Death in Fortnite: a Theological Exploration of Fortnite’S Representation of Death and Its Perceived Effect on Youths in Malta
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Death in Fortnite: A theological exploration of Fortnite’s representation of death and its perceived effect on youths in Malta. Student ID Number: 000793089 CODEC, Cranmer Hall, St. John’s College University of Durham September 2019 M.A. in Digital Theology Word Count: 14,991 words This dissertation is the product of my own work, and the work of others has been properly acknowledged throughout ACKNOWLEDGMENTS I would first like to thank my dissertation supervisor Revd. Dr Peter Phillips of CODEC at Cranmer Hall, St. John’s College, University of Durham. Both the physical and virtual doors of Dr Phillips were always open whenever I had a question or needed to bounce some ideas. I am ever grateful for his support throughout this academic year, both as a supervisor and a wise spiritual shoulder as I approached the priesthood. Dear Pete: Thank You! Special thanks goes also to all CODEC staff, especially Dr Jonas Kurlberg for his support and guidance. Similar thanks are due to my Maltese academic mentor Dr Nadia Delicata. Her continuous and unfailing support, kindness and wisdom were extremely valued throughout this year. The passion for digital theology stemmed from her lectures back in Malta, and her unfailing support is humbling. I would also like to thank the Metropolitan Roman Catholic Archdiocese of Malta, and my bishop: Archbishop Mons. Charles J. Scicluna, for the opportunity offered to further my studies at CODEC. It has been an unmerited and extremely appreciated privilege. Special thanks goes to Rev. Dr Mark Sultana and Rev. Dr Jimmy Bonnici for their continuous support. Furthermore, many thanks goes to Rev. Roderick Camilleri and the parish of Marsascala for supporting me through the transitory year between a deacon and a priest, and for the continuous support received from the parish to sustain me during these months. Special thanks goes to the five participants from this parish who have dedicated invaluable time towards this research. Special thanks goes to Rev. Andrew Downie, parish priest of St Cuthbert and Mgr. Phillip Carroll for providing me with unfailing support throughout my year in Durham. I am gratefully indebted to their spiritual and pastoral support. Finally, I must express my very profound gratitude to my parents, sister and close friends for providing me with unfailing support and continuous encouragement throughout my months of study and research. Thank you. 2 ABBREVIATIONS Game Lingo LMS Last Man Standing (sic.) MMOG Massively Multiplayer Online Game MUD Multi-User Domain NE Narratological Embeddings RL Real Life SN Social Network TP Third Place TPS Third Person Shooter VVG Violent Video Game Fortnite-related AL Apex Legends BP Battle Pass BR Battle Royale LTM Limited Time Mode PUBG PlayerUnknown Battle Grounds Terror Management Theory DT Death Thoughts DDM Distal Defence Mechanisms FW Fragmented Words test MS Mortality Salience ODM Proximal Defence Mechanisms TMT Terror Management Theory Methodology OPEQ OPen Ended Questions PLEX PLayful EXperience framework UX User Experience 3 TABLE OF CONTENTS I. Introduction ........................................................................................................................................... 8 II. Fortnite’s Success Story ..................................................................................................................... 11 A. History of Battle Royale ................................................................................................................. 11 1) Literature .................................................................................................................................... 11 2) Games ......................................................................................................................................... 11 3) PUBG and Fortnite .................................................................................................................... 11 B. Fortnite’s attractions ....................................................................................................................... 13 1) Game’s design ............................................................................................................................ 13 2) Skins and emotes ........................................................................................................................ 13 C. Fortnite’s disruptive nature ............................................................................................................ 14 1) Social network ............................................................................................................................ 14 2) Designed gender-neutral ............................................................................................................. 20 3) User experience .......................................................................................................................... 21 4) Death .......................................................................................................................................... 22 D. Conclusion ...................................................................................................................................... 22 III. Methodology ....................................................................................................................................... 23 A. Qualitative approach ....................................................................................................................... 23 1) Research design .......................................................................................................................... 23 2) Data handling ............................................................................................................................. 23 B. Stages of the interview .................................................................................................................... 23 1) Introductory Questions ............................................................................................................... 26 2) Fortnite – priming mortality salience ......................................................................................... 26 3) Open-ended questions ................................................................................................................ 27 C. Conclusion ...................................................................................................................................... 28 IV. Death and Dying in Gaming................................................................................................................ 29 A. Introduction .................................................................................................................................... 29 B. Narratological Embeddings ............................................................................................................ 29 1) Actual Death ............................................................................................................................... 30 2) Death avoided ............................................................................................................................. 32 4 3) No Explicit Narratological Embedding ...................................................................................... 34 4) Summary .................................................................................................................................... 36 C. Thanatological humour ................................................................................................................... 37 D. Post-mortem experiences ................................................................................................................ 38 E. Conclusion ...................................................................................................................................... 40 V. Fun, One Life and ‘Sister Death’ ........................................................................................................ 41 A. Fun .................................................................................................................................................. 41 B. Reincarnation .................................................................................................................................. 44 C. Post-mortem afterlife? .................................................................................................................... 51 D. Conclusion ...................................................................................................................................... 53 VI. Conclusion .......................................................................................................................................... 54 VII. Bibliography ................................................................................................................................... 56 VIII. Appendix I ...................................................................................................................................... 63 5 INDEX OF FIGURES Figure 1. Players since launch[40]–[43] ....................................................................................................... 12 Figure 2. Skins from Seasons 2 and 3[2] ...................................................................................................... 13 Figure 3. SNs' attraction[55]