Based on experience pulling Fate out at cons, you're going to want to do one of two things. But first let me tell you why you want to do one of those two things.
It Revolves On This (with apologies to Luke Crane)
So the thing about the Fate Point economy is that why Fate Points are spent matters a whole lot less than when Fate Points are spent. You have a budget, you use that budget, and I am told on good authority that you can't spend Fate Points you don't have.
But when you spend Fate Points, that means that your character is important to the story right now and this Aspect is the reason why all that bad luck with dice doesn't matter quite so much at the moment.
It's not intended to be hard to find a reason to spend Fate Points. It's not some puzzle you have to do alone and the GM judges you if you've got it right or not. Everyone at the table can help and make suggestions. Because, again, you can't spend Fate Points you don't have.
It's much more important to pick the right time. That's what your Aspects are for. They tell you what time in the story is the right time, and when you should back off and let other people put up the big numbers. Otherwise you'll just burn all your points in the first quarter of the game trying not to mark a box of stress and have no gas in the tank left for the final boss.
So what you want, in addition to a brief explanation that not getting hit is boring and you shouldn't spend fate points to do boring things (allowing, of course, that living is generally less boring than dying), is to create an Aspect setup that works like this, with elements of people's characters that point them toward or away from a variety of scenes.
You first time sitting down and making characters, everyone going their own way and exploring the system, this is not too likely to happen. And sitting down for character creation that doesn't even pay off is probably the worst introduction to the system.
Alternative 1: I Prepared This Earlier
Prepping character sheets is one way around this. You can even pick a skill and stunt loadout to give different characters emphases on different parts of the system.
But this is your first time doing Fate, too, so I'd recommend doing it in Fate Accelerated. Many fewer choices during character creation, and stunts which grow naturally out of the Aspects you're picking. The system will be simpler, but if you want to place focus on the way Fate uses Aspects to distinguish characters in the plot, this is your angle.
It may be a problem that Fate Accelerated only gives you approaches to roll, and as a result characters feel the same, but you can turn that into an opportunity to demonstrate something quite important to Fate:
Aspects are true.
A character whose aspects indicate that they're a genius inventor can Cleverly Create An Advantage to whip up a Hand-Held Gyrocopter. Could anybody else do that? Exactly that? Not unless they're some kind of inventor too and that's important enough to go in an aspect slot.
Other people can Cleverly Create An Advantage in other ways, not even necessarily dictated by Aspects, but those advantages are going to end up a little more situational.
And hey, since you're creating those characters, you can mention some things certain aspects give them permission to do. On the back of the character sheet or something.
If you wanted to migrate to Fate Core afterward you can pretty easily "grow out" Accelerated characters into Fate Core characters, with people picking out Skills and Aspects based on what did and didn't work, or even dropping their characters for acquaintances or rivals.
Alternative 2: Screw The Rules, I Have Money
Or if you want to play up the improvisational angle of things, the way Fate lets you improvise your way around obstacles and structures its actions to make resolution simple, and your entire play group has experienced video games at some point, you might want to consider Save Game, not far down the page here.
Save Game overcharges the Fate Point economy far beyond the point where it should have stopped and then keeps going to find out what happens. You're all video game characters with video game quirks as aspects in a video game world and pretty much everything is relevant all the time, and everything you stomp turns into Fate Points, which are called Coins, and a bag of pennies or some old arcade tokens are pretty good stand-ins here.
But your skills are constrained based around the four actions, and your stunts are pretty clearly categorized (one of the categories is to break one of those constraints), so character creation is a small speedbump at the start of the night and then you just hit the nitro.
It may be a problem that this overtuned economy makes it less important to look out for compels to power your character, but you can turn this into an opportunity to demonstrate something quite important to Fate:
The structure of compels (in controlled conditions).
Since you've got video game aspects you can have these super-obvious and often comedic trouble spots, like No Walking Animation or Multiple-Choice Personality. The comedy eases the feeling of being targeted that might come when somebody suggests a compel, and might be a motivator in and of itself to call a compel on themselves just to have something comedic happen.
They're going to have enough resources to get out of whatever predicament it lands them in, too.
Save Game is much less geared to campaign play, but as an introduction to how the mechanical guts of the system work in play and work around improv it's very solid.
It's all down to what you think your group would appreciate more: how the novel mechanics of the system work in action, or how the Fate Point economy helps drive the story.