So, this was weird.
We had just finished the last round of our state testing (we, meaning them) and we had some time in the classroom as we waited for the other three sixth grade classes to also finish (and then we would get outside for fresh air).
They ate snacks, and started games of Uno and Scrabble, and then I watched the boys (this was only the boys, and every boy in the classroom) gather together and start to act like their arms were pickaxes and they were cutting down trees (some acted like trees that others were cutting down.) When we finally got outside, the boys ran to bushes and trees, and began acting like they were chopping wood again.
Ok. What? Minecraft? Maybe?
I soon realized that the boys were “playing” Fortnite, the multi-player video game phenomenon that I know has been part of many of the students’ gaming lives for weeks now. But to see it being acted out — the axes being used to clear bushes and trees to make hiding spaces in the game world — just looked … odd. (The girls kept glancing over at the boys, with a look like … they are such strange creatures.)
At one point, one of my students came over to me, and with a smile and a laugh, asked: Mr. H, do you Floss?
I knew better than to respond right away, and I quickly realized that The Floss is a dance that players do inside Fortnite (and also outside of the game, as I recognized the movement immediately). Along with (thanks to later research) the Floss, there is also the Fresh, the Squat Kick and the Wiggle.
So, what to make of Fortnite? It’s a survival game, in which collaboration is key. It’s social. It’s global. Millions of people are playing it. I hear my students planning Fortnite sessions for the evening. Fortnite is everywhere right now. Is it just a fad? Maybe, but even fads have reverberations in culture, and the language and dancing and other elements of Fortnite are creeping into pop culture, for sure.
Just ask your kids.
A day later, I was reading a piece in The New Yorker about Fortnite by writer Nick Paumgarten (the article was inspired by him watching his adolescent son and son’s friends play the game). He immediately noticed the social aspects (including friends gathering to watch other friends play) as well as some of the positive pieces of the game. He also noticed how the design of the game draws players in for extended periods of time.
While a magazine headline writer used this warning in the magazine as the subhead on the featured image — The craze has elements of Beatlemania, the opioid crisis, and eating Tide Pods — Paumgarten ultimately notes that Fortnite is ” … a kind of mass social gathering, open to a much wider array of people than the games that came before it. Its relative lack of wickedness — its seems to be mostly free of the misogyny and racism that afflict many other games and gaming communities — makes it more palatable to a broader audience …”
My son, age 13, tried to download Fortnite to my iPad, but it didn’t work because of the age of the iPad (sorry, Kid). So he went into another game that is sort of a clone of Fortnite that he plays with friends. They keep an open communication channel and my wife and I can hear him chatting and planning and laughing and shouting, and socializing, with friends as they play together. This element of player connection, mostly positive for now, makes the game environment different, I think, and I wonder where that element will take the next tier of video games.
Peace (in the worlds),