top of page
The Communiqué News

Open world gaming platform Roblox has published a new report in which it has evaluated the current trends and possible future behaviours of its 50 million strong user base and their relationship with digital fashion.


Swati Bhat

The 2022 Metaverse Fashion Trend Report comes as part of a new collaboration between Roblox and Parsons School of Design, which worked with the platform on researching and collecting the data.

With the results, Roblox said it hoped to underline how important self-expression through digital identity and avatar style is for Gen Z, the largest user base of metaverse-centred platforms. Next to behavioural data from its own community, Roblox also surveyed 1,000 members of the Gen Z group living in the US to provide an elaborate look at consumer preferences.

In a press release for the report, Roblox’s vice president of global partnerships, Christina Wootton, said: “Gen Z consumers are spending more time in immersive social spaces like Roblox, where they have been expressing themselves through their creations and digital style preferences for over a decade.

“With their growing economic power and influence on fashion, trends from the metaverse are expected to have a profound impact on physical fashion, while trends from the physical world will also continue to move into the metaverse.”

Wootton also noted that the next generation of fashion designers and brands are likely to become deeply immersed in digital fashion, designing collections to be worn in the virtual world by avatars. This was evident in Roblox’s reported 25 percent rise in the number of active creators making digital goods for its platform, with around 11.5 million creators having designed more than 62 million clothing and accessory items over the course of 2022.

Based on this data, Roblox said there are at least 200 times as many creators designing clothing and accessories on Roblox as there are fashion designers creating physical collections in the US.

Speaking on these figures, Daniel Drak, assistant professor of strategic design and fashion communication at Parsons, was quoted saying: “On Roblox, some of the community creators may be dabbling in creation and designing items as a hobby, but what’s important to underscore is this ability to easily create digital fashion and make it available to a global consumer audience allows many more individuals to get creative.”

This idea of an expanded, diverse creator base was also present in Gen Z’s desire for inclusive, highly-customisable fashion offerings on the platform. Nearly all surveyees said that they had done at least some customisation to their avatars, while over half said they had customised “a lot”. Approximately 40 percent of the platform’s active users updated their avatars at least once a month, with around 18 percent updating daily.

There was also a call for diversity in personalisation options, including the demand for a range of skin tones, body sizes and personal features, such as hair colour and style. Most users emphasised the importance of digital clothing being inclusive for all body types, an element that spurred Roblox to introduce its ‘Layered Clothing’ feature earlier this year, allowing 3D garments to fit all avatar types. Since its launch, the platform said nearly 11 million users have purchased items from the category, with 157 million having acquired both free and paid garments to date.

Seemingly, Gen Z are also valuing digital fashion just as much as its physical counterpart, with 42 percent of respondents stating that expressing themselves digitally was just as important as that of real world expression. Additionally, over three quarters said it was important to be “fashionably dressed” in the metaverse.

Users were found to receive inspiration for their digital selves from various sources, including physical fashion trends, their favourite brands and, mostly, from other avatars. Their spending habits also further emphasised this growing connection towards digital fashion, with nearly three out of four respondents stating that they would spend their money on digital clothing. Over 60 percent said they spent five to 20 dollars monthly, while 12 percent were found to be spending 50 to 100 dollars.



To build on its partnership with Parsons, Roblox will also be working with the New York-based school on a course collaboration, through which students will learn how to create digital apparel. Available from the spring 2023 semester, the 16-week course aims to help prepare participants for changing mediums, with a curriculum that covers research, prototyping digital and physical fashion and applying new technologies to design, as well as the opportunity to work with experienced designers from Parsons and Roblox communities.

In the end, students will be able to create physical and digital clothing and accessories at Parsons and in Roblox's Avatar Marketplace. In a release announcing the partnership, Shana Agid, dean of the School of Art and Media Technology at Parsons, said: “Partnering with Roblox offers Parsons students working in creative technologies an exciting opportunity to engage the complex intersection of visual culture and social structure, and to play with how we make meaning when we dress ourselves – in digital and physical worlds.”

The school will also be collaborating with Roblox on a virtual panel by a range of metaverse experts, set to be hosted on November 2. Participants will discuss key findings and share predictions on the future of the digital fashion industry to answer the question: “What’s next in metaverse fashion?”




"At Meta, we’re building products to help creators reach an audience, grow their communities and earn a living. During Creator Week 2022, we’re inviting creators around the world to join us in growing their careers, connecting with peers and building a future together. We’re also announcing new ways creators can earn money on Facebook and Instagram."


Pritish Bagdi

Updates to Digital Collectibles

Creators will soon be able to make their own digital collectibles on Instagram and sell them to fans, both on and off Instagram. They’ll have an end-to-end toolkit — from creation (starting on the Polygon blockchain) and showcasing, to selling. People can easily support their favorite creators by buying their digital collectibles directly within Instagram. We’re testing these new features with a small group of creators in the US first, and hope to expand to more countries soon.


We’re also expanding the types of digital collectibles that you can showcase on Instagram to include video and adding support for the Solana blockchain and Phantom wallet, in addition to the blockchains and wallets that we already support. Lastly, information for select collections where the metadata has been enriched by OpenSea, such as collection name and descriptions, will now be available on Instagram.

Audience Support for Creators

We’re making it easier for people to show appreciation for their favorite creators across our apps, which helps creators strengthen their community and build their business.

Subscriptions on Instagram

We’re expanding access to subscriptions on Instagram to all eligible creators in the U.S., so more creators can earn predictable income and connect more deeply with their most engaged followers. Since launching subscriptions earlier this year, we’ve seen creators like Cole Sprouse (@colesprouse), Alan Chow (@alanchikinchow) and Skai Jackson (@skaijackson) use subscriptions to get even closer to their most engaged supporters.

Stars and Gifts

We are making it easier for people to discover Stars on Facebook by automatically enabling Stars on public creator content — including Reels. This means that people can learn about and use Stars in more places across Facebook. We are testing with a select number of creators globally.

For creators already using Stars, we’re launching new features to make it easier to earn Stars and interact with Star senders:

  • Bringing Stars Party to Reels. A Stars Party is a Stars community challenge that ends in a celebration if the creator reaches their goal.

  • Testing a new set of virtual gifts tailored to specific content. For example, if you’re watching a puppy reel from your favorite pet creator, you’ll be able to send that creator a dog-themed gift.

  • Giving creators more tools to engage with Stars senders, like adding a filter in Comments Manager that displays all of a creator’s Stars comments in one place. In this surface, creators will be able to reply to multiple comments at once.

  • Bringing Stars to non-video public content like photos and text posts.

We’re introducing gifts on Instagram, starting with Reels, so creators have a new way to earn money from fans who love their Reels. To support their favorite creators, fans can send gifts on Reels by purchasing Stars within Instagram. We’re testing this with a small group of creators in the US first, and hope to expand to more creators soon.


Professional Mode for Facebook Profiles

We’re launching professional mode for Facebook profiles, a new profile setting that allows creators around the world to build a public presence while maintaining their personal Facebook experience. Professional mode offers creators, and anyone that wants to become a creator, a set of tools and opportunities to begin growing a global community from their personal profile. With professional mode, creators can become eligible to earn money through Stars, ads on Facebook Reels, in-stream ads and Reels Play. They will also have access to content and audience analytics, educational resources and more.



A new physical non-fungible token (NFT) vending machine is preparing to be unveiled in London in an attempt to make digital assets more accessible for a wider consumer.


Pritish Bagdi

The concept was developed by multichain NFT marketplace MyNFT, which is looking to allow customers to create, trade and migrate the asset across any blockchain at a low cost.

The vending machine, which will be revealed during the NFT.London conference, enables users to purchase an NFT quickly, without the need for a digital wallet.

Through the machine, customers can choose an item from the marketplace’s inaugural collection of donated NFTs and purchase it for 10 pounds.

The concept will be located just outside of the Queen Elizabeth II Centre in London’s Westminster, where anyone passing can use the machine to purchase up to five NFTs.

Proceeds from the machine will be donated to Giveth, an initiative that aids public services and education in developing countries, and Roald Dahl’s Marvellous Children’s Charity, which provides specialist nurses to ill children.

In a release, Hugh McDonaugh, co-founder of MyNFT, said: “There is so much potential in the NFT market and it’s such a shame to see some of that go to waste when possible new entrants are put off getting involved by various unnecessary and complicated barriers.

“From gas fees, gatekeeping knowledge, to having to set up a complicated digital wallet and more, great opportunities are being denied and squandered to newcomers.

“We’re determined to turn NFTs into an everyday activity for everyone, and break it out of its current clique. The best way for the sector to grow is through popular involvement, and we’re only going to achieve that by breaking down barriers.”


bottom of page