F Afashion SHION F Ufutures TURES
contents 5
abstract
8
introduction
10
digital era
11
the future
14
a virtual world
17
a sustainability fix?
20
digital avatars
25
styling apps
26
video gaming influences
28
escapism
31
stereotypes
32
legal implications
35
gaming and marketing
38
conclusion
40
references
42
image references
FIGURE 1 : Design Boom
4
FIGURE 2 : Carlings Neo-Ex
abstract Fashion brands are rushing to apply gamification to their strategies, but is this for the best? Gamification can be defined as a way to describe interactive online design that plays on people’s competitive instincts and often incorporates the use of rewards to drive action (“The Future of Gamification”, 2012). This report will consist of me looking into the many different aspects of the gaming industry and how it is slowly merging into the fashion industry. I have decided to focus my study on researching areas such as digital avatars, digital clothing and the slightly more obvious topic, video gaming. I have also conducted a questionnaire in order to get a variety of opinions from the public and how they feel about certain aspects. I am going to look into the positives this may bring, but also consider the negatives and then conclude by answering the question ‘should the fashion industry embrace or exclude gaming and avatars?’.
5
should the fashion industry embrace or exclude gaming and avatars? a debate. 6
FIGURE 3 : Photography, Creative Direction and Styling by Courtney Davenport-Glover.
7
FIGURE 4 : Photography, Creative Direction and Styling by Courtney Davenport-Glover.
8
introduction I decided to explore this topic as I have always been a very forward-thinking person and constantly look at what is up and coming, as result I felt completing a research study on fashion and gaming made perfect sense as this is a new and exciting element of the industry. In addition to this, I have decided to integrate gaming into my Concept Direction and Development module by creating avatars and a short retro Pac-Man style game, this report will therefore support and run alongside this perfectly. Naturally, you don’t associate fashion and gaming with one another. However, with video gaming culture being more visible than ever before and with the fashion industry’s mission ensuring it is communicating in the most relevant and accessible way possible then it simply wouldn’t make sense if brands didn’t adapt gamification to their commercial strategies. Gaming has developed from arcades, to handheld devices and it isn’t stopping there. The distinctions between virtual and real are becoming ever more fluid with developments in areas such as digital clothing and avatars. Many creatives and marketers for brands understand the advertising potential of gaming and want to take full advantage of the generational change of their customers, essentially future proofing their company.
9
e d h i t
ra
a l t i e g
FIGURE 5 : Post Virtual Garden by Hannah Neckle
Generation Z, otherwise known as Gen Z or iGen are those born after 1995 and are considered the future of the global economy according to Engarde. By 2020 this generation will be the largest group of consumers worldwide (“Introducing: Generation Z - who they are, what they do and where they shop”, 2017). Commercialised in 1995, Gen Z do not know a world without the internet which makes them the most digital native generation the world has seen, with the internet being a regular part of their daily routine. They have grown up during the most accelerated and game-changing periods of technology advancements in human history. They are oblivious of a life without follows, likes and views and see very little distinction between their on and offline lives. However, the up and coming generation, Alpha, are the ones to watch. According to AdAge, brands are going after kids under the age of 10, who are fast emerging as mar-
FIGURE 6 : SUPERIMPOSE, Zalando, Sneakernet FW19
keting’s power players (Pasquarelli & Schultz, 2019). The tech-savvy counterparts of the Millennials could soon
make Gen Z an afterthought, which means it is essential for brands to start catering for this impactful generation. Mark McCrindle, a social researcher in Australia who coined the phrase Generation Alpha, stated that “Generation Alpha will be the most formally educated generation ever, the most technology-supplied generation ever and globally the wealthiest generation ever” (Pasquarelli & Schultz, 2019). Their biggest demand, however? Devices and screen time. Therefore, I feel it is essential for the fashion industry to cater for these generations, and it is clear that this new experimental way of communicating, gaming, will be greatly received by these generations. They demand connectivity and interactivity, both of which gaming will provide.
10
Research conducted by Futurum Research stated that ‘technology will be the major driver behind the reimagined customer experience (CX), and that brands must rethink their customer ecosystems to keep pace with empowered consumers and evolving consumer technologies’ (“New global research: What will customer experience look like in 2030?”, 2019). This supports embracing gaming as they are concluding that in order to ensure companies stay up to date and keep their consumers engaged, especially for Gen Z and with the rise of the Alpha Generation. In addition to this, by 2030, 83% of brands are trying to reach these tech-led consumers by investing or planning to invest in holographic tech for in-store advertising, interactive gaming and public events (“New global research: What will customer experience look like in 2030?”, 2019).
ut
FIGURE 7 : Nike 720 Lab
the f
ure
FIGURE 8 : Subtype Store
FIGURE 9 : Louis Vuitton x Dover Street Market
11
FIGURE 10 : Decentraland
A VIRTUAL
12
L WORLD
13
The fashion industry as stated earlier is adapting technology into everything, from designing to marketing, to retail experience. Brands see this virtual space as a way to market to the younger population, who may not be able to invest in physical designer items, but can afford their virtual experience, effectively being able to invest into the brand in some form. A post-product world is on the rise, with the demand for digital-only ranges opening up new revenue streams for active brands. Digital-only clothing, while fuelled by the popularity of eSports, has the potential to expand well beyond gaming. There is huge exploration currently into how we can create digital twins of real-life pieces, which I explore in depth later on. Consumers may soon be willing to spend as much money on digital pieces as they are on ‘analogue’ apparel. In a questionnaire I conducted, I wanted to gather market research on how individuals felt about digital only clothing, many people felt uncomfortable by this yet, excited. My opinion on this is that many people never imagined technology such as virtual reality would exist, yet this has completely taken off and is used for many aspects of communication. Therefore, I feel that when digital clothing becomes more mainstream and becomes more of a ‘trend’, perhaps led by influencers, people will become more accepting of it. Behind the concept of digital clothing lies a bold vision about the future of fashion, one that simultaneously predicts how we may interact with one another in the future. It is evident from my research that people are excited and intrigued with the future, with 48.8% of respondents agreeing with the statement “Virtual experience triggers a real excitement and desire”. This is almost half, which therefore supports the idea of the gaming industry embracing gaming rather than excluding it. The future is so uncertain, but it’s clear that people are eager to learn and try new experiences, which is an extremely positive point to note.
14
FIGURE 11 : The Fabricant
A post- product world is on the rise with the demand for digital-only ranges 15
FIGURE 12 :Carlings Launches Digital-Only Capsule Collection
16
a a a a a a a a a a a a a a a a a a a a a a a a a
sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability
fix? fix? fix? fix? fix? fix? fix? fix? fix? fix? fix? fix? fix? fix? fix? fix? fix? fix? fix? fix? fix? fix? fix? fix? fix?
a a a a a a a a a a a a
sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability sustainability
fix? fix? fix? fix? fix? fix? fix? fix? fix? fix? fix? fix?
Fashion is finally waking up to sustainability – and
not exist in reality. “In an environment that makes the
gaming could help this. Virtual dressing rooms could
impossible possible, that wastes nothing but data and
be a resolution for the ever-growing problem with
exploits nothing but the imagination, the very idea of
fast fashion. Virtual dressing rooms allow consum-
phsycality seems outdated,” said The Fabricant in an
ers to create and customise their own avatar by
Instagram post. “In this new world, there’s no such
uploading photos onto which 2D or 3D computer-aid-
thing as factories, supply chains, and sample sizes.
ed-design will fit a brand’s products. Consumers can
There are no delivery trucks to wait for, no clothes
then, like in store, choose to buy an item, either to
to launder and no closets to de-clutter” (Zha, 2019).
be made to measure or supplied from existing stock.
While the internet has given birth to new ways for
This could essentially reduce the number of samples
people to interact like never before, founder Kerry
created by brands, reduce mass ordering and wasted
Murphy, believes that what we have today is just the
deliveries.
beginning of our digital life. “The world no longer needs physical clothing. There are so many beautiful
Carlings is an example of a brand working a sus-
things that already exist, does it need another? Our
tainable business model, last year they launched a
answer is no”, a final quote from Kerry Murphy (Zha,
digital clothing range, which completely eradicated
2019).
the need for a tangible item of clothing. Instead, the consumer takes a photo, sends the photo to Carlings
To emphasise the eco-excellence of digital fashion,
where its technicians “fit” their digital designs onto
with no physical pieces resulting in zero real-world
the customer’s photo. The consumer can then direct-
resources, Karinna Nobbs founded Hot Second, which
ly upload these photos to their social media account.
is a London based pop-up testing how consumers react
This could massively appeal to Gen Z and their
to digital clothes. The pop-up invites individuals into
mindset on only wearing a clothing item once, for
their store, whereby you donate an unwanted piece
example, as a Gen Z consumer myself I will not wear
of clothing in exchange for a digital garment. This
a dress again if I have uploaded a picture of myself
is conducted by a ‘digital tailor’, guests are led into
in it onto my social media platforms. Carlings offer
pods equipped with a camera, projector and ‘magic
a virtual solution to the increasingly social media
mirror’, to sample looks from British designer Christo-
pressure to post wearing something new every day.
pher Raeburn as well as digital clothing pioneers The
This is a sustainable step beyond the fashion rental
Fabricant and Carlings. While no physical version are
market, which is currently providing the answer to
available for purchase, shoppers are able to walk away
this consumer demand (“Is the future of fashion in
with digital copies and one print out (Mcdowell, 2019).
gaming?”, 2019). Digital fashion could satisfy our need for novelty and In addition to Carlings, the first digital couture dress
self-expression without burdening the environment;
designed by The Fabricant was auctioned in New
virtual clothing only needs to be mounted on a photo
York and sold for $9,500 USD, whilst it may look de-
of a person before the picture is posted on social media
ceptively real, the flowing fluorescent garment does
and becomes part of our lives.
17
FIGURE 13 : Photography, Creative Direction and Styling by Courtney Davenport-Glover.
FASHION FUTURES
18
FIGURE 14 : Photography, Creative Direction and Styling by Courtney Davenport-Glover.
19
digital avatars The increasingly blurred line between real and virtu-
and offensive in some cases. However, this commercial
al experience has lead to the rise of avatars as celeb-
has since sparked interest with the computer-gener-
rities, this could have a huge impact on the influencer
ated model and the idea of brands being able to create
market. For example, in 2016, as part of its SS16 ‘Se-
the ideal brand ambassador from scratch (Petrarca,
ries 4’ campaign; Lightning, a pink haired avatar and
2019). In 2018, Balmain cast three new digital mod-
protagonist from cult game Final Fantasy was signed
els, created by British artist Cameron-James Wilson,
up as a campaign star. At the time, this was quite a
which included a ‘diverse mix’ of women (Petty, 2018).
remarkable move to make in a campaign as it was one of the first times a fictional entity had fronted a
These digital avatars give so much more to fash-
major fashion house’s advertising campaign (Fury,
ion houses in that they can create the most perfect
2015). Today, Miquela Sousa, an avatar probably
model that sits exactly in line with their vision, but
better known for her Instagram username @lilmique-
what does this mean for real models? Have they been
la, has 1.8m followers. She has cemented her place on
replaced? Can they compete with these superlative
the social media platform, showcasing brands such
digital models? In my opinion, even though these
as Supreme, Chanel and Dior a well as commandeer-
digital avatars are the ‘perfect model’ for brands, they
ing Prada’s Instagram feed, and starring in a Calvin
are completely unrelatable to consumers. How are we
Klein campaign in which she locked CGI-plumped lips
expected to relate to a virtual person who doesn’t even
with model Bella Hadid (Pithers, 2019).
exist? Many individuals are so consumed within social media and some have a hard time living up to the
Calvin Klein debuted a controversial video in May
physical standards of real-life models, let alone digital.
2019, with Bella Hadid and Lil Miquela appearing to
CGI models may escalate the body and image dysmor-
make out. The ad was part of the brand’s #MYTRUTH
phic epidemic. In addition to this, its not just models
campaign, aiming to challenge conventional norms
that will be impacted, it’s cutting out production
and stereotypes within advertising. They explored
also. Photographer Manny Roman, was among those
the blurred lines between reality and imagination, in-
posting criticism on Balmain’s Instagram, voicing his
cluding freedom of expression for a wide range of sex-
concern on the impact digital models may cause (Cres-
ual and gender identities. This campaign received a
ci, 2018).
very mixed response, with some calling it unrealistic
20
FIGURE 15: Balmain Virtual Models
FIGURE 16: Louis Vuitton x League of Legends
FIGURE 17: Lil Miquela FIGURE 18: Louis Vuitton : Lightning, A Virtual Heroin
FIGURE 19: Trashy Muse
21
PEOPLE ARE NOW ABLE TO EXPRESS THEMSELVES AROUND THE CHOCIES THEY HAVE MADE DIGITALLY, INSTEAD OF REAL LIFE. LUCY YEOMANS, VOGUE BUSINESS.
22
23
FIGURE 20 : Photography, Creative Direction and Styling by Courtney Davenport-Glover.
FIGURE 21 : Drest
24
“Who needs guns and ammo when you can put on a Chanel jacket and Manalos. Those pieces are empowering.”
styling apps The fashion industry, clued up on the advantages of
apps main unique selling points.
connecting with younger, as well as female customers, are launching styling games.
Similarly, there is the recently launched app Ada, named after Ada Lovelace. This app allows you to use luxury
Two new apps have launched this Autumn aimed
collections to dress-up an avatar in a fully customised
completely at the female market who love styling and
location. For example, you are able to pick from a series
buying clothes. Drest follows a path paved by mobile
of luxury interiors, such as, Armani furniture, which you
app Covet Fashion, launched by Lucy Yeomans, former can place and organise in a way that suits your prefereditor-in-chief of Harper’s Bazaar UK and also the
ence. Following this, you then dress up your chosen ava-
founding editor-in-chief of Porter (Lieber, 2019), stat-
tar in whichever designer you wish, for example, Prada.
ed that she wanted to give people the access to new
Upon completion, you are then able to take a series of
season collective, top models and inspiring locations
shots to share on your social media. It provides the user
just like she did in her previous careers, essentially al-
with an opening to high end fashion, who perhaps can’t
lowing any individual to become a high fashion Stylist.
afford to shop on the likes of Bond Street (Pithers, 2019).
The app allows the user to dress up an avatar using in-game currency and complete a series of style chal-
I am unsure on how effective these apps could be and it
lenges, for example, dressing clients for the Met Ball
is evident that in order for them to be more successful a
or styling model Kate Moss and Vivienne Westwood for large amount of marketing is required. Before conducting a photoshoot. You can then submit your created look
my research, I was unaware of both of these apps, so I
to the community page, where users can rate them
decided to do some market research to see if I was the
and the highest rated receive virtual prizes within the
only person. It was further was clarified in the responses
app. An important aspect of the app is the fact that
I received from my questionnaire that not many people
all of the clothing on the app is available to purchase
are aware of these apps, with 88.8% having never heard
through their partner FarFetch, I feel this is one of the
of them.
25
FIGURE 22, 23, 24 : Sims x Moschino
video gaming influences Digital collectibles, digital fashion, digital sneakers are going to be a huge market in the future. The FIGURE 23
worlds of fashion and gaming have been blurring into one another for a while, but without us actually realising. To back this up, I looked at the online gaming, particularly Fortnite, which is a multiplayer phenomenon that has taken over the gaming world. Players are able to invest in virtual clothing for their players which soon became a status symbol amongst teenage players. The online game has offered a preview of the potential virtual collectibles. Players can also buy ‘skins’ for their characters, this also became a huge status symbol within the game. Essentially, this resonates with the idea that clothing isn’t just a practical item but also offers a means of expression.
FIGURE 24
Jeremy Scott partnered with the Sims, the beloved computer game that many devote hours to playing, for Moschino’s Spring/Summer 2019 capsule collection. This collection wasn’t just available in store and online, but also in-game. The ‘Moschino Stuff Pack’, is all for the fashion forward and self expressive Sims players. It’s clear that many brands are opening their eyes to this new marketing front and adapting it to their communication strategies. This merge of real life and video gaming that stimulates real life was one of the most ambitious crossovers in both the fashion world and the video gaming world (Ritschel, 2019).
Burberry has launched its first online game, B Bounce, in which you can choose a player which is dressed in Burberrys new-season puffer jackets, to race to the moon, fighting against changing weathers. The game looks like a revamp of the classic mobile and tablet game Doodle Jump. Senior vice president of digital business at Burberry, Mark Morris, commented “We have been trying to get involved in game marketing in China, but B Bounce is our first time to reach out to our new generation of young consumers in an interactive and fun game. We know that online, a new generation of young consumers are living in an increasingly diverse and interactive environment. We are delighted that they can join the Burberry community in the form of game interactions to experience
FIGURE 25 : Burberry Bounce
our latest collection of down jackets.� (Leung, 2019)
27 FIGURE 26 : Burberry Bounce
FIGURE 27
escapism Fashion and gaming both resonate with the idea of escapism. They are both about adopting a fantasy version of yourself. This is perhaps one of the most appealing factors with incorporating gaming into fashion, giving consumers the opportunity to experience a sense of escapism. In today’s fast-paced cities, stress and anxiety are an everyday occurrence, gaming could help to alleviate this. An East Carolina study found that 30 minutes of casual games (with simple rules and short levels), alleviated depression and anxiety (Daswani, 2018). My questionnaire supported the idea of gaming with 57.5% stating they ‘definitely’ believe gaming is a form of escapism, and 41.3% stating that it is ‘sometimes’, therefore this backs up the idea of the industry embracing gaming. In addition to this, I also wanted to clarify if people found it to be a form of stress relief, 46.3% agreed with the statement ‘Gaming is a form of stress relief’ and 10% strongly agreed, this resulted in over half supporting my statement.
28
FIGURE 27, 28 : Photography, Creative Direction and Styling by Courtney Davenport-Glover.
''adopting a fantasy version of yourself''
29
FIGURE 29, 30, 31 : Seoul Dynasty
FIGURE 30
FIGURE 31
30
I feel an important aspect to cover is the idea of stereotypes coinciding with gaming. Many when thinking of gaming think about geeky teenagers who play games such as World of Warcraft and Call of Duty. In the questionnaire I conducted, I wanted to gather some responses on how people view stereotypes and gaming, some of the responses I received were; “Gaming is for boys’, ‘Maybe in the past but I no longer
STEROTYPES?
see any stereotypes’ and ‘Gaming is antisocial.’ Although there were some responses declaring there are still stereotypes, I believe, with the way the world is moving, and there being more acceptance and individuality, there will soon be very little to no stereotypes, in comparison to previously, a very pervasive stereotype world. Does there need to be a better gender balance within gaming? In my opinion, the gaming industry can be viewed as being majorly catered towards a male audience, with many games featuring aggression and shooting as well as sports such as football. This therefore could become an issue with gaming entering the fashion market, will females be interested? However, the 2019 State of Gaming Industry survey indicated women now makeup 19% of the field, which is an increase of 2% on the previous year (Godwin, 2019), meaning there is a sign of movement. Also, an article written by Vogue, stated that 63% of mobile-game consumers are women (Pithers, 2019). This clearly demonstrates there is a market for it. In addition to this, I feel age could be another stereotypical issue. Gen X may be less inclined to interact with the idea of fashion and gaming as they feel they are ‘too old’ or that ‘gaming is for younger people’. In my questionnaire I conducted, it was clear that Gen X were less engaged with the idea.
31
legal implications This new world colliding with another pre-
terms of time or consumer location.
sents numerous legal implications which I feel are important to consider within this debate.
Collaborating with a digital world may be
Firstly, displaying designs in the real and
difficult, especially with virtual models and
virtual world provides opportunities for coun-
influencers. Morality clauses typically exist in
terfeiting. Business may want to protect not
endorsement agreements as a means of ensur-
only their brand but also designs both within
ing that endorsers do not act in a disreputable
the virtual and physical world by registering
manner, resulting in embarrassing the brand.
their trademarks or including, in any contract
Brands may therefore consider conducting due
with a game partner, obligations requiring
diligence with the digital models (and their
them to remove in-game counterfeit items and
owning entity) before entering any agreement
infringing users. Blockchain technology could
but also ensure that morality obligations are
potentially resolve this issue as it may be able
imposed on digital models.
to assist with tracking fake products and authenticating the identity of the parties in the
The final and perhaps most important aspect,
supply chain.
as touched on in the ‘Digital Avatars’ section, brands should be conscious of how digital mod-
Brands may decide to negotiate periods of
els may be seen to promote unrealistic beauty
exclusivity to be able to sell their products
standards, thus potentially causing mental
in-game without competition for in-game sales
health issues. Whilst this should not put a halt
and publicity from other brands, especially
to collaborating, brands may need to make
where a brand is promoting a limited edition
clear when they are using digital creations, so
item. As seen in both games and the physical
as to not be accused of misleading consumers
world, scarcity can drive demand and interest
or risk criticism from its consumer base.
so brands may want to limit availability in
32
33 FIGURE 32 : Photography, Creative Direction and Styling by Courtney Davenport-Glover.
x FIGURE 33 : Nike 720 Lab Virtual Pop Up
rketing ma
g a n i nd m a g
“Gamification in fashion presents an enormous
elling beauty pop up, the Coco Chanel Game
opportunity to communicate with and deep-
Center. This took the form of a multi-floor space
ly engage loyal consumers,” James Gardner,
that offered plenty of opportunity for all, from
founder of CreatetheGroup. “Fashion is itself a
arcade-style visual merchandising to customised
game, after all”. With games such as Farmville
arcade games, Chanel delivered a unique, playful
receiving over 700 million installs over the past
setting for its consumers to discover their new
decade (Wilson, 2019), it only seems logical that
products.
the fashion world incorporates this. Early May saw Nike launch a VR landscape, the Most fashion companies are already prominent
Nike 720 Air Store, where shoppers could access
in the digital sphere with websites, editorial
limited edition items once they had earned cred-
content, mobile commerce and social media
its from a previous real-life purchase. The pop-up
outreach, so this new form of engagement is a
store, which went live upon the launch of the
tactical way that brands are hoping to increase
new Air Max 720 style, can be visited by any-
brand loyalty. “When you reward a customer
one whereas the items are only available to buy
based on the success of their actions, the value
once the user has entered their order number
and the perception from that consumer increas-
for purchasing a pair of the new trainers. This
es, thereby maintaining a brand image,” Macala
essentially acts as a reward system for buying
Wright, digital marketing consultant, founder
the new trainers, which provides pleasure and
and CEO of Why This Way and editor in chief of
harvests a boost in consumer loyalty. Upon en-
FashionablyMarketing.me (Adams, 2012).
tering the order number, you are provided with ‘Air Credits’, which are put into a virtual wallet,
The first wave of experiential retail with the in-
and allows users to purchase the items that they
stallation of tablets and other technology simply
can see on their screens. The collection includes
is no longer enough. Consumers now more than
digitised items such as Air Max 720-themed wa-
ever crave experiences and therefore technology
ter bottles, socks and sticker. This virtual store
savvy brands are offering compelling activations
also expanded into the physical realm, with an
to entice consumers back into their stores. For
installation in the Oxford Circus flagship store in
example, Chanel Beauty jumped on the gaming
London (Bezamat, 2019).
band wagon in 2018, opening their first trav-
35
' Gamification in fashion presents an enormous opportunity to communicate with and deeply engage loyal consumer, Fashion is itself a game, after all. ' james gardner, founder of create the group
FIGURE 35, 36 : Photography, Creative Direction and Styling by Courtney Davenport-Glover.
conclusion Having explored so many different aspects of fashion and gaming, I firmly believe that games, avatars and interactive initiatives have a strong relevance within the fashion industry, and if applied correctly are a clever and innovative way for brands to communicate. They are key to offering an exciting and personalised shopping experience, which is what customers, Millennials and Gen Z in particular, are currently demanding. I believe that my research demonstrates that, in order for the fashion industry to be successful, it needs to adapt and take on new forms of communication that will appeal to the future generations, essentially brands need to look at how they can future proof their company, and I can only hope that astute brands will adapt gamification to their branding strategies. I feel that I would be extremely short-sighted to not appreciate how much this could bring to the industry, and after exploring and research the topic in so much depth it’s only made me more excited as I emerge into my working life. In addition to this, I am now looking into ways of incorporating gaming into not just my own personal branding, but also my Final Major Project at University, which is essentially my calling card into the industry, this project will undoubtedly be what lands me my graduate job. I have learnt you have to be one step ahead at all times and constantly be in the know of new advances dominating the industry. For an individual like myself, who longs for a successful career within the industry, I can only have faith that more brands will explore this exciting, innovative way of communicating.
38
FIGURE 36
39
references Adams, R. (2012). Is Fashion Gaming The Next Marketing Frontier?. Retrieved 3 December 2019, from https://www. huffingtonpost.co.uk/entry/fashion-video-games_n_1622149?guce_referrer=aHR0cHM6Ly93d3cuZ29vZ2xlLmNvbS8&guce_referrer_sig=AQAAACfG363IuKF9jvL9cOYBSIl8S41vEniXMYKnsSfNONd69MvQhPiEzajvAu5FNLmKl65SyhNRk675nFfvYmau98tW9cIlDhvYHz99FqHkuE2k3i0W_SnC_ AhblUsU4Meu95kaE9J8Jxp2mtCrM3vtlygMKCtv5JMk38mVNEjvSkab&guccounter=1
Bezamat, B. (2019). Nike launches virtual store where items can only be bought with Air Max credits - Current Daily. Retrieved 19 December 2019, from https://thecurrentdaily. com/2019/03/04/nike-launches-virtual-store-where-items-canonly-be-bought-with-air-max-credits/
Cresci, E. (2018). Are CGI models taking over fashion?. Retrieved 3 December 2019, from https://www.bbc.co.uk/news/ newsbeat-45474286
Daswani, S. (2018). How luxury retail is turning to gaming to drive brand-consumer interactions. Retrieved 3 December 2019, from https://www.scmp.com/magazines/style/fashion-beauty/article/2164222/how-luxury-retail-turning-gaming-drive-brand-consumer
Fury, A. (2015). Final Fantasy’s Lightning is the star of Louis
40
Vuitton’s new advertising campaign. Retrieved 2 December
Petty, F. (2018). will cgi models help diversity?. Retrieved
2019, from https://www.independent.co.uk/life-style/fashion/
3 December 2019, from https://i-d.vice.com/en_uk/article/
features/final-fantasys-lightning-is-the-new-star-of-louis-vuit-
mb4z83/will-cgi-models-help-diversity
tons-advertising-campaign-a6792461.html Pithers, E. (2019). How Fashion Got The Gaming Bug. ReGodwin, C. (2019). Dressed to kill: Gaming’s tricky relationship
trieved 30 November 2019, from https://www.vogue.co.uk/
with fashion. Retrieved 3 December 2019, from https://www.
arts-and-lifestyle/article/fashion-and-gaming
bbc.co.uk/news/technology-48794418 Ritschel, C. (2019). Moschino releases fashion line inspired by Introducing: Generation Z - who they are, what they do and
The Sims and it’s bizarre. Retrieved 3 December 2019, from
where they shop. (2017). Retrieved 25 November 2019,
https://www.independent.co.uk/life-style/fashion/moschi-
from https://www.engarde.net/introducing-generation-z/#.
no-the-sims-capsule-collection-designer-a8865446.html
XeU3mi2cZQI The Future of Gamification. (2012). Retrieved 19 DeIs the future of fashion in gaming?. (2019). Retrieved 2 Decem-
cember 2019, from https://www.pewresearch.org/inter-
ber 2019, from https://www.mishcon.com/news/is-the-future-
net/2012/05/18/the-future-of-gamification/
of-fashion-in-gaming Wilson, J. (2019). Farmville is getting a new game as series Leung, A. (2019). Burberry Launches Its First Online Video
turns 10. Retrieved 3 December 2019, from https://venture-
Game, ‘B Bounce’. Retrieved 19 December 2019, from https://
beat.com/2019/06/25/farmville-is-getting-new-game-as-series-
hypebeast.com/2019/10/burberry-b-bounce-video-game-launch
turns-10/
Lieber, C. (2019). A New Game Could Be Fashion’s Farmville.
Zha, W. (2019). Digital fashion: ‘The world doesn’t need more
Will People Pay to Play?. Retrieved 2 December 2019, from
physical clothing’. Retrieved 3 December 2019, from https://
https://www.businessoffashion.com/articles/fashion-tech/a-
fashionunited.uk/news/fashion/digital-fashion-the-world-
new-game-could-be-fashions-farmville-will-people-pay-to-play
doesn-t-need-more-physical-clothing/2019061943770
Mcdowell, M. (2019). Inside the physical store that only offers digital clothes. Retrieved 19 December 2019, from https:// www.voguebusiness.com/technology/hot-second-circular-digital-clothing-store-london
New global research: What will customer experience look like in 2030?. (2019). Retrieved 1 December 2019, from https:// www.sas.com/cs_cz/news/press-releases/2019/october/customer-experience-2030-ax19.html
Pasquarelli, A., & Schultz, E. (2019). Move over Gen Z, Generation Alpha is the one to watch. Retrieved 10 December 2019, from https://adage.com/article/cmo-strategy/move-gen-z-generation-alpha-watch/316314
Petrarca, E. (2019). Calvin Klein Apologizes for Bella Hadid and Lil Miquela Campaign. Retrieved 3 December 2019, from https://www.thecut.com/2019/05/bella-hadid-lil-miquela-calvin-klein-apology.html
41
By Courtney Davenport-Glover, 18 December 2019.
Figure 4: Photography, Creative Direction and Styling By Courtney Davenport-Glover, 18 December 2019.
Figure 5: Youth Future 2019: Paradox Personnas, The Future Labatory Post Virtual Garden by Hannah Neckle https://www.thefuturelaboratory.com/reports/2019/youth-futures
Figure 6: 360 Campaign Creation by SUPERIMPOSE - Zalando: Sneakernet FW19 The - Dots https://the-dots.com/projects/zalando-sneakernet-fw19-352912
Figure 7: The Current Daily. Nike launches virtual store where items can only be bought with Air Max credits. By Bia Bezamat, 04
image references
March 2019. https://thecurrentdaily.com/2019/03/04/nike-launches-virtual-store-where-items-can-only-be-bought-with-air-max-credits/
Figure 8: Visual Merchandising Trend Concepts S/S 21: GameScape By Claire Dickinson, 30 September 2019. Subtype Store http://www.subtypestore.com
Cover Page: Photography, Creative Direction and Styling By Courtney Davenport-Glover, 18 December 2019.
Figure 1: WGSN Active Style Trend Concepts S/S 21: GameScape By Chantell Fenton, 29 June 2019. http://www.designboom.com
Figure 2: WGSN Active Style Trend Concepts S/S 21: GameScape By Chantell Fenton, 29 June 2019. Carlings Neo-Ex http://carlings.com
Figure 3: Photography, Creative Direction and Styling
42
Figure 9: Louis Vuitton Dover Street Market Ginza Store Renewal Open https://eu.louisvuitton.com/eng-e1/articles/louis-vuitton-dover-street-market-ginza-store-renewal-open
Figure 10: Future Innovations 2021 By the WGSN Macro Forecast Team, 19th November 2018. Decentraland http://decentraland.org
Figure 11: FFROP #3 The Fabricant Digital Fashion House https://www.instagram.com/the_fab_ric_ant/
Figure 12:
Carlings Launches Digital-Only Capsule Collection By Jack Stanley, 15 November 2018.
Figure 20:
Carlings
Photography, Creative Direction and Styling
https://hypebeast.com/2018/11/carlings-digital-clothing-col-
By Courtney Davenport-Glover, 18 December 2019
lection-details Figure 21: Figure 13:
How Fashion Got The Gaming Bug
Photography, Creative Direction and Styling
By Ellie Pithers, 08 October 2019
By Courtney Davenport-Glover, 18 December 2019.
https://www.vogue.co.uk/arts-and-lifestyle/article/fashion-and-gaming
Figure 14: Photography, Creative Direction and Styling
Figure 22, 23, 24:
By Courtney Davenport-Glover, 18 December 2019.
MOSCHINO REVEALS CAPSULE COLLECTION WITH THE SIMS By Chelsea Ritchell, 11 April 2019
Figure 15:
https://www.independent.co.uk/life-style/fashion/moschi-
Balmain reveals line up of Virtual Models for latest Campaign
no-the-sims-capsule-collection-designer-a8865446.html
By Rachel Hosie, 03 September 2018 Balmain Instagram @balmain
Figure 25, 26:
https://www.independent.co.uk/life-style/fashion/balmain-vir-
Race To The Moon With Burberry’s First Online Game B
tual-models-digital-campaign-fashion-shudu-a8520871.html
Bounce 21 October 2019
Figure 16:
https://www.thebrandberries.com/2019/10/21/race-to-the-
Louis Vuitton collaboration with League of Legends
moon-with-burberrys-first-online-game-b-bounce/
By Jessica Heron-Langton, 30 October 2019 Via Instagram @riotgames
Figure 27, 28:
https://www.dazeddigital.com/fashion/article/46640/1/
Photography, Creative Direction and Styling
louis-vuitton-league-of-legends-collaboration-skins-nico-
By Courtney Davenport-Glover, 18 December 2019
las-ghesquiere Figure 29, 30, 31: Figure 17:
WGSN Active Style Trend Concepts S/S 21: GameScape
Lil Miquela, Instagram: @lilmiquela
By Chantell Fenton, 29 June 2019.
https://www.thecut.com/2018/05/lil-miquela-digital-avatar-in-
Seoul Dynasty https://www.instagram.com/seouldynasty/
stagram-influencer.html Figure 32: Figure 18:
Photography, Creative Direction and Styling
Louis Vuitton: Lightning, A Virtual Heroin
By Courtney Davenport-Glover, 18 December 2019
https://us.louisvuitton.com/eng-us/articles/lightning-a-virtual-heroine
Figure 33: Nike Air 720 Lab Virtual Pop Up
Figure 19:
WGSN
Trashy Muse put on the world’s first virtual avatar fashion show
Figure 34, 35:
By Gunseli Yalcinkaya, 11 July 2019
Photography, Creative Direction and Styling
Courtesy of Trashy Muse
By Courtney Davenport-Glover, 18 December 2019
https://www.dazeddigital.com/fashion/article/45206/1/
ing/2019061943770
trashy-muse-virtual-avatar-fashion-show-augmented-reality-lil-miquela-paris
43
COURTNEY DAVENPORT-GLOVER AD6603 - FASHION FUTURES