Fortnite is more than a game: it is a global phenomenon.
Not many titles in recent years have deserved their own range of clothing or have kept the English players glued to their screens after training.
The popularity of the survival game, with its tense Battle Royale format, has grown and grown over time. Now it has 200 million registered players worldwide – last year it had 40 million players.
But despite being a global success, Fortnite has never surpassed the UK rankings.
This is simply because the game itself is free – players can then spend money on purchases inside the game, most of which are downloaded digitally.
And the industry is still using physical units sold rather than revenue to measure the success of a game.
While the launch of a new season of play has become a regular event, the idea of having lots of updates and downloadable content – which means that the game's experience is constantly evolving – is not exclusive to Fortnite.
In fact, the days when the game that entered the box is the same as you are playing weeks, months or even years after they have long since ended.
Instead, they are increasingly seen as a service rather than a product.
In rapid evolution
While Fortnite is perhaps the most successful example to date, other major versions such as Call of Duty and Fifa follow the same script.
In the United Kingdom in 2017, players spent £ 2.67 billion for digital, mobile and online products, including in-game purchases.
In comparison, they spent 790 million pounds on box software – physical games used in consoles. This is the second category on which the graphs are based.
Epic Games, the company that owns Fortnite, has its lips tightened on how much it earns from the game.
Bloomberg has estimated that the entire company, with all its products, is worth between 3.9-6.2bn ($ 5-8bn).
The gaming industry
The industry faces challenges even when it comes to regulation, since laws and guidelines must keep up with the rapidly changing world of gaming.
The Gambling Commission has raised concerns that in some cases the world of online gaming and gambling could become confusing.
He highlighted "unlicensed third-party websites offering illegal betting related to popular video games", where players can bet on things like the value of their virtual weapons inventory.
A study conducted by gambling psychology researchers at the University of Adelaide in Australia found that the "microtransactions" system of online gaming bridges the gap between gambling and gambling and can pose a risk to vulnerable players.
In September, the World Health Organization added a definition of gambling disorder to its latest edition of the International Classification of Diseases.
In addition, some parents were surprised by their children who unwittingly made large purchases on their credit cards.
A Fortnite spokesperson pointed out that most consoles have the ability to set a spending limit (which can include zero) and age limits.
And anyone interested in interactions with other players can disable the in-game chat feature, as well as on the console itself.
In addition to regulatory authorities, the gaming industry itself has evolved to keep up with the latest innovations.
Although traditionally dominated by major titles developed by hundreds of people, costing millions to be made and at least £ 50 to buy, games like Fortnite have lower initial costs and are free.
Keeping players engaged with in-game purchases and frequent updates can make a company a lot of money.
Meanwhile, the Department's latest estimates for digital technology, culture, media and sport suggest that jobs in the broader computer games industry have more than doubled between 2011 and 2017, from 13,000 to 30,000.
In the seventh season of Fortnite, released on Thursday, players can expect further additions to costumes, map changes and lots of snow.
It may sound like minor adjustments, but by adding more content, changing the game map and updating what players can see and experiment with, developers are trying to give the public a reason to keep coming back.
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