[Verso #38] VANS WORLD Case Study
YeSeul Kim
Innovation Advisor | Harnessing AI & Emerging Tech for Good | Angel Investor
Article?#38
"Vans World "?by? Vans & Roblox
3??POINTS TO REMEMBER
???WANT TO KNOW MORE????Read on
??THE COMPANIES
Vans is an American manufacturer of skateboarding shoes and related apparel, established in Anaheim, California, and owned by VF Corporation.
Roblox is an online?game?platform?and?game creation system?developed that allows users to?program?games and play games created by other users.?
??THE PROJECT
The project was launched in September 2021 and has the following features:
VIRTUAL EXPERIENCE
In Vans World, players can enjoy the sandy beaches, the iconic House of Vans and the skate park. They can hang out with friends and compete to see who can pull off the craziest tricks and face daily challenges.
CUSTOMIZATION
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Customers can design their own virtual skateboard and Vans shoes to fit their style in real life.
VIRTUAL GOODS
Players can adorn their avatars with an exclusive collection of virtual Vans apparel and accessories. The more they play, the more items in the collection can be unlocked.
???EXECUTIONAL ANALYSIS?
The project foresees, from the launch:
??FOOD FOR THOUGHT
Is providing a truly fun experience what customers want and what can lead brands to accumulate impressive reach and engagement? So is gamification the next step in brand experience and brand engagement?
Let us know in the comments!??
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