+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)

Digital Clothing Market Size, Share & Industry Trends Analysis Report by Transaction, Technology, Application, Regional Outlook and Forecast, 2022-2028

  • PDF Icon

    Report

  • 209 Pages
  • March 2023
  • Region: Global
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5778656
The Global Digital Clothing Market size is expected to reach $2.5 billion by 2028, rising at a market growth of 26.6% CAGR during the forecast period.

Digital clothing is made of no tangible things, including fabric, and is a computer-generated image designed to closely imitate original real-world clothing. These garments use 3D modeling software and computer technology rather than materials. To produce, displaying, and assess the qualities of clothing in a virtual environment are the objectives of digital fashion designers.



In addition to using specific software and tools, digital fashion design requires understanding materials science,ergonomics, production technology,and anthropometric measurements. The field of digital fashion has recently emerged from obscurity to become one that is expanding quickly. The rise in the metaverse's development and the rising demand for eco-friendly clothes are predicted to contribute to the digital clothing market's significant growth over the forecast period.

For people who tend to wear an outfit only once for a social media platform, digital clothing offers an alternative. A digital wardrobe might be more environmentally friendly than purchasing an outfit and supporting the fast fashion obsession.

The fact that social media has created an online atmosphere that promotes the display of clothing and fashion from perhaps immoral companies speaks volumes about what a particular culture value today. Social media culture heavily emphasizes maintaining one's appearance, but it's important to consider how this may affect e-commerce and the environment.

COVID-19 Impact Analysis

Even anything as straightforward as moving from paper to digital or starting an online store might be considered a digital transformation. COVID-19 substantially expedited this change in the fashion sector by ten times while also normalizing and democratizing the concept of becoming digital. Additionally, businesses might employ this digital clothing to create gaming consoles and online fashion weeks, opening up the lucrative potential for developing the digital clothing market. Thus, the outbreak of COVID-19 has benefited the digital clothing market.

Market Growth Factors

Advancements in metaverse platforms

The metaverse will be the finest place for digital fashion to leave its mark. One of the technologies that will be a foundational element of the metaverse is digital fashion, which has numerous positive environmental effects. Moreover, developing digital clothing in the form of NFT wearables will promote true ownership. The metaverse is more than just a setting for video games and wandering. It is a virtual reality environment where actual physical events can take place. Therefore, the expansion of the digital clothing market is fueled by such metaverse platform advancements.

Increased concern of carbon emission by fashion industry

The fashion industry contributes significantly to annual worldwide carbon emissions and is extremely environmentally harmful. The pollution caused by such astonishing figures is equivalent to all emissions from international airplanes and maritime shipping. Moreover, until now, the production of all textiles has had a significant negative influence on the environment because many of them are discarded each year and either burnt or dumped in landfills. These aspects are leading to market growth in the upcoming years.

Market Restraining Factor

Concerns regarding security

Cyber-physical attacks are among the greatest security issues in the Metaverse. This is where an adversary could take control of physical systems using cyber methods. This could involve taking control of a player's avatar to hurt or modify their environment. The denial of service (DoS) attack is a key security and privacy concern for the Metaverse. It's an attack that aims to render a service or network inaccessible by overwhelming traffic or resource demands. DoS assaults often target servers or high-profile targets.

Technology Outlook

Based on technology, the digital clothing market is segmented into 3D software, blockchain, artificial intelligence and others. The 3D software segment covered a considerable revenue share in the digital clothing market in 2021. Professional fashion designers find 3D to be quite fascinating. Designers must utilize 3D modeling software to develop the clothing and accessories they wish to prototype or produce to take full advantage of this technology. Due to the rendering and visualization capabilities of these 3D programs, the fashion industry is particularly interested in these topics.

Transaction Outlook

On the basis of transaction, the digital clothing market is divided into on chain and off chain. In 2021, the on-chain segment witnessed the largest revenue share in the digital clothing market. The transactions updating the worldwide blockchain network are considered on-chain transactions because they've been legally validated or authenticated. Furthermore, since they are timestamped and replicated throughout the blockchain network, on-chain transactions are visible and safe.

Application Outlook

By application, the digital clothing market is classified into digital content creation, fashion design & technology, gaming and others. In 2021, the digital content creation segment dominated the digital clothing market with the maximum revenue share. Digital content creation involves generating ideas and collecting information from mainstream media for specialized purposes. Audio or video files, text, pictures, and graphics are examples of digital content creation. In addition, it allows the company to connect with website visitors, which promotes the brand's scalability and increases the need for content creation.



Regional Outlook

Region-wise, the digital clothing market is analyzed across North America, Europe, Asia Pacific, and LAMEA. In 2021, the North America region registered the maximum revenue share in the digital clothing market. The region is among the most highly advanced in the world. The region is comprised of countries with robust and stable economies, allowing for substantial investments in R&D activities that facilitate the development of new technologies such as 3D-modeled pixel clothing, or digital clothing.

The Cardinal Matrix - Digital Clothing Market Competition Analysis



The major strategies followed by the market participants are Partnerships. Based on the Analysis presented in the Cardinal matrix; LVMH SE are the forerunners in the Digital Clothing Market. Companies such as Nike, Inc., Guccio Gucci S.p. A. (Kering Group), Adidas AG are some of the key innovators in Digital Clothing Market.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Adidas AG, Guccio Gucci S.p. A. (Kering Group), Nike, Inc., LVMH SE, H&M Group, The Fabricant Agency B.V., Auroboros Ltd., More Dash, Inc. (DressX), Dolce & Gabbana S.r.l., and Replicant, Inc.

Recent Strategies Deployed in Digital Clothing Market

Partnerships, Collaborations and Agreements:

  • Mar-2023: Gucci signed a partnership with YUGA LABS, the Web3 company behind NFT collections like Narrative NFT Project 10KTF and Bored Ape Yacht Club. Through this partnership, companies would bring digital fashion into the metaverse. Moreover, the partnership with Yuga Lab would aim of exploring opportunities together across entertainment and Web3 fashion.
  • Dec-2022: Adidas collaborated with Snapchat, an American multimedia instant messaging app. With this collaboration companies would introduce a new series of the latest Bitmoji clothing which, for the first time, would be bought through tokens acquired in the app.
  • Sep-2022: DressX partnered with Zepeto, an Asia-based metaverse platform. Following this partnership, DreesX would introduce a collection of digital-only wearables. Additionally, the collection offers an insight into the future of fashion in which ideas are born and brought to life authentically and completely in the digital world.
  • Jun-2022: Dolce & Gabbana partnered with SKNUPS. a Digital fashion platform. Following this partnership, Dolce & Gabbana would bring their Italian signature style into games.
  • Jun-2022: The Fabricant came into partnership with World of Women, the blue-chip NFT brand behind WoW & WoW Galaxy collections. Following this partnership, both companies would aim to develop a digital fashion collection.
  • Jan-2022: Adidas Originals came into collaboration with Prada, an Italian luxury fashion company. Under this collaboration, both companies would bring unique nonfungible tokens which would feature user-generated art. The project would aim to bring together participants in the design, crypto, and fashion industry for the joint development of digital artwork.
  • Aug-2021: DressX partnered with Crypto.com, a Non-Fungible token marketplace. With this partnership, DressX would open up the latest value and new life for NFTs and a distribution medium for AR fashion.
  • Aug-2021: Replicant collaborated with in3D, an online developer. The collaboration would provide shoppers with a sustainable virtual fitting room experience through the TRAI app. Additionally, this partnership enables consumers to live out their fast fashion fantasies in an environment that is much more sustainable given the traditional industry's existence of over-consumption and overproduction.
  • Jun-2021: Replicant Fashion joined hands with CYBR, a cybersecurity community with training resources. Under this alliance, companies are to release digital fashion collections out of this world. The products are created from liquid metal and have edging that emits light adorned with brushed metal hardware.
  • Apr-2021: LVMH teamed up with Prada and Cartier, part of Richemont. The collaboration would develop Aura Blockchain Consortium, a global luxury blockchain. With this alliance, companies would aim to offer a high level of traceability and transparency across the lifecycle of a product.

Product Launches and Product Expansions:

  • Jan-2023: H&M unveiled Loooptopia, a riveting digital fashion experience, on the Robolux platform, a global online game and game creation system. The Looptopia serves both older and young customers through which they would play with materials and patterns for building virtual garments for their new look.
  • Nov-2022: Nike rolled out Swoosh, a Web-3-enabled platform for the brand’s virtual designs and digital community. The Swoosh has its domain for users to develop, and create ad potentially earn royalties from communicable digital objects including virtual shoes and others.
  • Nov-2022: Adidas announced the launch of virtual gear, the 16-piece set consisting of hoodies and outerwear. The digital NFT wearables would ensure customers can use them in various online environments, such as on avatars in the virtual world or as a profile picture.
  • Jan-2022: H&M announced the launch of a Virtual fashion collection. The collection launched fulfils the company's aim to lead the transformation in the fashion industry by creating virtual fashion available to its customers.
  • Nov-2021: The Fabricant introduced The Fabricant Studio, an online design studio platform. The launched product was designed to make virtual fashion design available to anyone across the world.
  • Jun-2021: Auroboros unveiled the ‘Biomimicry’ collection, a digital ready-to-wear collection. The 14-piece collection combines nature technology to “wear the future and create your sci-fi-fantasy''. Moreover, the collection draws influence from a 21st-century experience, building the latest cultural identity created for the metaverse.

Mergers and Agreements:

  • Dec-2021: Nike completed the acquisition of RTFKT, a brand that leverages cutting-edge innovation to provide modern collectibles that join gaming and culture. This acquisition would boost Nike's digital transformation that enables Nike to serve athletes and creators at the merger of gaming, creativity, culture, and sport.
  • Jan-2021: LVMH Moët Hennessy Louis Vuitton SE took over Tiffany & Co., the global luxury jeweller company. This acquisition would transform LVMH's Watches & Jewellery segment and align with LVMH’s 75 distinguished Maison.

Geographical Expansions:

  • Sep-2022: Adidas announced geographical expansion by opening a new facility in Bengaluru, India. The new facility would aim to set a new benchmark in street style and sneaker fashion, the latest store aims to become a cultural and fashion hotspot for the community across the city.

Scope of the Study

By Transaction

  • On chain
  • Off chain

By Technology

  • Blockchain
  • 3D Software
  • Artificial Intelligence
  • Others

By Application

  • Digital Content Creation
  • Fashion Design & Technology
  • Gaming
  • Others

By Geography

  • North America
  • US
  • Canada
  • Mexico
  • Rest of North America
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific
  • LAMEA
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

Key Market Players

List of Companies Profiled in the Report:

  • Adidas AG
  • Guccio Gucci S.p. A. (Kering Group)
  • Nike, Inc.
  • LVMH SE
  • H&M Group
  • The Fabricant Agency B.V.
  • Auroboros Ltd.
  • More Dash, Inc. (DressX)
  • Dolce & Gabbana S.r.l.
  • Replicant, Inc.

Unique Offerings

  • Exhaustive coverage
  • The highest number of market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Digital Clothing Market, by Transaction
1.4.2 Global Digital Clothing Market, by Technology
1.4.3 Global Digital Clothing Market, by Application
1.4.4 Global Digital Clothing Market, by Geography
1.5 Research Methodology
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market composition & scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 The Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Acquisition and Mergers
3.2.4 Geographical Expansions
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2018-2022)
3.3.2 Key Strategic Move: (Partnerships, Collaborations & Agreements: 2021, Apr - 2023, Mar) Leading Players
Chapter 4. Global Digital Clothing Market by Transaction
4.1 Global On chain Market by Region
4.2 Global Off chain Market by Region
Chapter 5. Global Digital Clothing Market by Technology
5.1 Global Blockchain Market by Region
5.2 Global 3D Software Market by Region
5.3 Global Artificial Intelligence Market by Region
5.4 Global Others Market by Region
Chapter 6. Global Digital Clothing Market by Application
6.1 Global Digital Content Creation Market by Region
6.2 Global Fashion Design & Technology Market by Region
6.3 Global Gaming Market by Region
6.4 Global Others Market by Region
Chapter 7. Global Digital Clothing Market by Region
7.1 North America Digital Clothing Market
7.1.1 North America Digital Clothing Market by Transaction
7.1.1.1 North America On chain Market by Country
7.1.1.2 North America Off chain Market by Country
7.1.2 North America Digital Clothing Market by Technology
7.1.2.1 North America Blockchain Market by Country
7.1.2.2 North America 3D Software Market by Country
7.1.2.3 North America Artificial Intelligence Market by Country
7.1.2.4 North America Others Market by Country
7.1.3 North America Digital Clothing Market by Application
7.1.3.1 North America Digital Content Creation Market by Country
7.1.3.2 North America Fashion Design & Technology Market by Country
7.1.3.3 North America Gaming Market by Country
7.1.3.4 North America Others Market by Country
7.1.4 North America Digital Clothing Market by Country
7.1.4.1 US Digital Clothing Market
7.1.4.1.1 US Digital Clothing Market by Transaction
7.1.4.1.2 US Digital Clothing Market by Technology
7.1.4.1.3 US Digital Clothing Market by Application
7.1.4.2 Canada Digital Clothing Market
7.1.4.2.1 Canada Digital Clothing Market by Transaction
7.1.4.2.2 Canada Digital Clothing Market by Technology
7.1.4.2.3 Canada Digital Clothing Market by Application
7.1.4.3 Mexico Digital Clothing Market
7.1.4.3.1 Mexico Digital Clothing Market by Transaction
7.1.4.3.2 Mexico Digital Clothing Market by Technology
7.1.4.3.3 Mexico Digital Clothing Market by Application
7.1.4.4 Rest of North America Digital Clothing Market
7.1.4.4.1 Rest of North America Digital Clothing Market by Transaction
7.1.4.4.2 Rest of North America Digital Clothing Market by Technology
7.1.4.4.3 Rest of North America Digital Clothing Market by Application
7.2 Europe Digital Clothing Market
7.2.1 Europe Digital Clothing Market by Transaction
7.2.1.1 Europe On chain Market by Country
7.2.1.2 Europe Off chain Market by Country
7.2.2 Europe Digital Clothing Market by Technology
7.2.2.1 Europe Blockchain Market by Country
7.2.2.2 Europe 3D Software Market by Country
7.2.2.3 Europe Artificial Intelligence Market by Country
7.2.2.4 Europe Others Market by Country
7.2.3 Europe Digital Clothing Market by Application
7.2.3.1 Europe Digital Content Creation Market by Country
7.2.3.2 Europe Fashion Design & Technology Market by Country
7.2.3.3 Europe Gaming Market by Country
7.2.3.4 Europe Others Market by Country
7.2.4 Europe Digital Clothing Market by Country
7.2.4.1 Germany Digital Clothing Market
7.2.4.1.1 Germany Digital Clothing Market by Transaction
7.2.4.1.2 Germany Digital Clothing Market by Technology
7.2.4.1.3 Germany Digital Clothing Market by Application
7.2.4.2 UK Digital Clothing Market
7.2.4.2.1 UK Digital Clothing Market by Transaction
7.2.4.2.2 UK Digital Clothing Market by Technology
7.2.4.2.3 UK Digital Clothing Market by Application
7.2.4.3 France Digital Clothing Market
7.2.4.3.1 France Digital Clothing Market by Transaction
7.2.4.3.2 France Digital Clothing Market by Technology
7.2.4.3.3 France Digital Clothing Market by Application
7.2.4.4 Russia Digital Clothing Market
7.2.4.4.1 Russia Digital Clothing Market by Transaction
7.2.4.4.2 Russia Digital Clothing Market by Technology
7.2.4.4.3 Russia Digital Clothing Market by Application
7.2.4.5 Spain Digital Clothing Market
7.2.4.5.1 Spain Digital Clothing Market by Transaction
7.2.4.5.2 Spain Digital Clothing Market by Technology
7.2.4.5.3 Spain Digital Clothing Market by Application
7.2.4.6 Italy Digital Clothing Market
7.2.4.6.1 Italy Digital Clothing Market by Transaction
7.2.4.6.2 Italy Digital Clothing Market by Technology
7.2.4.6.3 Italy Digital Clothing Market by Application
7.2.4.7 Rest of Europe Digital Clothing Market
7.2.4.7.1 Rest of Europe Digital Clothing Market by Transaction
7.2.4.7.2 Rest of Europe Digital Clothing Market by Technology
7.2.4.7.3 Rest of Europe Digital Clothing Market by Application
7.3 Asia Pacific Digital Clothing Market
7.3.1 Asia Pacific Digital Clothing Market by Transaction
7.3.1.1 Asia Pacific On chain Market by Country
7.3.1.2 Asia Pacific Off chain Market by Country
7.3.2 Asia Pacific Digital Clothing Market by Technology
7.3.2.1 Asia Pacific Blockchain Market by Country
7.3.2.2 Asia Pacific 3D Software Market by Country
7.3.2.3 Asia Pacific Artificial Intelligence Market by Country
7.3.2.4 Asia Pacific Others Market by Country
7.3.3 Asia Pacific Digital Clothing Market by Application
7.3.3.1 Asia Pacific Digital Content Creation Market by Country
7.3.3.2 Asia Pacific Fashion Design & Technology Market by Country
7.3.3.3 Asia Pacific Gaming Market by Country
7.3.3.4 Asia Pacific Others Market by Country
7.3.4 Asia Pacific Digital Clothing Market by Country
7.3.4.1 China Digital Clothing Market
7.3.4.1.1 China Digital Clothing Market by Transaction
7.3.4.1.2 China Digital Clothing Market by Technology
7.3.4.1.3 China Digital Clothing Market by Application
7.3.4.2 Japan Digital Clothing Market
7.3.4.2.1 Japan Digital Clothing Market by Transaction
7.3.4.2.2 Japan Digital Clothing Market by Technology
7.3.4.2.3 Japan Digital Clothing Market by Application
7.3.4.3 India Digital Clothing Market
7.3.4.3.1 India Digital Clothing Market by Transaction
7.3.4.3.2 India Digital Clothing Market by Technology
7.3.4.3.3 India Digital Clothing Market by Application
7.3.4.4 South Korea Digital Clothing Market
7.3.4.4.1 South Korea Digital Clothing Market by Transaction
7.3.4.4.2 South Korea Digital Clothing Market by Technology
7.3.4.4.3 South Korea Digital Clothing Market by Application
7.3.4.5 Singapore Digital Clothing Market
7.3.4.5.1 Singapore Digital Clothing Market by Transaction
7.3.4.5.2 Singapore Digital Clothing Market by Technology
7.3.4.5.3 Singapore Digital Clothing Market by Application
7.3.4.6 Malaysia Digital Clothing Market
7.3.4.6.1 Malaysia Digital Clothing Market by Transaction
7.3.4.6.2 Malaysia Digital Clothing Market by Technology
7.3.4.6.3 Malaysia Digital Clothing Market by Application
7.3.4.7 Rest of Asia Pacific Digital Clothing Market
7.3.4.7.1 Rest of Asia Pacific Digital Clothing Market by Transaction
7.3.4.7.2 Rest of Asia Pacific Digital Clothing Market by Technology
7.3.4.7.3 Rest of Asia Pacific Digital Clothing Market by Application
7.4 LAMEA Digital Clothing Market
7.4.1 LAMEA Digital Clothing Market by Transaction
7.4.1.1 LAMEA On chain Market by Country
7.4.1.2 LAMEA Off chain Market by Country
7.4.2 LAMEA Digital Clothing Market by Technology
7.4.2.1 LAMEA Blockchain Market by Country
7.4.2.2 LAMEA 3D Software Market by Country
7.4.2.3 LAMEA Artificial Intelligence Market by Country
7.4.2.4 LAMEA Others Market by Country
7.4.3 LAMEA Digital Clothing Market by Application
7.4.3.1 LAMEA Digital Content Creation Market by Country
7.4.3.2 LAMEA Fashion Design & Technology Market by Country
7.4.3.3 LAMEA Gaming Market by Country
7.4.3.4 LAMEA Others Market by Country
7.4.4 LAMEA Digital Clothing Market by Country
7.4.4.1 Brazil Digital Clothing Market
7.4.4.1.1 Brazil Digital Clothing Market by Transaction
7.4.4.1.2 Brazil Digital Clothing Market by Technology
7.4.4.1.3 Brazil Digital Clothing Market by Application
7.4.4.2 Argentina Digital Clothing Market
7.4.4.2.1 Argentina Digital Clothing Market by Transaction
7.4.4.2.2 Argentina Digital Clothing Market by Technology
7.4.4.2.3 Argentina Digital Clothing Market by Application
7.4.4.3 UAE Digital Clothing Market
7.4.4.3.1 UAE Digital Clothing Market by Transaction
7.4.4.3.2 UAE Digital Clothing Market by Technology
7.4.4.3.3 UAE Digital Clothing Market by Application
7.4.4.4 Saudi Arabia Digital Clothing Market
7.4.4.4.1 Saudi Arabia Digital Clothing Market by Transaction
7.4.4.4.2 Saudi Arabia Digital Clothing Market by Technology
7.4.4.4.3 Saudi Arabia Digital Clothing Market by Application
7.4.4.5 South Africa Digital Clothing Market
7.4.4.5.1 South Africa Digital Clothing Market by Transaction
7.4.4.5.2 South Africa Digital Clothing Market by Technology
7.4.4.5.3 South Africa Digital Clothing Market by Application
7.4.4.6 Nigeria Digital Clothing Market
7.4.4.6.1 Nigeria Digital Clothing Market by Transaction
7.4.4.6.2 Nigeria Digital Clothing Market by Technology
7.4.4.6.3 Nigeria Digital Clothing Market by Application
7.4.4.7 Rest of LAMEA Digital Clothing Market
7.4.4.7.1 Rest of LAMEA Digital Clothing Market by Transaction
7.4.4.7.2 Rest of LAMEA Digital Clothing Market by Technology
7.4.4.7.3 Rest of LAMEA Digital Clothing Market by Application
Chapter 8. Company Profiles
8.1 Adidas AG
8.1.1 Company Overview
8.1.2 Financial Analysis
8.1.3 Regional Analysis
8.1.4 Research & Development Expense
8.1.5 Recent Strategies and Developments
8.1.5.1 Partnerships, Collaborations, and Agreements
8.1.5.2 Product Launches and Product Expansions
8.2 Guccio Gucci S.p.A. (Kering Group)
8.2.1 Company Overview
8.2.2 Financial Analysis
8.2.3 Segmental and Regional Analysis
8.2.4 Recent Strategies and Developments
8.2.4.1 Partnerships, Collaborations, and Agreements
8.3 Nike, Inc.
8.3.1 Company Overview
8.3.2 Financial Analysis
8.3.3 Segmental Analysis
8.3.4 Recent Strategies and Developments
8.3.4.1 Product Launches and Product Expansions
8.3.4.2 Acquisition and Mergers
8.4 LVMH SE
8.4.1 Company Overview
8.4.2 Financial Analysis
8.4.3 Segmental and Regional Analysis
8.4.4 Recent Strategies and Developments
8.4.4.1 Partnerships, Collaborations, and Agreements
8.4.4.2 Acquisition and Mergers
8.5 H&M Group
8.5.1 Company Overview
8.5.2 Financial Analysis
8.5.3 Regional Analysis
8.5.4 Recent Strategies and Developments
8.5.4.1 Product Launches and Product Expansions
8.6 The Fabricant Agency B.V.
8.6.1 Company Overview
8.6.2 Recent Strategies and Developments
8.6.2.1 Partnerships, Collaborations, and Agreements
8.6.2.2 Product Launches and Product Expansions
8.7 Auroboros Ltd.
8.7.1 Company Overview
8.7.2 Recent Strategies and Developments
8.7.2.1 Product Launches and Product Expansions
8.8 More Dash, Inc. (DressX)
8.8.1 Company Overview
8.8.2 Recent Strategies and Developments
8.8.2.1 Partnerships, Collaborations, and Agreements
8.9 Dolce & Gabbana S.r.l.
8.9.1 Company Overview
8.9.2 Recent Strategies and Developments
8.9.2.1 Partnerships, Collaborations, and Agreements
8.10. Replicant, Inc.
8.10.1 Company Overview
8.10.2 Recent Strategies and Developments
8.10.2.1 Partnerships, Collaborations, and Agreements

Companies Mentioned

  • Adidas AG
  • Guccio Gucci S.p.A. (Kering Group)
  • Nike, Inc.
  • LVMH SE
  • H&M Group
  • The Fabricant Agency B.V.
  • Auroboros Ltd.
  • More Dash, Inc. (DressX)
  • Dolce & Gabbana S.r.l.
  • Replicant, Inc.

Methodology

Loading
LOADING...