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Fortnite's gender demographics show that 28.5% of players are female, while 71.5% are male, highlighting a predominantly male player base in the popular game.
How many people play Fortnite? After bursting onto the scene in 2017, Fortnite has since become a worldwide phenomenon, amassing 650 million players across the globe as of November 2023, up from 400 million in May 2021. Why is Fortnite so popular? The reasons Fortnite has become such a global hit are clear. Not only is the game free to play, but it is also available on most gaming platforms. On top of this, Fortnite's most popular gameplay mode is the battle royale mode, in which up to 100 players fight it at once. This means that the re-playability of the game is infinite – each game is unique. Keeping players engaged with live services Fortnite Battle Royale is also a live service game, meaning that the game receives regular content updates to keep players engaged. Each season of the game roughly lasts 10 weeks and features events such as online concerts, and cosmetic changes. The game’s current iteration is called "鬼HUNTERS (Demon HUNTERS)" with a theme around yōkai, hunters and Japanese culture. Live service games are here to stay By offering cross-platform, multiplayer gaming with a live service schedule, Fortnite covers two of the biggest gaming industry trends, which the majority of the industry intend to follow. A 2023 of global gaming studios found that more than nine in ten studios were either working on or intending to release a live services title. With regular, cadenced, and themed updates to free-to-play games, studios motivate players to keep returning and, eventually, spend not only time but also money on the game. This seems to work for the parent company Epic Games – Fortnite was one of the most downloaded PlayStation F2P game in the EU and North America in 2024.
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Most Fortnite players spend less than 10 hours a week playing, with 36% playing less than 5 hours and 34% playing 6 to 10 hours. Meanwhile, 17% play 11 to 15 hours, 8% play 16 to 20 hours, and only 5% play more than 21 hours a week.
Having burst onto the scene in 2017, Fortnite has since become a worldwide phenomenon, amassing almost 250 million players across the globe as of March 2019. Having first been released in July 2017, the battle royale game took just two weeks to reach 10 million players, a figure which doubled to 20 million players after only six weeks. In less than a year, the game had acquired a staggering 125 million players.
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The scale of today's gaming platforms is staggering. Roblox projects 8.6 billion accounts by 2025—exceeding Earth's population of 8.2 billion—while Fortnite reached 650 million registered users in 2023.
Raw registration numbers tell only part of the story. Roblox users show deeper platform engagement, spending an average of 2.5 hours daily within its ecosystem. Fortnite's growth from 20 million users in 2017 to 650 million in 2023 reflects a more measured but consistent expansion.
Both platforms face similar challenges with account duplication and inactive users. For a clearer picture of true popularity, daily active user (DAU) metrics provide better insight: Roblox maintains 88.9 million daily active players, while Fortnite shows more seasonal fluctuations in its daily engagement patterns.
Fortnite is an online battle royale video game developed by Epic Games and released in 2017. Fortnite events on the video streaming service Twitch were watched by an average of 49,000 viewers in June 2025. Engagement with the game spiked after the re-release of the original map in November 2023 as part of the OG season, as well as the launch of Lego Fortnite in December 2023.
In November 2023, battle royale title Fortnite launched the OG season, taking players back to the original Chapter 1 map and re-introducing various in-game items from the earliest seasons of the game. The nostalgia was strong in this one, and Fortnite players on Xbox and PlayStation consoles spent nearly 1.48 billion hours on the online title in November 2023, up by 146 percent from the hours spent on Fortnite in the preceding month.
As of June 2020, battle royale star Fortnite had approximately 80.4 million monthly active users worldwide. This is up from 78.3 million MAU in September 2018. The cross-platform title which was released in July 2017 has been popular right from the start and reported 350 million registered users worldwide in 2020.
Since its release in 2017, Fortnite has become one of the most popular games in the world. The Battle Royale game, in which up to 100 players fight it out at one time until one player is left standing, generated revenue of *** U.S. dollars in December 2019, more an increase of *** million U.S. dollars compared to the precious month.
Fortnite – the money maker With *** million users registered worldwide in early 2020, it is no wonder that Fortnite is making its developers, Epic Games, a lot of money. The game has found the most success in the United States, where it generated a staggering ** million U.S. dollars in its first year after release. Given the nature of the game and the trend in gaming as a whole, it will come as no shock that the vast majority of Fortnite players in the United States were male, with over ** percent falling into the 18-34 age category.
In-game purchases key to success Given that Fortnite is a free-to-play game, how does it generate such a vast amount of revenue? The answer lies, as with many other commercially successful free-to-play games, in in-game purchases. According to a survey carried out in the United States in February 2020, about 77 percent of Fortnite players admitted to making in-game purchases. Using their hard-earned cash to purchase V-Bucks, gamers then use the game’s currency to buy upgrades ranging from outfits and characters to gliders. What’s more, almost ** percent of U.S. Fortnite players confessed to spending money on emotes, which allow their character to celebrate their kills and victories with elaborate dance moves.
The number of daily active users of the iOS Fortnite app increased significantly after the implementation of Norway's shutdown in March 2020 due to the coronavirus outbreak. According to Airnow, the user amount peaked at roughly ** thousand on May 23. By comparison, in the beginning of March, half as many people played the royal battle gaming app on a daily basis.
According to a February 2020 survey of Fortnite gamers in the United States, ** percent of respondents played Fortnite roughly *** to *** hours per week, while **** percent admitted to playing for ** weekly hours or more.
In 2022, the multi-platform free-to-play (F2P) gaming title Fortnite generated an estimated 4.4 billion U.S. dollars in annual revenues. This figure decreased from the previous year when the battle royale title made about 4.8 billion U.S. dollars in revenues.
According to a February 2020 survey of Fortnite gamers in the United States, respondents had spent an average of ****** U.S. dollars on in-game purchases. Overall, about ** percent of responding Fortnite audiences had spent money on the free-to-play title.
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Content The dataset contains the Grand Finals statistics for the NA Central region. Day1 consists of the first 6 games, and Day2 contains the last 6.
Date: Day 1. Each Grand Finals is a two day event. The Date column lists the first day of competition. The second day of competition is just one day later.
Season: The Chapter and Season of the Grand Finals. CH - Chapter; S - Season
Place: Final Placement at the end of the two day Grand Finals
Player1, Player2: The names of the two players in each duo competing together.
Points: Total number of points at the end of the two day Grand Finals.
Wins: Total number of wins at the end of the two day Grand Finals.
Avg. Points: Average number of points scored per duo over the 12 games.
Avg. Place: Average placement by the duo over the 12 games.
Total Eliminations: Total number of eliminations at the end of the two day Grand Finals.
Avg. Elims: Average eliminations by the duo over the 12 games.
K/D: Eliminations (Kills) / Death Rate
Game1-12 Place: Placement by the duo for each of the 12 games.
Game1-12 Elims: Eliminations by the duo for each of the 12 games.
Missing Data Missing data in the csv is handled through "-1" in the Game Place/Elim columns. These can occur if a duo doesn't load into the match, or a game crash prior to the match.
Acknowledgements I collected the data by hand from Fortnite Tracker website (https://fortnitetracker.com/). The public Fortnite Tracker API was disabled.
Since its release in 2017, Fortnite has become one of the most popular games in the world. The battle royale game, in which up to 100 players fight it out at one time until one player is left standing, generated revenue of 3.7 billion U.S. dollars in 2019, down from 5.4 billion U.S. dollars in 2018.
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The global mobile shooter market size was valued at approximately USD 8.5 billion in 2023 and is anticipated to reach USD 24.3 billion by 2032, growing at a Compound Annual Growth Rate (CAGR) of 12.5%. This significant growth can be attributed to several factors, including advancements in mobile technology, increasing internet penetration, and the rising popularity of mobile games among various age groups.
One of the primary growth factors driving the mobile shooter market is the continuous evolution and improvement of mobile hardware. Modern smartphones come equipped with powerful processors, high-resolution displays, and advanced graphics capabilities, which enhance the gaming experience and make mobile shooter games more appealing. These technological advancements allow for more complex and visually stunning games, which attract a larger audience and drive market growth.
Additionally, the increase in internet penetration and the widespread availability of high-speed mobile networks, such as 4G and the emerging 5G technology, have significantly contributed to the growth of the mobile shooter market. High-speed internet enables seamless online multiplayer experiences, which are a crucial aspect of many mobile shooter games. The ability to play games online with friends and competitors from around the world adds to the appeal and popularity of these games, further boosting market growth.
Another key growth factor is the changing demographics and preferences of gamers. The mobile gaming market is no longer limited to a younger audience; it now includes a diverse range of age groups, including adults who grew up playing video games and continue to enjoy them. The convenience of mobile gaming, which allows people to play anytime and anywhere, has also played a significant role in attracting a broader audience. This expanding demographic base is driving the demand for mobile shooter games and contributing to the overall market growth.
The Battle Royale Game genre has become a significant driver of growth within the mobile shooter market. This genre, known for its intense, last-man-standing gameplay, has captivated a global audience, offering both competitive and casual players an engaging experience. The success of games like PUBG Mobile and Fortnite in this category is a testament to the genre's widespread appeal. These games provide players with dynamic environments and strategic challenges, fostering a sense of community and competition. The social and interactive elements of Battle Royale Games, such as teaming up with friends or competing against players worldwide, have further contributed to their popularity and market expansion.
From a regional outlook, the Asia Pacific region holds a dominant position in the mobile shooter market, driven by countries such as China, Japan, and South Korea, where mobile gaming is highly popular. North America and Europe also represent significant markets due to their well-established gaming industries and high consumer spending on digital entertainment. The Middle East & Africa and Latin America regions are expected to witness substantial growth in the coming years, fueled by increasing smartphone adoption and improved internet infrastructure.
The mobile shooter market can be segmented by game type into First-Person Shooter (FPS), Third-Person Shooter (TPS), Battle Royale, Tactical Shooter, and others. Each game type offers unique gameplay mechanics and appeals to different segments of the gaming community. The First-Person Shooter (FPS) segment is particularly popular due to its immersive gameplay experience, where players view the action through the eyes of the protagonist. FPS games like Call of Duty: Mobile and PUBG Mobile have garnered massive followings and continue to dominate the market. The realistic graphics and engaging gameplay of FPS games contribute significantly to the market's overall growth.
The Third-Person Shooter (TPS) segment also holds a substantial market share. These games offer a broader field of view and allow players to see their avatars, which can enhance the gameplay experience for some users. TPS games like Fortnite and Garena Free Fire have become immensely popular, especially among younger gamers. The success of these games has led to increased investment in developing high-quality TPS games, which further drives market growth.
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A U.S. appeals court has denied Apple's request to delay a ruling that mandates increased competition in its App Store, a significant development in its legal battle with Epic Games.
In 2024, Fortnite players spent 5.23 billion hours playing games made by creators, up from 4.98 billion hours in the previous year. UGC accounted for over 36 percent of all time spent with Fortnite content.
First released in 2017 and developed by Epic Games, Fortnite is an online battle royal video game with the objective of being the last survivor and eliminating other opposing players. Following the success of the game, a mobile version was released for Android and iOS the following year. Thanks to in-app purchases and micro-transactions, the app generated revenue of **** million U.S. dollars through player spending worldwide in April 2020. This sharp growth in players is no doubt in part due to the coronavirus pandemic, which spread across the world at the beginning of 2020 and led to many people turning to gaming and other forms of indoor entertainment during periods of lockdown.
Twitch is an online video streaming service which allows eSports and gaming fans to watch their favorite gamers play a variety of online video games. The most popular game on the service among streamers in April 2025 was Fortnite — the battle royale game attracted roughly 714,773 streamers in the preceding 30 days.
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Fortnite's gender demographics show that 28.5% of players are female, while 71.5% are male, highlighting a predominantly male player base in the popular game.