Fortnite - Industries and Audiences revision

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Across
  1. 2. A feature of U and G theory (i)
  2. 3. The percentage of users aged 18-24
  3. 5. The production of media without the need to outsource services to external companies
  4. 7. A feature of U and G theory (en)
  5. 11. The sale of associated products e.g. tshirts, coffee cups and action figures
  6. 13. The proposer of Fandom Theory
  7. 16. The dominant colour palette of Fortnite
  8. 17. The processing engine developed by Epic Games
  9. 18. A feature of U and G theory (id)
  10. 19. A feature of U and G theory (es)
  11. 20. The online currency of Epic Games
  12. 21. This Sony/Marvel character is playable
  13. 22. The proposers of Uses and Gratifications theory were Blumler and K___
  14. 23. The merging of two genres or styles e.g. shooter with creative
Down
  1. 1. The average annual revenue of Fortnite ($)
  2. 3. A feature of U and G theory (s)
  3. 4. Younger users may prefer this game mode
  4. 6. A colour rendering technique to create a comic book or cartoon effect
  5. 8. Online video game streaming and social platform
  6. 9. Technical term for an avatar's costume
  7. 10. A consumer and a producer
  8. 12. The proposer of End of Audience Theory
  9. 14. The online storefront owned by Epic Games
  10. 15. The three playable modes of Fortnite: Battle Royale, Save the World and ___
  11. 21. The inclusion of one media product within another