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Epic Games Approves Virtual Holocaust Museum in Fortnite

Epic Games has given its approval for the creation of a virtual Holocaust museum in the popular online video game, Fortnite. The museum, designed by the same individual who created the educational Holocaust game The Light in the Darkness, aims to provide memorial resources to a much wider audience due to Fortnite's massive player base.

With approximately 239 million active monthly users, Fortnite has the potential to reach a significant number of individuals who may not have had the opportunity to visit a physical Holocaust museum. Surprisingly, according to a 2018 study, 80% of Americans have never visited such a museum. The virtual museum is expected to be a game changer in terms of accessibility and educational outreach.

The museum within Fortnite will feature exhibits that resemble those found in-person at Holocaust museums, but without any explicit graphic content such as photos of dead bodies or concentration camps. These restrictions are necessary to comply with the game's age rating. Players will be able to explore the exhibits and learn about the history and impact of the Holocaust.

Unlike the main gameplay in Fortnite, visiting the virtual museum will not allow players to use weapons, break objects, or engage in dances. Epic Games has learned from past events where players used inappropriate gestures and dances during in-game events. The company wants to maintain the somber and educational atmosphere of the museum.

While an official release date for the virtual museum has not been announced, its potential impact is significant. As the gaming industry continues to grow and experiences a rise in white supremacy incidents, the virtual museum could be a powerful tool in promoting education and awareness within online gaming spaces.

It's worth noting that other popular games like Roblox and Minecraft have also been used for educational purposes, particularly during the pandemic. Minecraft, for example, has been utilized by reporters to create a library of censored journalism accessible in countries with restricted information. These instances highlight the potential of gaming as a medium for education and social impact.