The social dynamics of multiplayer online videogames in Argentinian and Chilean family contexts: The case of Fortnite

Francisco Albarello*, Ángela Novoa, Mariángeles Castro Sánchez, Adriana Velasco, María Victoria Novaro Hueyo, Francisco Narbais*

*Corresponding author for this work

    Research output: Contribution to journalArticlepeer-review

    4 Scopus citations

    Abstract

    The popularity of multiplayer online videogames (MOVs) in the lives of young people has become a recurrent area of interest for parents and researchers. The use of these platforms has generated concerns regarding the potential negative effects on children’s personal and social development. Additionally, the ways in which players socialize through these games has raised questions concerning what are regarded as the most effective approaches to promote a constructive articulation of virtual and physical worlds. Fortnite, was created by Epic Games in 2017. It can be characterized as a social survival gaming experience and has the most remarkable use on a worldwide scale. The study reported here is a qualitative case study that explores the social dimension of the use of Fortnite and how it impacts on children’s and their parents’ perceptions regarding its use. A total of 82 in-depth interviews were conducted in 2019 with Argentinian and Chilean children between 9 and 18 years of age and their parents. Findings reveal that parents and children have diverging perspectives regarding the social dimension of the game’s immersive experience. The topic developed in this article is of particular relevance to parents and researchers given the current events and widescale use of online platforms due to the Covid-19 pandemic.

    Original languageEnglish
    Pages (from-to)302-317
    Number of pages16
    JournalGlobal Studies of Childhood
    Volume11
    Issue number4
    DOIs
    StatePublished - 2021

    Bibliographical note

    Publisher Copyright:
    © The Author(s) 2021.

    Keywords

    • Family Dynamics
    • Multiplayer Online Videogames
    • Online Socialization

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