In World 58, economies rely on local and hyperlocal sources for food, clothing, housing and energy. Finished goods are all produced on site in community spaces. A strong culture of virtual avatars including clothing has developed.
Urban centers with limited space for production are free of cars and parking spaces. Every 5000 habitants make up a cluster in the real world. Each family has a monthly carbon budget for all daily necessities including clothing. Basic clothing is grown into shape using bio materials, contributing to a positive climate balance. In the virtual world, there are no boundaries. Virtual fashion is the new haute couture, but also mainstream style.
Backstory: During the oil shock in the 1970’s, flying and global shipping were outlawed as western countries refused to bow to the demands of the Arab states. Computers and machines are highly efficient. Plastic goods, artificial fibers and transportation are luxuries. Virtual reality has been expanded into full reality including body sensations, emotions and memories. Each citizen has one or more avatars.
What if …
virtual worlds satisfy the dreams and desires and all production is hyperlocal?
plastics and artificial fibers linked to the oil industry are destroying nature and society
This World was contributed by Gisèle Legionnet-Klees (located in Düsseldorf, Germany) using a Creative Commons Attribution-ShareAlike 4.0 International licence which allows others to share and adapt the work in any medium and for any purpose, providing that they credit the author and share their material using the same Creative Commons licence.
Response to World 58
The University for the Creative Arts, Farnham, is currently recruiting for an MA in Digital Fashion, so this world will be well served by trained practitioners if it becomes a reality. Article in The Guardian here: https://www.theguardian.com/fashion/2021/feb/23/digital-fashion-designers-uk-degree-digital-couture-gaming-tech
– Julie Ripley
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