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Digital Twins’ and Gamers’ Self-Perceptions: A Fashion Perspective

In: The Palgrave Handbook of Consumerism Issues in the Apparel Industry

Author

Listed:
  • Ralf Wagner

    (University of Kassel)

  • Agnieszka Kabalska

    (AGH University of Krakow)

Abstract

This study’s objective is to reveal how traditional fashion (TF) and digital fashion (DF) are perceived, how significant DF is in both games and real life, how people acquire garments (virtually and physically), how fashion (TF and DF) impacts their self-image and their perception by others, and how fashion affects how gamers come together in virtual and real lives. The theoretical part of the chapter discusses DT, its role in fashion companies’ business models, and the creation of customers’ DTs. The empirical part explores how online video gamers perceive the significance of fashion in their real and virtual lives, their purchasing behaviors and feelings regarding TF and DF, and how people regard their appearance (and the appearance of their digital representation).

Suggested Citation

  • Ralf Wagner & Agnieszka Kabalska, 2024. "Digital Twins’ and Gamers’ Self-Perceptions: A Fashion Perspective," Springer Books, in: Hans Rüdiger Kaufmann & Mohammad Fateh Ali Khan Panni & Demetris Vrontis (ed.), The Palgrave Handbook of Consumerism Issues in the Apparel Industry, chapter 0, pages 381-400, Springer.
  • Handle: RePEc:spr:sprchp:978-3-031-59952-1_18
    DOI: 10.1007/978-3-031-59952-1_18
    as

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