How Fortnite Captured Teens’ Hearts and Minds | The New Yorker

Fortnite, for anyone not a teen-ager or a parent or educator of teens, is the third-person shooter game that has taken over the hearts and minds—and the time, both discretionary and otherwise—of adolescent and collegiate America. Released last September, it is right now by many measures the most popular video game in the world. At times, there have been more than three million people playing it at once. It has been downloaded an estimated sixty million times. (The game, available on PC, Mac, Xbox, PS4, and mobile devices, is—crucially—free, but many players pay for additional, cosmetic features, including costumes known as “skins.”) In terms of fervor, compulsive behavior, and parental noncomprehension, the Fortnite craze has elements of Beatlemania, the opioid crisis, and the ingestion of Tide Pods. Parents speak of it as an addiction and swap tales of plunging grades and brazen screen-time abuse: under the desk at school, at a memorial service, in the bathroom at 4 A.M. They beg one another for solutions. A friend sent me a video he’d taken one afternoon while trying to stop his son from playing; there was a time when repeatedly calling one’s father a fucking asshole would have led to big trouble in Tomato Town. In our household, the big threat is gamer rehab in South Korea.

Game fads come and go: Rubik’s Cube, Dungeons & Dragons, Angry Birds, Minecraft, Clash of Clans, Pokémon Go. What people seem to agree on, whether they’re seasoned gamers or dorky dads, is that there’s something new emerging around Fortnite, a kind of mass social gathering, open to a much wider array of people than the games that came before.

How Fortnite Captured Teens’ Hearts and Minds | The New Yorker