important
changes in its adaptation of PUBG. The
first was making “Fortnite: Battle Royale”
free.
“If you are a novice, then that free-to-
play structure is going to be a more
attractive one,” said Shira Chess, an
assistant professor in entertainment and
media studies at the University of
Georgia, in an interview May 1.
Mobile, as a platform, also blows open
entry points for potential players.
“It’s no longer necessary to have a $300
console system — or even a $150 portable
system,” she said. With smartphones, she
said, “it’s something that you already
have; it’s something that you see every
day; it’s something that you’re
constantly playing with in some way or
another.”
Mobile gaming is on fire. It’s gone from making
up just 9 percent of the gaming industry’s
revenue in 2012 to constituting 30 percent of it
in 2017.
Gamers also report that they’re playing more on
mobile, per Morning Consult polling. Nearly half
(45 percent) of all video gamers said they’re
playing more on their smartphone than they
were three years ago.
By comparison, 28
percent said they’re
playing more on
gaming consoles.
Even gamers who
prefer playing on
consoles were just as
likely to say they are
playing more on
mobile as they are on
their console. The April 26-May 2 poll was
conducted among 4,401 U.S. adults, with a
margin of error of 1 percentage point.
“Mobile gaming is as successful as it is because
it is something that can be done in interstitial
moments,” Chess said. “It’s a way to integrate
play into your life if you don’t typically have a
lot of time for play.”
IPhone users in the United States spent an
average of $58 on in-app purchases in 2017, per
a Sensor Tower analysis, a 23 percent jump from
2016.
Most of that money was dedicated to games:
$36, or 62 percent of the total $58 average.
For “Fortnite: Battle Royale” players, these in-
app purchases are just cosmetic: “skins” that
change one’s
appearance or
“emotes” that allow
avatars to dance, for
example.
“These are things that
are not necessarily tied
to the mechanics of the
game themselves but
something that could
be related to the player’s self-identity,” said D.
Yvette Wohn, an assistant professor at the New
Jersey Institute of Technology who specializes
in human computer interaction and social
technologies.
The currency in “Fortnite: Battle Royale” is
called V-Bucks, and 1,000 V-Bucks cost $10.
Skins and outfits cost about 800 to 1,500 V-
Bucks, and emotes are about 200.
“Especially if you’re spending a lot of time in
the game, your character in the game becomes a
part of your identity,” Wohn said in an interview
May 2. “So why wouldn’t you want to spend
money on clothes? Because that’s what you do
offline, as well.”
Another element that experts said “Fortnite:
Battle Royale” does well, that other games can’t
seem to guarantee, is a seamless sync of in-
game purchases. Items bought on the mobile
version, which is an exact replica of the game on
other platforms, instantly show up on players’
accounts on other platforms, to the delight of
heavy multiplatform gamers.
But relatively few are opening up their
wallets to deck out their avatars.
“The truth is most people don’t make in-
app purchases, and it’s the vast majority
of people who choose to play games for
free,” Wohn said.
Indeed, just 7 percent of mobile gamers
make up 66 percent of the industry’s
total revenue, according to a December
2017 report from the research firm
Electronic Entertainment Design and
Research Inc.
More than half of mobile gamers spent
nothing on their games.
To be sure, several experts predicted
these proportions could shift as mobile
gaming grows and as companies devote
more effort to understanding new
players’ psychology of buying.
Smartphones are a company’s dream for
such purchases: A study published in
September in the Journal of Retailing and
Consumer Services found that
smartphones could encourage more
impulsive in-game mobile purchases.
Liraz Margalit, psychologist and head of
research at the analytics company
Clicktale Ltd., said consumers tend to
view smartphones in a more emotional
way than, say, desktop computers.
“When you hold your smartphone in your
hand, it’s like an extension of your body.
It’s like part of you,” she said during an
interview May 1. “The device is perceived
as an emotional device, so the purchases
are more emotional purchases.”
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Most in-game purchases in “Fortnite:
Battle Royale” are only available for a
limited time, encouraging impulse
purchasing.
Experts also said the game’s aesthetics,
paired with its lowered barrier of entry
on free-to-play mobile, could open up
the game to new demographics.
“Fortnite: Battle Royale” is colorful and
cartoonish. Player avatars are diverse in
race, gender, age and size. Some are even
otherworldly or bizarre, but not
intentionally frightening.
There’s a sort of “magical realism” about
the game, said Garrison LeMasters, a
lecturer at Georgetown University’s
communication, culture and technology
program. Players kill players, yes, but
there’s no blood or gore.
“The emphasis is certainly not on killing,
even though that is exactly what
happens,” he said. “I think that’s
probably appealing to a lot of people that
have found other first-person shooters a
bit of a downer.”
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This has the potential to appeal to a
more female audience, experts said, and
these players are already on mobile.
Nearly two-thirds (65 percent) of women
ages 10-65 in the United States play
mobile games, and 49 percent of mobile
gamers are women, according to a Google
Play and Newzoo white paper released in
December 2017.
Women are also more likely to prefer
smartphones as a gaming platform than
men are: 64 percent vs. 38 percent.
But men are slightly more likely to spend
money on the mobile platform: 55
percent of men spend money on mobile
games, compared to 43 percent of female
gamers, according to the Electronic
Entertainment Design and Research
report.
All gaming industry workers have their
eyes on “Fortnite: Battle Royale” right
now, several experts said. And they’re
paying close attention to its free-to-play
mobile success. The game’s Android
version is in the works, and Sensor Tower
predicts that it could take in more than
$3 million per day on mobile when the
Android user base reaches a level
comparable to that of the iOS version.
This business model “is, at least for the
moment, the future,” LeMasters said.
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Joanna Piacenza Joanna is a senior
reporter for
Morning Consult.
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