How fashion entered in the gaming business
Louis Vuitton x League of Legends is the latest example of a strong and productive trend
November 21st, 2019
If for years they have remained a product for outsiders, in the last decade the fashion world begun to take an interest in video games and gaming. Creatives and marketers understood its advertising potential and wanted to take advantage of the generational change of their customers. A community of more than two and a half billion users around the world is an ideal pool, especially when it's part of a market that will reach a global value of 180 billion dollars in 2021. Between DLC and in-game purchases, the gamer is increasingly used to spending money while playing, thus becoming an attractive target for companies. At the same time, teams of pro-players such as FaZe Clan, FURIA and New York Excelsior of Andbox have started marketing their apparel and collaborating with brands such as Kappa, Nike and Public Schools and others like Seoul Dynasty have embraced fashion as part of their identity.
From there on, the relationship between fashion and the protagonists of the video game has become increasingly close. Characters such as Pokémon or Super Mario have suddenly found themselves on the catwalks of fashion weeks, thus becoming the object of the desire of a new audience, grown in the 90s and related to gaming.
Later fashion brands took a new opportunity, turning the video game no longer into a partner but into a promotional channel. Drake became co-owner of the proplayer 100 Thieves, Kappa formed a partnership with the British Vexed Gaming team, brands could buy virtual advertising space within Second Life. It happened with Death Stranding and ACRONYM, with the collab between Jordan and Fortnite and, more recently, between League of Legends and Louis Vuitton. Fortnite is a striking case, because it has been able to become a multi-brand container that over time has gone from gaming, to pop culture up to the world of fashion. A phenomenon also helped by the emergence of gamer-influencers. Ninja, for example, left online streaming platform Twitch last August to move to Mixer on a 50 million dollar contract.