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Artigo Revisado por pares

Daniel L. King, Alex Russell, Paul Delfabbro, Dean Polisena,

... gambling disorder). The present study recruited 428 adult Fortnite players from online forums and investigated gaming motivations ... the participants’ closest friend who spends money on Fortnite), greater accessibility to Fortnite across multiple devices, and having a higher in- ... methods, having a close friend who pays for Fortnite more often, and spent more hours playing Fortnite. Problematic gaming was associated with trait impulsivity, weekly ... would diminish one’s sense of self-worth. Fortnite loot box spending was not associated with GD ...

Tópico(s): Sexuality, Behavior, and Technology

2020 - Elsevier BV | Addictive Behaviors

Artigo Acesso aberto Revisado por pares

Jenniffer Soto de la Cruz, Teresa de la Hera, Sara Cortés Gómez, Pilar Lacasa,

... campaigns, by examining Joe Biden’s use of Fortnite during the campaign for the 2020 US presidential ... persuasive dimensions of the Biden–Harris campaign in Fortnite using a qualitative mixed-methods approach that combined ... the analysis of the Biden–Harris campaign in Fortnite show that the persuasive efforts embedded in the ... some cases does not meet the expectations of Fortnite’s experienced and demanding players.

Tópico(s): Social Media and Politics

2023 - Cogitatio | Media and Communication

Artigo Acesso aberto Revisado por pares

Víctor Arufe-Giráldez,

... Educación Física una adaptación didáctica del exitoso videojuego Fortnite, un videojuego que ha llamado la atención de ... crea para ello un nuevo juego deportivo denominado Fortnite EF, su objetivo es trabajar diversos contenidos del ...

Tópico(s): Sports and Physical Education Research

2019 - University of A Coruña | Sportis Scientific Journal of School Sport Physical Education and Psychomotricity

Artigo Acesso aberto Revisado por pares

Rick Marlatt,

... practices generated by players of the video game, Fortnite. As a teacher educator interested in studying how ... for this theoretical article are to examine how Fortnite players operate within their digital community and to ... contexts and formal literacy learning. In light of Fortnite’s connections to reading comprehension, discourse systems, and ...

Tópico(s): Digital Games and Media

2019 - SAGE Publishing | Journal of Education

Artigo Revisado por pares

Marcus Carter, Kyle Moore, Jane Mavoa, Heather A. Horst, luke gaspard,

Fortnite is a massively multiplayer online “battle royale” game that rapidly grew in 2018 to become one ... an account of the appeal and experience of Fortnite. While it is impossible to pinpoint exactly why Fortnite has been such a phenomenal, global success, in ...

Tópico(s): Impact of Technology on Adolescents

2020 - SAGE Publishing | Games and Culture

Artigo Acesso aberto Revisado por pares

Marijn Sax, Jef Ausloos,

... popular and profitable video games in the world. Fortnite has morphed from an online game into a ... microtransactions. This article suggests that to properly understand Fortnite's practices – which we predict will become more ... the near future – we need an additional perspective. Fortnite is not only designed for hyper-engagement; its ... offer non game-related services to players within Fortnite's immersive game experience. In this paper, we ... to explore whether the gaming experience offered by Fortnite harbours manipulative potential. To legally address the manipulative ...

Tópico(s): Sexuality, Behavior, and Technology

2021 - Edward Elgar Publishing | Interactive Entertainment Law Review

Artigo Acesso aberto Revisado por pares

Jesús Castro‐Calvo, Rafael Ballester‐Arnal, Marc N. Potenza, Daniel L. King, Joël Billieux,

... 2018, the servers of the popular video game "Fortnite" crashed for 24 hr. During this period, Pornhub ( ... searches of pornographic videos using the key term "Fortnite" increased by 60%. In this letter, we discuss ...

Tópico(s): Gender, Feminism, and Media

2018 - Akadémiai Kiadó | Journal of Behavioral Addictions

Artigo Acesso aberto Revisado por pares

Reyhaan King, Teresa de la Hera,

Abstract This paper explores how players perceive Fortnite streamers as influencers 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- ...

Tópico(s): Impact of Technology on Adolescents

2020 - Springer Science+Business Media | The Computer Games Journal

Artigo Acesso aberto Revisado por pares

Silvio Polly da Costa Valladão, Jake Middleton, Thomas André,

... individuals playing esports and none in the esport: Fortnite. The purpose of this study was to compare ... a 3-hour seated session of the esport: Fortnite to resting HR. Male college students (

Tópico(s): Behavioral Health and Interventions

2020 - Berkeley Electronic Press | International journal of exercise science

Artigo

Francisco Albarello, Ángela Novoa Echaurren, Mariángeles Castro Sánchez, Adriana Velasco, María Victoria Novaro Hueyo, Francisco Narbáis,

... a constructive articulation of virtual and physical worlds. Fortnite, was created by Epic Games in 2017. It ... explores the social dimension of the use of Fortnite and how it impacts on children’s and ...

Tópico(s): Digital Games and Media

2021 - SAGE Publishing | Global Studies of Childhood

Artigo Revisado por pares

Wayne Marshall,

... Dance in the Age of (Anti-)Social Media: Fortnite, Online Video, and the Jook at a Virtual ... Dance in the Age of (Anti-)Social Media: Fortnite, Online Video, and the Jook at a Virtual ...

Tópico(s): Diverse Musicological Studies

2019 - Wiley | Journal of Popular Music Studies

Artigo Revisado por pares

Jialei Jiang,

... stimulated recalls, in-depth interviews, and observations with Fortnite gamers who were randomly assigned avatars of different ...

Tópico(s): Literacy, Media, and Education

2020 - Elsevier BV | Computers & composition/Computers and composition

Editorial Revisado por pares

Brenda K. Wiederhold,

... the years since. Today, online games such as Fortnite and Roblox are continuing that trend. Especially among ... videogame companies Roblox and Epic Games, which produces "Fortnite," have begun to host immersive experiences such as ...

Tópico(s): Digital Mental Health Interventions

2021 - Mary Ann Liebert, Inc. | Cyberpsychology Behavior and Social Networking

Artigo Acesso aberto

Timo Schöber, Georg Stadtmann,

... business model pattern behind the success of the Fortnite game. A theoretical model is used to examine ...

Tópico(s): Digital Games and Media

2020 - RELX Group (Netherlands) | SSRN Electronic Journal

Artigo Acesso aberto Revisado por pares

Timo Schöber, Georg Stadtmann,

... business model pattern behind the success of the Fortnite game. A theoretical model is used to examine ...

Tópico(s): Consumer Market Behavior and Pricing

2020 - Nomos | Die Unternehmung

Artigo Acesso aberto

Kyle Moore, Marcus Carter,

Fortnite is a massively multiplayer online first-person shooter that grew rapidly in 2018 to become one ... active players. In this paper we argue that Fortnite’s success can – in part – be attributed to ... and material structures of the gameworld for understanding Fortnite’s success, countering discourses of ‘videogame addiction’, and ...

Tópico(s): Cinema and Media Studies

2021 - | Proceedings of the ... Annual Hawaii International Conference on System Sciences/Proceedings of the Annual Hawaii International Conference on System Sciences

Artigo

Zachary Crane,

... for use of the plaintiffs’ dance moves in “Fortnite” reveal the doctrine’s inadequacy to balance the ... there is a sense of unfairness in the Fortnite Lawsuits. A narrowed amendment is necessary to grant ...

Tópico(s): Copyright and Intellectual Property

2019 - RELX Group (Netherlands) | SSRN Electronic Journal

Artigo Acesso aberto Revisado por pares

Donghee Yvette Wohn, Guo Freeman,

... on live streaming platforms in the context of Fortnite. Study 2 examines the relationships between viewing and ...

Tópico(s): Impact of Technology on Adolescents

2019 - SAGE Publishing | Games and Culture

Artigo Acesso aberto Revisado por pares

Jeffrey L. Derevensky, Mark D. Griffiths,

... League of Legends, Game of Thrones, Minecraft, and Fortnite, the gaming industry has emerged with millions of ...

Tópico(s): Sexuality, Behavior, and Technology

2019 - Mary Ann Liebert, Inc. | Gaming Law Review

Artigo Revisado por pares

Jessica L. Navarro,

Click to increase image sizeClick to decrease image size Disclosure statementNo potential conflict of interest was reported by the author.Additional informationNotes on contributorsJessica NavarroJessica Navarro completed her MSW at Washington University in St. Louis and her MS in Human Development and Family Studies at the University of North Carolina Greensboro, where she is currently a doctoral student. Her research interests center on families and technology and, inparticular, the impact of ...

Tópico(s): Child and Adolescent Psychosocial and Emotional Development

2020 - Taylor & Francis | Journal of Children and Media

Artigo Revisado por pares

Anat Shoshani, Maya Krauskopf,

The current study examined the differential impact of playing a violent multiplayer online game in the co-player mode compared to the single mode on children's subsequent prosocial behavior. Satisfaction of the psychological needs of competence, relatedness, positive-emotions, and enjoyment was examined as possible mediator of the hypothesized effect of cooperative violent game on prosociality. The sample was composed of 845 nine to twelve-year-olds who were randomly allocated to a 2 (game content: ...

Tópico(s): Child Development and Digital Technology

2020 - Elsevier BV | Computers in Human Behavior

Artigo Acesso aberto Revisado por pares

Dustin Nash, Hae-Rhi Lee, Christopher M. Janson, Chalese K. Richardson-Olivier, Maully J. Shah,

Recommendations for the management of patients with certain arrhythmogenic cardiac conditions include restriction from strenuous activities and competitive sports.1 Emotional stress has also been demonstrated as a trigger for arrhythmias in susceptible individuals.2 Currently, there are no guidelines for engaging in nonphysical adrenergic activities. We present 2 cases of syncope and documented life-threatening ventricular tachycardia associated with strong emotional responses related to video war ...

Tópico(s): Cardiovascular Effects of Exercise

2020 - Elsevier BV | HeartRhythm Case Reports

Artigo Acesso aberto Revisado por pares

Daniel L. King, Marc N. Potenza,

... best-selling competitive online shooter games, such as Fortnite and Call of Duty, gaming has become quite ...

Tópico(s): Gambling Behavior and Treatments

2020 - Elsevier BV | Journal of Adolescent Health

Artigo Acesso aberto Revisado por pares

Rebecca Evans, Paul Christiansen, Travis D. Masterson, Georgia Barlow, E. Boyland,

Food and non-alcoholic beverage (hereafter: food) marketing is prevalent in digital media and predominantly for foods high in fats, sugar and salt (HFSS). However, little is known about food marketing in videogame livestreaming platforms - a hybridisation of social and gaming media where individuals can watch influencers (i.e., streamers) play videogames. No studies have explored food cues within the streamed content or content likely to be viewed by adolescents. The current study analysed the food cues ...

Tópico(s): Digital Marketing and Social Media

2024 - Elsevier BV | Appetite

Artigo Revisado por pares

Enrico Gandolfi, İlker Soytürk, Richard E. Ferdig,

... audiences in the last decade. Video games like Fortnite and League of Legends are played by millions ...

Tópico(s): Digital Games and Media

2021 - Elsevier BV | Journal of Affective Disorders

Artigo Revisado por pares

Christopher M. McLeod, Hanhan Xue, Joshua I. Newman,

... prizes awarded ( Dota 2, Counter-Strike: Global Offensive, Fortnite, League of Legends, StarCraft II). Competitors can expect ...

Tópico(s): Impact of Technology on Adolescents

2021 - SAGE Publishing | International Review for the Sociology of Sport

Artigo Acesso aberto Revisado por pares

Anne Mette Thorhauge, Rune Kristian Lundedal Nielsen,

... comparative analysis of Counter-Strike: Global Offensive and Fortnite: Battle Royale as well as the two platforms ...

Tópico(s): FinTech, Crowdfunding, Digital Finance

2021 - SAGE Publishing | Journal of Consumer Culture

Artigo Acesso aberto Revisado por pares

Ioana Literat, Neta Kligler-Vilenchik,

... Donald Trump’s border wall within the videogame Fortnite—across three social media platforms popular with youth ( ...

Tópico(s): Media Studies and Communication

2021 - SAGE Publishing | Social Media + Society

Artigo Acesso aberto Revisado por pares

Alexander Bernevega, Alex Gekker,

... three recent free-to-play Triple-A titles: Fortnite (2017), Apex Legends (2019), and Call of Duty: ...

Tópico(s): Cultural Industries and Urban Development

2021 - SAGE Publishing | Games and Culture

Artigo Acesso aberto Revisado por pares

Felan Parker, Matthew E. Perks,

... of the game development cycle. Mainstream hits like Fortnite and League of Legends owe their ongoing success ...

Tópico(s): Impact of Technology on Adolescents

2021 - SAGE Publishing | Convergence The International Journal of Research into New Media Technologies