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TwitterHow 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.
Facebook
TwitterBy Kristian Reynolds [source]
This dataset contains 88 end-game Fortnite statistics, giving a comprehensive look at player performance over the course of 80 games. Discover the time of day, date, mental state and more that contribute to winning strategies! Measure success across eliminations, assists, revives, accuracy percentage, hits scored and head shots landed. Explore distance traveled and materials gathered or used to gauge efficiency while playing. Examine damage taken versus damage dealt to other players and structures alike. Use this data to reveal peak performance trends in Fortnite gameplay
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- 🚨 Your notebook can be here! 🚨!
This dataset is a great resource for analyzing and tracking the performance of Fortnite players. It contains 88 end game stats that provide insights into player performance, such as eliminations, assists and revives. This dataset can help you gain a better understanding of your own performance or another player’s overall effectiveness in the game.
- Analyzing Performance: This dataset can be used to analyze your own or other players’ overall performance in Fortnite across multiple games by looking at statistics like eliminations, assists, revives and head shots (by looking at comparisons between different games).
- Tracking Performance: The dataset also has valuable data that enables you to track any changes in performance over time since it includes data on when the games were played (Date) as well as when they ended (Time of Day). This can be used to measure progress or stagnation in your play over time by comparing different stats like accuracy and distance traveled per game.
- Improving Performance: By combining this data with other information about gear and character builds, one can use this information to look for patterns between successful playstyles across multiple matches or build an optimal loadout for their particular playstyle preferences or intentions see what works best their intended approach
- Using this dataset to develop player performance indicators that can be used to compare players across games. The indicators can measure each player's ability in terms of eliminations, assists, headshots accuracy and other data points.
- Establishing correlations between the mental state and performance level of a player by analyzing how their stats vary before and after playing under different mental states.
- Analyzing the relationship between overall game performance (such as placement) and specific statistics (such as materials gathered or damage taken). This could provide useful insights into what aspects of gameplay are more important for high-level play in Fortnite
If you use this dataset in your research, please credit the original authors. Data Source
License: Dataset copyright by authors - You are free to: - Share - copy and redistribute the material in any medium or format for any purpose, even commercially. - Adapt - remix, transform, and build upon the material for any purpose, even commercially. - You must: - Give appropriate credit - Provide a link to the license, and indicate if changes were made. - ShareAlike - You must distribute your contributions under the same license as the original. - Keep intact - all notices that refer to this license, including copyright notices.
File: Fortnite Statistics.csv | Column name | Description | |:-------------------------|:--------------------------------------------------------------| | Date | Date of the game. (Date) | | Time of Day | Time of day the game was played. (Time) | | Placed | Player's placement in the game. (Integer) | | Mental State | Player's mental state during the game. (String) | | Eliminations | Number of eliminations the player achieved. (Integer) | | Assists | Number of assists the player achieved. (Integer) | | Revives | Number of revives the player achieved. (Integer) | | Accuracy | Player's accuracy in the game. (Float) | | Hits ...
Facebook
TwitterHaving 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.
Facebook
TwitterThe 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.
Facebook
TwitterThis statistic presents the share of spending on in-game purchases of selected items in Fortnite in the United States as of June 2018. According to the findings, in-game purchases of outfits or characters accounted for **** percent of spending, while emotes only accounted for **** percent of the total.
Facebook
TwitterAccording 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.
Facebook
TwitterThis dataset has attributes for all available weapons in Fortnite: Battle Royale as of patch 2.1.0 or as of January 10th 2018. All credit for this data goes to SoumyDev at http://www.fortnitechests.info/
The dataset features the following columns:
In total there are 14 columns with 43 rows or weapons
As mentioned previously, all credit for this data goes to SoumyDev at http://www.fortnitechests.info/
Potential uses for the dataset:
Facebook
TwitterThe statistic presents data on the share of Fortnite players who also play other selected gaming franchises worldwide as of 3rd quarter 2018. According to the source, ** percent of Fortnite players worldwide had also played FIFA in the last 12 months.
Facebook
TwitterSince 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, is especially loved amongst the younger generations as **** percent of Fortnite players are aged between 18 and 24, and a further **** percent are between ** and 34.
The rise of Fortnite Having amassed over *** million registered users in just two years, it is safe to say that Fortnite is nothing short of a gaming phenomenon. The developers of the hit, Epic Games, certainly picked the right time to enter the market as revenue in the Battle Royale premium console segment amounted to *** billion U.S. dollars in 2018 and was estimated to more than double to *** billion U.S. dollars in 2019. Fortnite undoubtedly contributed to this estimated jump in revenue as the game generated *** million U.S. dollars in May 2018 alone and it also raked in considerable revenue through its mobile game. If Fortnite itself is free to play, how is it generating so much money?
In-game purchases key to success The answer is in-game purchases. Regular currency will not get you very far in the Fortnite universe, but it will give you access to V-Bucks, which will unlock everything from Fortnite outfits to celebrations (emotes) and gliders. It seems that players are spending their hard-earned money on making their Fortnite characters stand out from the crowd, with over two-thirds of Fortnite fans confessing to spending money on in-game purchases. The most popular upgrades were to the characters themselves and their outfits, whilst almost ** percent of in-game spending was on emotes, so that the victorious players could celebrate their victories in style.
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TwitterThis dataset contains the predicted prices of the asset Based Fortnite over the next 16 years. This data is calculated initially using a default 5 percent annual growth rate, and after page load, it features a sliding scale component where the user can then further adjust the growth rate to their own positive or negative projections. The maximum positive adjustable growth rate is 100 percent, and the minimum adjustable growth rate is -100 percent.
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TwitterThis dataset contains the predicted prices of the asset Fortnite OG over the next 16 years. This data is calculated initially using a default 5 percent annual growth rate, and after page load, it features a sliding scale component where the user can then further adjust the growth rate to their own positive or negative projections. The maximum positive adjustable growth rate is 100 percent, and the minimum adjustable growth rate is -100 percent.
Facebook
TwitterIn 2024, user-generated content accounted for over 36 percent of all time spent with Fortnite content, and players spent 5.23 billion hours on creator-made islands. In total, Fortnite paid out 352 million U.S. dollars to its creators.
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TwitterIn this work, we want to collect network telemetry data related to Cloud Gaming applications. The objective is that the data collected can be analyzed, compared and useful to create solutions to improve the QoE of this type of service.
This dataset currently contain network telemetry data related to 3 different games played with the Xbox Cloud Gaming service. The games are: - Fortnite (Zero Build game mode) - Forza Horizon 5 - Mortal Kombat 11 (Offline mode)
For each game, many experiments of 15 minutes of gameplay were done, with 1 or 2 players connected. It was collected Packet Captures (PCAP).
Dataset is divided by type of connection (5G and wired), by games, and by number of players (1 or 2).
Games were played using laptops with Chrome browser. To collect the data, it was used a Raspberry Pi with P4Pi platform installed on it. P4Pi system is a Linux like, and can run tshark, so we used it to collect PCAPs in every experiment. Experiments were made using two different connections: 5G and wired. Data was collected on Centro Universitário Facens (for 5G connection) and Federal University of São Carlos - Sorocaba campus (for wired connection). In the following figure is represented our setup.
https://www.googleapis.com/download/storage/v1/b/kaggle-user-content/o/inbox%2F18694461%2Fcc611fa6106a88e1640042b279ed5e04%2FUntitled%20presentation.png?generation=1711490000766201&alt=media" alt="">
| Experiement | Game | Connection | Number of Players |
|---|---|---|---|
| Ex35 | Fortnite | 5G | 1 Player |
| Ex39 | Fortnite | 5G | 2 Players |
| Ex37 | Forza Horizon 5 | 5G | 1 Player |
| Ex40 | Forza Horizon 5 | 5G | 2 Players |
| Ex38 | Mortal Kombat 11 | 5G | 1 Player |
| Ex7 | Fortnite | Wired | 1 Player |
| Ex19 | Fortnite | Wired | 1 Player |
| Ex20 | Fortnite | Wired | 1 Player |
| Ex21 | Fortnite | Wired | 2 Players |
| Ex22 | Fortnite | Wired | 2 Players |
| Ex23 | Fortnite | Wired | 2 Players |
| Ex8 | Forza Horizon 5 | Wired | 1 Player |
| Ex10 | Forza Horizon 5 | Wired | 1 Player |
| Ex11 | Forza Horizon 5 | Wired | 1 Player |
| Ex29 | Forza Horizon 5 | Wired | 1 Player |
| Ex15 | Forza Horizon 5 | Wired | 2 Players |
| Ex16 | Forza Horizon 5 | Wired | 2 Players |
| Ex17 | Forza Horizon 5 | Wired | 2 Players |
| Ex12 | Mortal Kombat 11 | Wired | 1 Player |
| Ex13 | Mortal Kombat 11 | Wired | 1 Player |
| Ex14 | Mortal Kombat 11 | Wired | 1 Player |
| Ex24 | Mortal Kombat 11 | Wired | 1 Player |
| Ex25 | Mortal Kombat 11 | Wired | 1 Player |
| Ex30 | Mortal Kombat 11 | Wired | 1 Player |
| Ex32 | Mortal Kombat 11 | Wired | 2 Players |
| Ex33 | Mortal Kombat 11 | Wired | 2 Players |
| Ex34 | Mortal Kombat 11 | Wired | 2 Players |
Facebook
TwitterThis dataset contains the predicted prices of the asset Fortnite VBucks over the next 16 years. This data is calculated initially using a default 5 percent annual growth rate, and after page load, it features a sliding scale component where the user can then further adjust the growth rate to their own positive or negative projections. The maximum positive adjustable growth rate is 100 percent, and the minimum adjustable growth rate is -100 percent.
Facebook
TwitterSince its release in 2017, Fortnite has become one of the most popular games in the world. The Battle Royale game pits up to 100 players against each other at one time until only one player emerges victorious. Given the nature of the gaming world and of shooter games in particular, it comes as no surprise that the majority of Fortnite players are male – **** percent of the game’s players in the United States are male, in comparison to **** percent who are female.
The rise of Fortnite The meteoric rise of Fortnite can be seen no more clearly than in its registered user number. It recorded just one million users in its humble beginnings in August 2017, but this had soared to 250 million players by March 2019. The battle royale game is particularly loved by the younger generations – **** percent of users in the U.S. were aged between 18 and 24, and a further **** percent fell into the ** to ** age range. While the gameplay makes it easy to play just one game in a sitting, it seems that players are putting far more hours into their favorite game. Over ** percent of Fortnite players admitted to spending over ** hours a week playing the game and **** percent stated that they played between ** and ** hours weekly.
Fortnite raking in the revenue One of the biggest selling points of Fortnite is that it is free to play. This does not mean, however, that the developer, Epic Games, is not reaping the rewards for its hit game. Gamers can spend money on upgrades within the game for everything ranging from how their character looks to how they celebrate their victory. These in-game purchases were carried out by **** percent of Fortnite gamers in the United States, with modifications to outfits or characters being the most popular choice. As a result of these purchases, Fortnite generated revenue of *** million U.S. dollars in May 2018 alone, more than doubling the figure from February 2018.
Facebook
TwitterThe number of daily active users of the iOS Fortnite app more than doubled in Norway within the period from March to May 2020. According to Airnow, the royal battle gaming app recorded over ** thousand daily active users in May.
Facebook
TwitterIt seemed that the coronavirus outbreak and its consequences had also an impact on app consumption. According to Airnow, the number of daily active users of the iOS Fortnite app in Denmark exceeded ** thousand in April 2020. This was the highest amount of DAU of the royal battle gaming app in the past year, and a considerable increase of over *** thousand compared to the previous month.
Facebook
TwitterIn 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.
Facebook
TwitterWhile the number of daily active users of the iOS Fortnite app in Sweden declined shortly after the coronavirus outbreak, the amount significantly grew from the end of March 2020. According to Airnow, the popular battle royal gaming app exceeded ******* daily active users in the Scandinavian country on May 1 and increased further. The first coronavirus case in Sweden was confirmed on February 4, 2020, but only since the beginning of March, the number considerably increased.
Facebook
TwitterSince 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.
Facebook
TwitterHow 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.