COVID-19 forced brands and retailers to digitise, and experiment with virtual show formats. At the same time, Gen Z’s gaming obsession – intensified by months of lockdown – created opportunities for fashion designers to clothe and accessorise users’ game profiles and avatars, bringing luxury and style to consumers’ virtual lives.
So, who are the key players in virtual fashion, and what innovations should brand experience makers investigate? Read on to find out.
Targeted by the FIA
When social lives went into hibernation in March 2020, the Fashion Innovation Agency (FIA) – a research arm of the London College of Fashion – got busy making connections within the industry, and keeping conversations alive between brands, retailers, and consumers. It became the centre of experimentation at the crossroads of fashion and technology, bringing together tech giants such as Microsoft with production houses and fashion brands.
The Fabricant is one of the FIA’s leading projects, a digital-only fashion house. They produce and sell virtual clothes that do not exist physically but can be worn on social media and gaming platforms, leaving a zero-carbon footprint. Their work includes collaborations with Australian Fashion Week and Brazilian popstar Pabllo Vittar. The designs have the price tags of physical high fashion - one piece can cost up to US$ 9,500.
Designs by The Fabricant and other digital fashion houses are now available on DRESSX, the world’s leading digital fashion retailer. According to Business of Fashion, “the company, which produces digital fashion under its own label in partnership with a variety of designers, as well as acting as a platform through which other designers and brands can sell their digital products, raised $2million in a seed round co-led by Artemis Fund and Alpha Edison.”
It created its own digital collection - also available on DRESSX - and launched a campaign where fans of the brand are asked to give names to collection pieces. Winners receive the digital collection items and are able to use them on their social media platforms. Joining forces with actor and sustainability advocate Maisie Williams, H&M focused on fashion innovation, inclusivity and environmental awareness, highlighting how digital clothing is designed for all body types and has a zero carbon footprint.
NFT stands for ‘Non-Fungible Token’, non-interchangeable units of data developed on blockchain technology to create digital items that retain value. In gaming, NFTs can be used to unlock perks and improve user experience. Gamers can otherwise decide to retain their NFTs and sell them in online or offline auctions.
Last year, Burberry joined forces with Mythical Games and created NFTs for Blanko’s Block Party, a well-known online game. Louis Vuitton took another route, creating their own ‘Louis the Game’ where they sold NFTs to online gamers.
As the first examples of collaborations between luxury maison and online games, these NFTs are collectors’ items and have a certain historical importance. They can therefore sell for a high price at auctions. There are some precedents in the sale of co-branded NFTs in other sectors as well. A recent collaboration between musician Deadmau5 and Mythical Games saw items sold for up to $25,000 in their in-house resale marketplace. Meanwhile, Mike Winkelmann - the digital artist known as Beeple - sold the NFT version of one of his works at Christie's for a staggering USD 69 million. This is proof that, whatever the sector, there is great potential for NFTs as an emerging medium for brands and artists alike.
Co-branding with online games and exploring the potential of NFTs can be fruitful for any consumer brand. It’s a way to appeal to Gen Z while creating unique experiences centred around rare and collectible digital items.
Should you be interested in finding out more about how Uniplan are thinking about this and related topics, do get in touch with our editorial team.