Cosa indosseresti se potessi scegliere in un guardaroba infinito? Le scelte di look nel Metaverso
Keywords:
Digital fashion;, Fashion identity;, Metaverse;Abstract
In October 2019, at the launch of what was supposed to become the Metaverse of Meta, Mark Zuckerberg appeared dressed in a pair of black jeans, a blue long-sleeved shirt, and a pair of white sneakers. A usual look for Zuckerberg, but the peculiarity was that the owner of Meta showed up in the virtual world and, although he could wear any type of clothing, he preferred to appear in his typical look in the Metaverse as well.
If the choice of Zuckerberg was also linked to recognizability and marketing needs, what are the criteria that lead users to choose the clothes to wear in the Metaverse?
What would you wear if you could choose from an infinite wardrobe? This is the question underlying the present study that is about the clothing choices of avatars in the Metaverse. On the various platforms, the users of the Metaverse have more or less infinite possibilities in choosing the clothes to wear (in some cases, the only limit is the available budget): in addition to using the clothes already in the archives, they can not only buy new ones, but also modify their own clothes or design new ones. The aim of this analysis is to investigate these choices.
By analyzing the clothes used on the main platforms, the research aims to highlight similarities and differences between virtual fashion and real fashion and understand the tastes and aesthetic sense that are developing in the Metaverse.
References
Bailenson, J. N., Yee, N., Merget, D., & Schroeder, R. (2006). The effect of behavioral realism and form realism of real-time avatar faces on verbal disclosure, nonverbal disclosure, emotion recognition, and copresence in dyadic interaction. Presence: Teleoperators and Virtual Environments, 15(4), 359-372
Ball, M. (2022), Metaverso, Garzanti, Milano
Calefato, P. (2021). La moda e il corpo. Carocci Editore
Cao, Y., & Sun, Y. (2019). Virtual Fashion Try-On: A Review. IEEE Transactions on Multimedia, 22(4), 1026-1041
Cao, Y., Zhu, Q., Li, X., & Sun, Y. (2019). Virtual Outfit Composing with Fine-Grained Semantic Attributes. IEEE Transactions on Multimedia, 21(8), 2063-2076
Codeluppi, V. (2007). Dalla corte alla strada. Natura ed evoluzione sociale della moda. Carocci.
Cosenza, V. (2022), Vicos, La Mappa del Metaverso. https://cutt.ly/bLCAR2d
Di Bartolo, H. (2022), Navigating the metaverse. Wiley
Dressing for the Metaverse, https://graziamagazine.com/me/articles/dressing-for-the-metaverse/
Giovanardi, E. (2022). Il metaverso le nuove frontiere del mercato disintemediato. NFT e Metaverso, IlSole24ore
Grillo, M. (2022), Fashion and Metaverse: an expository study on the first MVTW, International Visual Culture Review / Revista Internacional de Cultura Visual https://doi.org/10.37467/revvisual.v9.3588
Hayek, A. (2021), Generation We: The Power and Promise of Gen Z, Lioncrest Publishing, Austin, TX
Lipovetsky, G. (1989). L’impero dell’effimero. La moda nelle società moderne. Garzanti
Manovich L., 2017, Instagram and Contemporary Image, Creative Commons.
McDowell, M. (2022), Meta’s new digital fashion marketplace will sell Prada, Balenciaga and Thom Browne. Vogue Business. https://cutt.ly/PLCSIlQ
Morgan Stanley (2021), Luxury in the Metaverse, morganstanley.com/articles/metaverse-opportunities-virtual-reality-augmented-reality-technologies
Palumbo, J. (2021), Digital dress codes: What will we wear in the metaverse?, https://edition.cnn.com/style/article/metaverse-digital-fashion/index.html
Ruiz, R. (2022), Yes, What You Wear on Social Media Matters. How to Master It, https://www.wsj.com/articles/yes-what-you-wear-on-social-media-matters-how-to-master-it-11647035984
Volponi, V. (2022). Moda e Metaverso. Costruire identità di marca tra NFT, communities e social commerce, FrancoAngeli, Milano
What to wear in the Metaverse, https://www.nytimes.com/2022/01/20/style/metaverse-fashion.html
Yee, N. (2006). The Psychology of MMORPGs: Emotional Investment, Motivations, Relationship Formation, and Problematic Usage. In R. Schroeder & A. Axelsson (Eds.), Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments (pp. 187-207). London