Fortnite Is Leading International Games Market


People are playing more games now. The year 2018 was a great year for new creators and publishers. The fortnight has been ranked among the most profitable games in the last year. According to SuperData, the game’s market analyst, last year Fortnite maker Epic Games made a profit with just $2.4 billion in the game.

Lucky members of the Battalion, the team discussed with the goal of surviving in the end, will survive. Everyone will gather on an island before the game begins in the lobby. Then, gradually, everyone will be taken to Flying Island on the main island of Quincena. To survive by suppressing each other, you must find weapons on Fortunate Island and in unknown places. In this way the match will go on and diminish the player.
According to SuperData data, 34 percent of Fortnite players’ purchases, so that the fight can be avoided.
On the other side of the game, Nexon’s Dangerous Fighter is online. They won $150 million. Third place is in the Rowat and Tencent League of Legends Games. Their income is $140 million.
The market for PCB games and consoles has acquired PWG or Player Anon’s Battalgrunds. He won $103 million, which is much less than the free game Fortnight.
FIFA 18 is the second position in the premium division. The game’s revenue is $79 billion. The third place is Grand Theft Auto V Revenue of 62 million and 80 million.
In addition to games like 2018, there was a good time for broadcast games. Twitch is the top of the streaming games platform. Its revenue is 160 million. Then there are places on YouTube.
SuperData analysts believe that in 2019, gaming platforms will be able to choose multiple platforms to create game creators.

How Does Fortnite Make Money?

By August 2018, Fortnite had become the most profitable console video game, according to a study conducted by SuperData. However, while most game consoles make money by selling a hard copy or digital version of the game itself, Fortnite’s revenues come entirely from microtransactions.

In Fortnite, players have the ability to spend money in the game currency, called “V bucks”, which can be used to make in-game purchases. Although the “Bonus Deals” encourage players to buy more currency in the game, the exchange rate is about 1 USD per 100 V-Bucks.

The key to Fortnite’s business model is that players cannot use V-bucks to buy anything that will really affect their performance in the game, which has proven disastrous in the past. Instead, currency is used to buy pre-published cosmetic skins, dances and game modes for their characters, which range from 200 to 2,000 V-bucks ($2 to $20).


Many Fortnite store accessories are available for a limited time, which encourages players to buy coveted items before they disappear from the virtual store.

“On the revenue side,[Fortnite] has done something really unique, which gives a perception of exclusivity,” said Michael Pachter, an analyst at Wedbush Securities. “If you see another leopard skin player and you realize he’s no longer available, you think, Shoot, I have to move on next time.”

This is where the social aspect of Fortnite crosses its finances. In a study conducted by LendEDU with 1,000 Fortnite players, nearly 69% of them made ingame purchases, with an average value of $84.67 each. All this trade translates into some of the highest revenue per user rates in the industry and operating margins north of 50%, according to analysts.

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