The video game world knows this amply: gamers love being able to customize their avatars. In fact, millions of dollars are raked in each year on the sale of "skins" (costumes) for multiplayer games, especially. Even the fashion industry is interested in the virtual world. The advent of virtual worlds like metavers is attracting many.
So brands are starting to try to make their way into this computer world. Certainly, the textile industry will not disappear (we will always need clothes) but big and small fashion houses understand that avatars will soon be important extensions of ourselves. Consequently, more and more initiatives are being taken by these companies.
Whether it's virtual runway shows or fittings or NFT outfits to be added to photos, artists are therefore working on this new approach to fashion. Moreover, they try their best to recreate as realistically as possible the fabrics on the models. With 3D modeling technology now advanced enough to replicate almost any material, tomorrow's avatars will be able to wear denim, silk, cotton and more just like their real-life owners.
The sharing economy has led to small changes in various economic sectors such as transportation, housing, etc. This approach has changed the relationship of citizens for different services, now cheaper and offered by their fellow citizens. However, who actually benefits from this new economy? The people or the companies in question? A U.S. newsgame shows how the life of Uber drivers isn't as lucrative as one might think.
An original approach to depression. The game's metaphor is well conceived, a little dark and informative about a problem that affects millions of people.
Video games designed for people with disabilities are already a rare resource. An experience that allows multiple players is even rarer. Yet this latest creation from "Ludociels for All" challenges players to light up an entire maze by walking balls of light.