Enjoy The Game Kill, Loot Destroy and Win!
Original Article at Gamespot
Bringing together dozens of players into an intense fight to determine who’s number one, it’s steadily become one of the hottest game modes in some time–with both PUBG and Fortnite having comfortable spots on Twitch’s top streamed games.
But as the sub-genre continues to make strides with online communities, with even celebrities joining in on the fun, many are wondering where the burgeoning game-mode can go from here.
Battle Royale went from obscure mod to mainstream game phenomenon in less than two years. PlayerUnknown’s Battlegrounds’ massive popularity made the genre major news through 2017 as it sold more than 50 million copies combined on Xbox and PC as of June 2018.
The free-to-play PUBG Mobile has put up even more impressive numbers, bringing the total player count for the various platformers to more than 400 million.
fter attracting 25 million players one week following its launch earlier this month, Electronic Arts’ (EA) new battle royale game Apex Legends is emerging as a true competitor to the highly popular Fortnite and PlayerUnknown’s Battlegrounds. For those unfamiliar with the genre, battle royale games blend elements of scavenging and exploration, as users compete to be the last player standing.
Since Apex Legends’ release on February 4, new data from YouGov Plan & Track shows that EA’s Impression score — which measures the public’s general attitude toward a particular brand — has increased from +9 to +20 among US consumers aged 18-49.
Additional figures reveal that US adults who play video games on either a PC, console, or both, and are fans of either Fortnite or PlayerUnknown’s Battlegrounds (i.e. Battle Royale Gamers), tend to be younger: 55% fall within the 18-34 age range. That said, perhaps due to the simultaneous, live-action nature of the genre, these Battle Royale Gamers show more interest in live events than millennial video game enthusiasts overall.
When asked if they enjoy seeing their favourite musicians live, for example, 77% of Battle Royale Gamers agreed, compared to 68% of gamers aged 18-34 and 59% of all US adults. Likewise, when asked if they prefer to watch television programs live, Battle Royale Gamers showed the highest level of agreement among the three consumer groups.