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May 4, 2018 04:02 pm
Original Link: http://rss.slashdot.org/~r/Slashdot/slashdot/~3/B42Mvy2vnPY/free-to-play-expensive-to-love-fortnite-changes-video-game-business
Free To Play, Expensive To Love: 'Fortnite' Changes Video Game Business
An anonymous reader shares a report: To see the storm that online video game "Fortnite" has unleashed on the world, just visit Jett Sacher in Brooklyn. The 13-year-old spends an hour or two every day on the game with his friends and is not afraid to spend his pocket money on it - bit by bit. "So I bought one dance, two skins and the battle pass," Sacher told Reuters TV about recent gaming sessions. "So that's, I spent $20 on both skins so $40 ... and the dance was another $10 so $50, 60 bucks, something like that." Sacher's pay-as-you-go expenditure on dressing up his online avatar in the 'free-to-play' game helped "Fortnite" take in an estimated $223 million from in-game purchases in March, according to Joost Van Dreunen at research firm SuperData. "Fortnite," a sort of hybrid of "The Hunger Games" and "Minecraft," drops 100 people onto an island to fight each other for survival. It is a game-changer in the industry, analysts have said, because of the huge revenue it is making from "tween" and teenage boys purchasing outfits and other add-ons. Its publisher, Epic Games, is now worth $4.5 billion, according to an estimate. Further reading: Gamers are the new stars. Esports arenas are the new movie theaters (The New York Times).Read more of this story at Slashdot.
Original Link: http://rss.slashdot.org/~r/Slashdot/slashdot/~3/B42Mvy2vnPY/free-to-play-expensive-to-love-fortnite-changes-video-game-business
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