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COBECON C31
Fortnite Battle Royale is an online shooting game where 100 players, solos or in teams,
battle to remain the “last man standing”. Melcon (2018) mentioned that Epic Games, the developer,
released the game in 2017 and as of now, the battle royale game is downloaded by millions of
users on PC, Playstation 4, XBOX One, Nintendo Switch, and even on mobile phones. But the
question to be answered is why Fortnite Battle Royale is very much in-demand nowadays
Pettinger (2017), Shift in Demand, digital image, accessed March 3, 2019, Retrieved from https://www.economicshelp.org/wp-
content/uploads/2008/06/shift-in-demand.jpg
One of the main reasons of the demand of Fortnite is that it’s a free-to-play. If related to
the Law of Demand and its curve from Figure 1, a product that is free will truly yield a higher
demand. Most ask how Fortnite earns, and according to Fortney (2018), the answer is through
microtransactions whereas other developers sell their games themselves, either through hard copy
characters, emotes, and other items through their own in-game currency called “V-Bucks”.
Through these, Fortnite currently has 200 million plus players as the demand had a massive growth
throughout 2018. In addition, Fortnite also had a huge difference against PUBG when it comes to
revenues in less than a year of comparison as interpreted from Edison Trends (2018) and that their
players spend almost $100 every season according to Henry (2018) in which these can be seen in
Richter (2018), Fortnite Gained 150+ Million Users in 2018 (So Far), digital image, accessed March 3, 2019, Retrieved from
https://www.statista.com/chart/16239/number-of-registered-fortnite-players/
Figure 3 - Fortnite and PUBG Revenues
Edison (2018), Fortnite and PUBG Revenues, digital image, accessed March 3, 2019, Retreived from
https://medium.com/edison-discovers/fortnites-v-bucks-drove-110-monthly-revenue-growth-in-h1-2018-acbc7ce9aaa3
Henry (2018), Fortnite: Here's How Much Players Spend on Average, digital image, accessed March 3, 2019, Retrieved from
https://gamerant.com/fortnite-player-spending-average/
Though the prices of the contents remain the same for a specific item, there would still be
demand shifts in the curve such as in Figure 1. The reason is either the products increase in
popularity or because of seasonal factors where these are determinant examples in an article from
Economics Help (2017). In the part of popularity increase, Timothy O’Shea (2019) stated in his
CNN Business interview that the developing and releasing of new content when it comes to free-
to-play games is crucial and that Epic Games keeping Fortnite fresh has made them profitable. In
addition from his interview, these new contents sometimes vary as well depending on the seasons
as there would be items in the virtual market and/or events that are designed for Christmas,
Halloween, and even their birthday or Fortnite’s 1st year anniversary. Furthermore, the new
contents every Fortnite season, which lasts for about three months, would also include unique
stories such as a rocket launch, a sudden appearance of a moving giant cube, or widening of a
crack in the sky which attracts the players’ attention as these kind of events happen live in a specific
time. They also release a new Battle Pass every new season which adds to their revenue where if
players purchase, Telfer (n.d.) mentioned that they could get exclusive rewards throughout the
season by accomplishing challenges that are revealed every week. These explain why Fortnite is
Richter (2019), Fortnite Made Billions in 2018 Despite Being Free to Play, digital
image, accessed March 3, 2019, Retrieved from
https://www.statista.com/chart/16687/top-10-free-to-play-games/
Figure 6 - Law of Diminishing Marginal Utility
Business Jargons (n.d.), Law of Diminishing Marginal Utility, digital image, accessed March 3, 2019, Retrieved from
https://businessjargons.com/law-of-diminishing-marginal-utility.html
There was also a time when Fortnite didn’t escape the Law of Marginal Utility. According
to Tassi (2019) from Forbes, even though Fortnite had great revenue in December 2018, it dropped
by nearly 50% the following month. The reason besides the selling of their season 7 Battle Pass
was in December, the content in the virtual market wasn’t attractive and that the new Ice Storm
event was said to be a “refresh” of their Halloween event that featured zombies. In this case,
purchases and the number of players for the month dropped, which could then be related to the
total utility curve in Figure 5. But, the author added that Epic Games made up for the loss and
hosted a live Marshmello concert in February 2019 as they recorded another 10 million users after
the event, then generated revenue since it came with selling of Marshmello themed character items.
As of today, Fortnite is in their 8th season and Epic Games continues to formulate new
strategies, especially now that new competitors emerge as threats. Tassi (2019) added that they are
giving the new Battle Pass for free as a reward if a player completes a set of challenges before
season seven ends. This is a bold move since a huge part of their revenue also include the
microtransaction of the Battle Pass. But, it was stated that it could increase the gamers’ playing
time, they would be more aggressive in buying from the virtual store, and influenced to purchase
tier boosts for the Battle Pass. If the people from Epic Games continue to innovate and use their
brilliant minds, Fortnite will continue to reign as it is even setting revenue and user records
from https://www.intelligenteconomist.com/economics-of-microtransactions/
CNN Business. (2019, February 13). Gaming’s paradox: Free games are big money makers [Video
industry-activision-fortnite-timothy-oshea.cnn-business/video/playlists/business-markets-
investing/
Edison (2018, July 31). Fortnite’s V-Bucks Drove 110% Monthly Revenue Growth in H1 2018.
monthly-revenue-growth-in-h1-2018-acbc7ce9aaa3
Fortney, L. (2018, December 28). How Does Fortnite Make Money?. Retrieved from
https://www.investopedia.com/tech/how-does-fortnite-make-money/
Henry, J. (2018, July). Fortnite: Here’s How Much Players Spend on Average. Retrieved from
https://gamerant.com/fortnite-player-spending-average/
diminishing-marginal-utility.html
Melcon, A. (2018, October 1). Fortnite Battle Royale: Everything You Need to Know. Retrieved
from https://www.tomsguide.com/us/fortnite-battle-royale-faq,news-25928.html
Pettinger, T. (2017, June 18). Shift in Demand and Movement along Demand Curve. Retrieved
from https://www.economicshelp.org/blog/581/economics/changes-in-demand/
Richter, F. (2018, November 18). Fortnite Gained 150+ Million Users in 2018 (So Far). Retrieved
from https://www.statista.com/chart/16239/number-of-registered-fortnite-players/
Richter, F. (2019, January 17). Fortnite Made Billions in 2018 Despite Being Free to Play.
Tassi, P. (2019, February 25). ‘Fortnite’ Revenue Reportedly Drops By Nearly 50% In One Month.
reportedly-drops-by-nearly-50-in-one-month/#2fd13d89600b
Telfer, A. (n.d.). Deconstructing Fortnite: A Deeper Look at the Battle Pass. Retrieved from
https://mobilefreetoplay.com/deconstructing-fortnite-a-deeper-look-at-the-battle-pass/