Fortnite – Genesis.

A new breed of digital ecosystem may rise.

  • Fortnite is showing early signs of expanding from gaming and offering other Digital Life services leading to the possibility that it could become a digital ecosystem in its own right.
  • Fortnite is a hugely popular massively multiplayer online (MMO) game where players typically fight each other to the death with the last one alive winning the game.
  • Fortnite has over 200m registered users (Nov 2018) with 78.3m (Oct 2019) active at least once per month (MaU) who generate something like $200m in revenues (Nielsen) for Epic Games per month.
  • To date, Fortnite has been all about gaming but on 2nd February DJ Marshmellow played a virtual concert that was free to any Fortnite player who placed his or her avatar in Pleasant Park.
  • 10m players showed up (see here) making this event one of the best-attended music events of all time.
  • This establishes Fortnite as a major online venue and opens the door for Fortnite to expand its regular offering from Gaming to the Digital Life segment of Media Consumption.
  • This would give Fortnite 40% coverage of the Digital Life Pie putting it on par with Apple and Sony and ahead of Baidu, Snap, Amazon and Twitter.
  • Marshmellow has also closed a direct deal with JioSaavn (Indian Spotify) to release a track directly on the platform with no involvement from the record labels.
  • This is something I have been expecting for a long time (see here) and I expect more and more artists to follow Marshmellow’s lead.
  • For Fortnite, the door is now open for it to expand into many other areas of Digital Life with Instant Messaging and Social Networking being the next obvious targets.
  • Furthermore, because Fortnite earns an average of around $2.50 per MaU per month, it does not need to reach 300m MaU to be financially successful.
  • However, if it decides to become a digital ecosystem in its own right then it will need to reach this number in order to able to earn a return from the other Digital Life services it will need to provide.
  • With 78.2m already, it is well on track to pass 100m MaU in the short-term which will give it the critical mass for other Digital Life services to be viable while it executes a strategy to reach 300m.
  • Fortnite has already disrupted the app store ecosystem (see here) by using its popularity to push users to download its app direct from its website on Android thereby keeping 100% of the revenue rather than having to give Google 30%.
  • There is a new crop of potential digital ecosystems (Fortnite, ByteDance etc.) that may one day challenge what is becoming the old guard (Google, Facebook etc).
  • Both of these have large Chinese based ownership and represent a potential method for the Chinese ecosystems to spread their influence overseas.
  • This is something that has proved to be quite difficult but the popularity of both Fortnite and TikTok have opened an avenue for foreign expansion.
  • Of these, Tencent is the obvious place to invest.
  • Its regulatory problems related to gaming have now passed meaning that it should return to growth in another quarter or two.
  • I don’t think ByteDance will be coming to market any time soon (see here).

RICHARD WINDSOR

Richard is founder, owner of research company, Radio Free Mobile. He has 16 years of experience working in sell side equity research. During his 11 year tenure at Nomura Securities, he focused on the equity coverage of the Global Technology sector.