How 'Fortnite' Is Representing A Gigantic Audience Willing To Spend Real Money

Recently, famed rapper Travis Scott held an online concert in the global hit video game “Fortnite,” attracting an audience of 12 million. What does this say about the gaming industry and its place in entertainment now?

The “Fortnite” Effect

Because the coronavirus pandemic has canceled concerts, shows and festival circuits for the foreseeable future, artists and musicians have taken their works to other platforms in order to share their craft, with most of them resorting to live sessions­ on social media in order to reach their audiences. Rapper Travis Scott, however, decided to opt for something bigger and just as ridiculous: an actual concert in the hit video game “Fortnite.”

For the uninitiated, “Fortnite” is a Battle Royale type of video game, where players start by gliding down a map and into the game (oftentimes saying the popular catchphrase “where are we dropping?”). From there, you start exploring to find your own weapons that you can then use to shoot other players and hopefully be the last one standing.

However, to classify it as another video game is simply an understatement because it’s also become a massive social network where players can hang out, learn dance moves or even make new connections. And with 250 million active users that are willing to spend real money, it’s no surprise that Travis Scott decided to use the platform to host his virtual concert that was held over the course of three days.

The concert isn’t just for show either since it led to Scott’s own song “The Scotts” to become Spotify’s biggest streaming debut this year.

As such, this recent in-game event is a testament to just how big the gaming industry really is and what it can do in terms of entertainment and even businesses for brands. How the world will adapt to this, however, is all up to them.

In the meantime, gamers can continue playing. In that case, where are we dropping?

Video game Video games combine all forms of media, from music, to visual arts, and of course, programming. Anton Porsche/Pixabay