Balenciaga launches a collection with Fortnite with garments that range from 15 euros in the digital world to 600 in the real world

The intensity and commitment of the players with certain video games is such that they want to dress their avatars just as they would in real life, or even better, since the prices are more affordable. A trend that has been tried from Louis Vuitton, with its association with League of Legends, to Marc Jacobs, Valentino and Gucci with Animal Crossing. Also Balenciaga, who returns to take his designs beyond the border of reality with a collaboration with Fortnite, the famous video game with more than 350 million fans.

In Fortnite, just like in real life, status matters, which is why some players end up spending thousands of euros to customize their avatars by acquiring skins, extras, and accessories related to the physical appearance of the character. With this new collaboration, the maison owned by the Kering group makes available to fans of the famous video game a personalized Balenciaga dance and sweatshirts, t-shirts, jackets and caps inspired by the FW21, SS21 and SS20 collections.

This time, collaboration is not limited to the virtual world. Those who are fans of Fortnite, and also those who are not so gamers, can buy these garments designed by Demna Gvasalia in Balenciaga’s physical stores. But don’t make the mistake of thinking that the prices are going to be the same: while in the video game a sweatshirt, jeans and cap look costs 15 euros, in real life the sweatshirts are around 600 euros. A detail that does not seem to matter to fans of fashion and video games, since the collection has sold out like concert tickets before the pandemic.

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It is not the first time that Balenciaga enters the virtual world. Previously, he worked with the company that owns Fortnite, Epic Games, on the design of the video game Afterworld with which the French maison presented its fall-winter 2021 collection.

It is a beneficial collaboration for both the firm and the video game. In the case of Balenciaga, it opens the doors to a sector that moves close to 200,000 million euros a year and brings it closer to its goal of taking fashion to new dimensions. For its part, Fortnite manages to enter the lexicon of haute couture, according to Vogue.

Fornite does not return to iPhone, for now

This collaboration comes at a delicate time for Forrnite. Despite Epic’s attempts to get Apple’s App Store to restore its development account, which is necessary for the game to work with iOS, it doesn’t look like that’s going to happen any time soon.

After the trial between Apple and Epic Games, for which the latter must pay for breaking the contract with the App Store and introducing a direct payment system in Fortnite for iOS, the developer company has sent a letter to the person in charge of the App Store of Apple, Phil Schiller, in which he assures that Fortnite will adhere to Apple’s guidelines when they are updated. That is, the video game asks you to skip the platform’s payment system.

In response, Apple’s attorney noted that the reinstatement of Fortnite will not be considered until the legal dispute between the two companies is finally over. A process that could take up to five years, according to Business Insider.

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Growing sector in Spain

As is known, the first months of the pandemic brought many hours at home, especially in front of the computer or television. Given this situation, almost a million became fond of video games, causing the turnover of the sector to increase by 18% compared to 2019, to 1,747 million euros, according to figures from the 2020 yearbook of the Spanish Association of Video Games (Aevi).

For the first time, internet sales surpassed physical sales, reaching almost 1,000 million euros in turnover. For its part, physical sales grew by 4.8% despite the temporary closure of stores.

Unit sales maintained almost the same levels as in 2019 and the sale of video consoles was not affected by the release of the Playstation 5 and the Xbox Series X.

Consoles became the most used platform for gaming (25%), followed by mobile phones (20%), computers (18%), tablets (10%), iOS devices (9%) and portable consoles (7%). ).

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