Bringing context and critique to the cultural moment. Deep dives, reviews, and debate encouraged.
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© 2020 Relevant Protocols Inc.
Bringing context and critique to the cultural moment. Deep dives, reviews, and debate encouraged.
40671 Members
We'll be adding more communities soon!
© 2020 Relevant Protocols Inc.
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"Digital fashion largely had its origins in gaming. There are 3.4 billion gamers worldwide, and the market for in-game “skins” (cosmetic add-ons) is estimated to be ~$40 billion a year, compared to the global apparel market at $1.5 trillion. We’ve also seen Internet users move from interactive to immersive over the last few years, spending increasing amounts of time on platforms like Roblox and Fortnite. Brands have followed suit, with Louis Vuitton, Versace, and 100 Thieves debuting virtual goods in League of Legends, ComplexLand, and Animal Crossing, respectively. Remember how the next big thing often starts out looking like a toy?"
"Digital fashion largely had its origins in gaming. There are 3.4 billion gamers worldwide, and the market for in-game “skins” (cosmetic add-ons) is estimated to be ~$40 billion a year, compared to the global apparel market at $1.5 trillion. We’ve also seen Internet users move from interactive to immersive over the last few years, spending increasing amounts of time on platforms like Roblox and Fortnite. Brands have followed suit, with Louis Vuitton, Versace, and 100 Thieves debuting virtual goods in League of Legends, ComplexLand, and Animal Crossing, respectively. Remember how the next big thing often starts out looking like a toy?"
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