"abstract": "In this paper, we aim to understand the dynamics of the game Fortnite and its influence on popular culture. Fortnite is a player-versus-player (PvP) Battle Royale game that has grown rapidly in popularity over the past year. The game has attracted millions of players from around the world and has been described as a global cultural phenomenon. In this paper, we present a qualitative analysis of the game and its community. We analyze how the game is played and how players interact with each other. We also discuss how the game has been received by the media and how it has influenced popular culture. Our analysis shows that Fortnite is a unique and innovative game that has had a significant impact on popular culture. The game has been praised for its accessibility, its social and community features, and its ability to appeal to a wide range of players. However, the game has also been criticized for its violence and for its potential to promote addictive behavior. Overall, our analysis shows that Fortnite is a complex and dynamic game that has had a profound impact on popular culture. Ragnhild Solberg, ‘(Always) Playing the Camera: Cyborg Vision and Embodied Surveillance in Digital Games’, Surveillance & Society, in Press. Christina Grammatikopoulou, ‘Hacking: A New Political and Cultural Practice’, Leonardo Electronic Almanac (LEA) 19, no. 1 (2013), https://www.leoalmanac.org/vol19-no1-hacking-a-new-political-and-cultural-practice/. Victoria Bradbury and Suzy O’Hara, eds., Art Hack Practice: Critical Intersections of Art, Innovation and the Maker Movement (New York: Routledge, 2019), https://doi.org/10.4324/9781351241212. Helen Nissenbaum, ‘Hackers and the Contested Ontology of Cyberspace’, New Media & Society 6, no. 2 (April 2004): 195–217, https://doi.org/10.1177/1461444804041445. SSL Nagbot, ‘Feminist Hacking/Making: Exploring New Gender Horizons of Possibility’, The Journal of Peer Production, no. #8 Feminism and (un)hacking (2016), http://peerproduction.net/issues/issue-8-feminism-and-unhacking-2/feminist-hackingmaking-exploring-new-gender-horizons-of-possibility/. Mareile Kaufmann, ‘Hacking Surveillance’, First Monday, 21 April 2020, https://doi.org/10.5210/fm.v25i5.10006.Jill Walker Rettberg et al., ‘Database of Machine Vision in Art, Games and Narratives’, accessed 14 March 2022, https://machine-vision.no/. Jill Walker Rettberg et al., ‘Mapping Cultural Representations of Machine Vision: Developing Methods to Analyse Games, Art and Narratives’, in Proceedings of the 30th ACM Conference on Hypertext and Social Media, HT ’19 (New York, NY, USA: Association for Computing Machinery, 2019), 97–101, https://doi.org/10.1145/3342220.3343647. Antoine Bousquet, The Eye of War: Military Perception from the Telescope to the Drone (Minneapolis, London: University of Minnesota Press, 2018). Finn Brunton and Helen Nissenbaum, Obfuscation: A User’s Guide for Privacy and Protest (Cambridge, MA, USA: MIT Press, 2015). Simone Browne, Dark Matters: On the Surveillance of Blackness (Duke University Press Books, 2015). Ruha Benjamin, Race After Technology: Abolitionist Tools for the New Jim Code (Cambridge, UK: Polity, 2019). Title: Hacking Machine Vision: mapping tactics of disrupting surveillance
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