Dystopia for some, El Dorado for others, the metaverse has become a societal phenomenon in just a few months. Crypto-pragmatically, luxury brands have set out to conquer this new territory: a world peopled with digital avatars but as yet ill-defined in its contours, for much remains to be discovered and imagined. Is it a speculative bubble? A paradigm shift in the way we consume and live fashion? Place your bets!
It was in 1992, in Neal Stephenson’s cyberpunk novel Snow Crash, that the word metaverse – a portmanteau of meta and universe – first appeared. Thirty years later the buzzword remains blurry around the edges, so infinite do the new world’s promises seem. “There’s a definition of the metaverse that’s slightly more poetic than the technical one: the metaverse is the future of our social life,” says Stefano Rosso, CEO of BVX (Brave Virtual Xperience), a business unit of the OTB group that develops projects and content for the virtual world. “It embodies a new environment in which human beings can be themselves but in the form, color and manner they like. It’s a fascinating and stimulating reality that enables people to become another version of themselves, different from real life.” A virtual world more real than life in which we interact through the digital mask of our “avatar,” our digital “super-self.”
From Canal+ to The Sandbox
But let’s rewind the story a bit… In 1997, before Cryptovoxels, Decentraland, Somnium Space and The Sandbox (all metaverses built on blockchains), before Roblox and Fortnite (prototypical metaverses), the French cable channel Canal+ launched an online digital universe called Le Deuxième Monde (The Second World). Its users would receive a CD-ROM containing a 3D map of Paris for installation on their computer. This would enable them to create an avatar, walk around the city, meet people and converse in a chatroom. In 2003 Second Life offered a more user-friendly version of the metaverse and developed a local currency called the Linden dollar (L$) – convertible to U.S. dollars. The “residents” of this cyber-world could interact, teleport, create content (clothes, buildings, objects and such), undertake real-estate transactions and even make use of sexual services. Some amassed very real fortunes. In 2007 a Germany woman of Chinese origin, Anshe Chung (her avatar’s name), made the cover of Fortune: she had earned more than a million (genuine) dollars selling parcels of land and renting apartments and villas in this virtual universe.
Photo: Second Life.
Other precursors to the metaverse were role-playing games like World of Warcraft, which came out in 2004. While gaming has become mainstream entertainment and its own form of media, the Matrix movies (1999, 2003 and 2021) and Ready Player One (2018) have prepared our minds for the metaverse’s advent. And the pandemic has only accelerated things. Virtuality consumed our lives during the lockdowns, and the new technologies have developed and spread at incredible speed over the past two years. “Six months during the pandemic was the equivalent of five years’ research and development. Moreover, the metaverse as a subject became commonplace in record time. We’re past the ‘gadget’ stage and have reached maturity with immersive spaces. We now know how to develop much more diverse and precise aesthetics. Once past your teenage angst you leave behind basic ‘cyberpunk’ and ‘cyber-apocalyptic’ designs and start creating much more sophisticated and interactive universes,” say Lena Novello and Mado Scott, co-founders of the digital-design studio Acid. And audiences follow. On April 23, 2020, American rapper Travis Scott staged a historic virtual performance on Fortnite, the online game published by the American giant Epic Games, which counts more than 350 million players and has become a pop-culture phenomenon. This eight-minute concert, during which a giant avatar of the rapper performed several of his hits, drew an audience of more than 12 million.
Metaverse Business Unit, NFTs, crypto-artists…
By 2025 revenues from virtual worlds should be approaching $400 billion, as the fashion world has not failed to notice. In December 2021, Balenciaga launched its Metaverse Business Unit, appointing its former head of digital, Eric Pires, to lead it. A month earlier the OTB group (which owns Diesel, Maison Margiela, Marni and Jil Sander, among other brands) created BVX, a “center of excellence” designed to expand the group’s presence in the metaverse space. Not a day goes by without some brand’s unveiling an NFT (non-fungible token), a collaboration with a crypto-artist, a gaming platform or the purchase of virtual real estate. It’s a race to get out the word. In the span of a few months Moncler collaborated with Fortnite, Marc Jacobs staked a claim on Animal Crossing and Ralph Lauren staked a claim of its own on the Roblox platform. For its bicentennial Louis Vuitton gave birth to its own video game, among whose prizes are NFTs, including a dozen by digital artist Beeple – known for a digital collage that sold at auction for $69.3 million. In 2019 the French fashion house was already a pioneer in the domain, dressing the avatars of the famous video game League of Legends. In May 2021 the virtual space Gucci Garden (originally conceived by Alessandro Michele and located in Florence’s Palazzo della Mercanzia), incorporated into the online game Roblox, showed the public’s interest in the purchase of virtual fashion. Players were invited to stroll about the luxurious palace’s reproduction and buy virtual Gucci items to dress their avatar with. The Dionysus handbag sold for 350,000 Robux ($4,115). In a “real” shop the same article costs $3,400. Then, in late March 2022, Decentraland hosted its first Metaverse Fashion Week, gathering a total of 70 brands, including Paco Rabanne, Roberto Cavalli, Etro, Tommy Hilfiger, Dolce & Gabbana and Philipp Plein.
Photo: Fortnite x Balenciaga.
But the most “crypto-opportunist” or “crypto-pragmatist” brands are to be found in sportswear. “Nike, for example, has gone all in with the metaverse,” says Gaspard Lézin, a student at the Institut Français de la Mode who is writing his thesis on virtual fashion. “In 2019 the brand was already striking a deal with Fortnite to get the Air Jordan 1 into the game. It made a big move in December 2020 by acquiring the NFTs start-up RTFKT.” Founded in 2020 by three associates, among them Benoît Pagotto of France, RTFKT made a name for itself within months. In February 2021 the sale of 600 pairs of virtual sneakers designed by the artist Fewocious brought in $3.1 million (in just seven minutes). The start-up announced revenues of more than $100 million for 2021. Metaverse proponents will allay any doubts: “It’s all quite real, not science fiction.” In September 2021, Dolce & Gabbana broke records auctioning off nine pieces from its digital Collezione Genesi in the form of NFTs for $5.6 million. But why spend so much on virtual objects? It seems absurd, after all, to buy an article of clothing you cannot wear. Well, that’s where fashion’s psychological dimension comes into play.
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