"What Fortnite has done is break all the rules around what makes a successful video game," says Tom Power, host of CBC Radio's q. Fortnite has over 200 million registered users, and is reported to have brought in two billion dollars in profits for Epic Games this year. Since its launch in 2017, it's also become a pop culture phenomenon. So how did a free-to- ... Show More
Yesterday
Could the Alto high speed rail plan be derailed?
There's been talk of high-speed rain for generations in Canada and while there's been a lot of studies and political promises, there's not a lot to show for it. Finally, plans are taking shape for the Alto high-speed rail project, which could get you from Toronto to Montreal in j ... Show More
25m 40s
Aug 6
Spain’s mass border breach fuels anti-migrant backlash
Last Thursday, spurred by a flurry of online rumours, 72,000 migrants arrived from neighbouring Morocco to the shores of Ceuta, a tiny Spanish enclave in North Africa. According to Spanish media, around 142 of them died at the border, mostly from drowning or trampling. Within two ... Show More
27m 36s
May 2024
Fortnite: Turning a Meteoric Rise into Sustained Growth
In the 1990s and 2000s, video game developer Epic Games had a string of mid-size successes. But the release of Fortnite Battle Royale in 2017 changed the company’s path forever. The game was a blockbuster. By 2019, Fortnite had registered more than 250 million users, with 10 mill ... Show More
20m 18s
May 2019
Fortnite: more than a video game?
Fortnite tends to make headlines because of how many people play it and how much money it makes, but it’s much more interesting than that. In this episode we explore how Fortnite’s founders have created a new way of experiencing the world that is up against Netflix, Facebook, Goo ... Show More
21m 51s
Apr 2020
Fortnite Was a Blockbuster for Epic Games, What’s the Encore?
In the ever-changing video games industry, Epic Games, the maker of the incredibly popular Fortnite multi-player game, considers whether it could become a PC-games distribution platform. Harvard Business School’s Andy Wu discusses his case, “Epic Games.”
18m 11s