Last Saturday morning, 1,000 frenzied customers rushed to form a line outside a middle school in East Harlem, some tossing aside rented Citi Bikes with the fare meters still running to get a ticket to enter a classroom that had been taken over by UK streetwear label Corteiz.
They were there for the brandâs latest collaboration with Nike, anchored by a pair of yellow and black Air Max 95s â the âHoney Blacksâ â that would exclusively be sold in-person at one-day pop-ups in London and New York City. Corteiz only revealed the New York pop-upâs location that morning through clues on its social media accounts, first sending people to a group of school buses parked on the west side of Harlem where 250 numbered tickets for the first spots on line were distributed. An hour later, it unveiled the actual location of the pop-up â three miles away â where the last 750 tickets could be claimed.
âThis is really how it should be. Itâs supposed to be fun,â said Dali J., a 40-year-old sneaker collector who woke up at 6 a.m. to drive to Harlem from her home in Connecticut nearly 85 miles away. âThat experience is what they want to bring back.â

Gamified shopping experiences have been embedded within consumer culture since Willy Wonkaâs âgolden ticketâ and cereal box sweepstakes, but these tactics are getting fresh updates and resonating with young fashion consumers who are seeking deeper connections with brands beyond just clicking check-out or walking to the register. James Davis, a former strategy director for Highsnobiety who addresses the crossover between fashion and gaming with his consultancy Drawn Distant, believes the rise of gamified drops is also part of a larger ripple effect created by the pandemic-era gaming boom. Outside of fashion, gamingâs permeation of pop culture has led to the meteoric rise of Twitch streamers like Kai Cenat and new modern slang terms such as âNPCâ or âside quest.â
While streetwear and sneaker labels are among those at the forefront of adopting gamification, theyâre joined by a number of other brands, including beauty companies like Glossier and Topicals, which have been running a series of events it calls âFaded Fortuneâ across the US and UK in which participants can win prizes. They illustrate another benefit of gamification: It makes for great online content.
âWe live in a social world and people love being able to share what theyâre doing,â said Topicalsâ head of brand Abiola Babarinde. âSo how can we give you an experience that you wouldnât have experienced elsewhere and do things that feel a bit outlandish and stand out?â
Game On
The desire for gamified drops is particularly strong among streetwear and sneaker customers raised off the lore of hyped in-person releases such as camp-outs in front of Supreme stores or the famed 2005 release of Jeff Stapleâs âPigeonâ Nike SB Dunk, which caused enough of a commotion that police had to be called out. Many of them, however, have grown tired of the standard drop model.
âThe customer just got bored and exhausted,â said Jessica RamÃrez, co-founder of retail advisory firm The Consumer Collective. âGamification taps into how consumers perceive the brand and why itâs so memorable to them, and thatâs actually a bit stickier than these regular drops that weâve seen for so long.â

Nike has been reorienting its drop model around gamification as it seeks to rebuild lost brand heat. Last week, it introduced âSNKRS Link,â a new online release model that only lets customers access certain Nike releases through a unique link that could be shared through unique access points such as a Nike collaboratorâs social media page or a QR code posted at a pop-up. In February, a Tomb Raider-inspired Air Max 1 sneaker release tied to Nikeâs web3 project, .Swoosh, asked customers to complete a set of word puzzles to gain access to the drop.
Other sneakers brands have followed in Nikeâs footsteps. In January, New Balance released a collaboration with sneaker customiser Lorenz.OG that asked customers on release day to head to an abruptly announced location where, in true Wonka fashion, a golden ticket inside a chocolate bar would grant them access to the release. In March, Puma stashed 40 tokens throughout London for customers to find and exchange for items from its ongoing collaboration with UK rapper Skepta. And in April, Kith set up a soccer-themed activation in New York Cityâs Grand Central station to promote its Adidas collaboration that invited the public to successfully score on a real goalie and win a pair of sneakers.

The current king of gamified drops, however, may be Corteizâs founder, who goes by Clint 419. Like its in-person releases, Corteiz also pushes followers to engage with the brand on socials to gain access to a password that unlocks drops online or win a reward given directly by the founder himself. Davis of the gaming consultancy Drawn Distant sees him as a hyper-engaged creator who resonates with Gen-Z and Alpha customers that also grew up on creator-driven entertainment by the likes of gaming YouTubers such as MrBeast.
âGames are very much embedded in and leading culture in many ways for these younger kids,â said Davis. âIt doesnât matter if the productâs the best thing ever. You need to be entertained while you try to hunt it down, hence the âside questâ phenomenon, because itâs a game as much as itâs a reward.â
Stephanie Ramos, a marketing consultant who previously worked within Nikeâs energy and collaborations team on gamified releases with brands such as Corteiz, said drops today need to also offer âcultural currencyâ by becoming shareable experiences on social media, a phenomenon gamified releases speak to. Topicalsâ âFaded Fortuneâ events invite customers to an activation where they pick suitcases off a stage, like the game show âDeal or No Deal,â with prizes that range from an all-inclusive brand trip to a vintage Louis Vuitton bag.
More Than Just Fun and Games
Content opportunities arenât all customers are seeking, according to Ramos.
âThe consumer is really looking for experiences, memories and community, especially post-pandemic,â she said.
Gamified drops create a reciprocal relationship with customers that engenders community by creating spaces for fans of the brand to interact with one another. Because gamified releases require customers to be more engaged, it also keeps hardcore fans of these labels locked in while turning off outsiders, creating an air of exclusivity.

Itâs another reason gamification has resonated particularly well with sneakerheads and streetwear consumers. Alex Ropes, CEO of UK streetwear community The Basement, believes that the rise of social media has not only decentralised streetwear from epicentres like New York but fuelled a new crop of streetwear brands globally that has committed to the same gamified release strategy as brands such as Corteiz because of the barrier to entry it creates.
âThe ones that are dedicated to your brand are the ones that are willing to go a little bit over and above to buy it,â said Ropes. âThe result of that is people will associate themselves with your brand at a closer level and it will create that kind of cultural camaraderie around two people that wear the same brand, which is what streetwear is all about.â
That camaraderie is more the point than keeping others out. Ramos believes consumers are valuing authenticity more than exclusivity these days, a view echoed by Fabio Dessena, better known as FD From The Future, a UK-based content creator who built a following for on-the-ground coverage of gamified streetwear and sneaker drops. While Dessena has witnessed both new streetwear brands and larger players explore gamified releases, he believes the ones that build true communities are tied to something authentic rather than hype.

Resonance with a brand or founderâs story is why Isaiah Santana, a 24-year-old Parsonâs School of Design student, was in line for Corteizâs drop in Harlem, his first-ever in-person sneaker release.
âThereâs a personality behind it and a connection,â he said.
For 22-year-old Max Daniel Pastrana, meanwhile, having to do work to get the Honey Blacks was part of the appeal.
âIt gives the shoes more importance,â he said.