
417 EDIFICE x ‘GANTZ' Capsule Channels Dystopian Manga Into Streetwear
417 EDIFICEhas teamed up withHiroya Oku's cult sci-fi mangaGANTZfor a capsule collection that channels the series' dark, dystopian energy into contemporary streetwear. Drawing on imagery from Oku's self-publishedCOLOR WORKSart book, the lineup includes graphic T-shirts, a reversible satin jacket and two cap styles — each bearing high-contrast illustrations or bold embroideries.
The T-shirt range comprises eight designs in black or white, spotlighting key characters and scenes. This ranges from protagonist Kei Kurono, fan-fave Joichiro Nishi, to a number of popular female characters as well as key visuals from notable arcs. The reversible jacket pairs a sleek black exterior, detailed with a red 'G' logo on the chest and gray 'GANTZ' embroidery on the back, with a striking interior print that immerses the wearer in GANTZ's visceral world.
Two caps, offered in gray and black, complete the collection with embroidered 'G' motifs in red and green threads, nodding to the series' iconic spheres and weaponry. Check out the full lookbook in the gallery above. Priced from ¥5,500 – ¥27,500 JPY (approx. $37 – $185 USD), theGANTZcapsule collection is currently available via 417 EDIFICE on Baycrew'sonline shop.

Try Our AI Features
Explore what Daily8 AI can do for you:
Comments
No comments yet...
Related Articles
Yahoo
8 hours ago
- Yahoo
Entertainment Content and Goods Market worth $239.52 billion by 2030 - Exclusive Report by MarketsandMarkets™
DELRAY BEACH, Fla., Aug 6, 2025 /PRNewswire/ -- The entertainment content and goods market is expected to grow from USD 177.64 billion in 2025 to USD 239.52 billion by 2030, at a CAGR of 6.2% from 2025 to 2030 according to a new report by MarketsandMarkets™. Key drivers for the entertainment content and goods market include the rising consumer demand for personalized, immersive, and experiential offerings and continuous technological advancements that enable innovative content formats and merchandise designs. The globalization of entertainment and integration across streaming, social media, gaming, and e-commerce platforms enhance accessibility and monetization. Furthermore, opportunities such as brand-artist collaborations, NFT-based digital collectibles, and blockchain-enabled ownership models are gaining momentum. The rapid expansion of emerging markets, including India and Southeast Asia, also creates new revenue avenues, driven by rising internet penetration, youth demographics, and digital content consumption trends. Download PDF Brochure: Browse in-depth TOC on "Entertainment Content and Goods Market"105 – Tables37 – Figures172 – Pages Entertainment Content and Goods Market Report Scope: Report Coverage Details Market Revenue in 2025 $ 177.64 billion Estimated Value by 2030 $ 239.52 billion Growth Rate Poised to grow at a CAGR of 6.2% Market Size Available for 2021–2030 Forecast Period 2025–2030 Forecast Units Value (USD Million/Billion) Report Coverage Revenue Forecast, Competitive Landscape, Growth Factors, and Trends Segments Covered By Music Artist Goods Type, Licensed Goods Type, Animated Content Creation, and Region Geographies Covered North America, Europe, Asia Pacific, and Rest of World Key Market Challenge Rapidly changing consumer preferences and volatility in market trends Key Market Opportunities Rising integration of blockchain and non-fungible tokens into digital goods Key Market Drivers Rising consumer demand for personalized and experiential entertainment goods By music artist goods type, the music equipment and memorabilia segment are expected to register the highest CAGR during the forecast period. The music equipment and memorabilia segment is expected to record the highest CAGR in the entertainment content and goods market during the forecast period. This growth is primarily fueled by the increasing fan interest in collectible and experience-driven products that reflect personal affiliations with music artists and pop culture moments. Products such as autographed instruments, limited-edition gear, custom audio equipment, and stage-used memorabilia are gaining popularity among casual listeners and dedicated collectors, especially in regions with high disposable income and strong fandom communities. The rising trend of immersive fan engagement, including meet-and-greet bundles and backstage access kits bundled with memorabilia, further boosts the segmental growth. Platforms such as eBay, Amazon (US), and specialist portals, such as Rockabilia (US) and The Music Zoo (US), enable global access to rare artist-related merchandise. Technological advancements, including blockchain authentication and NFT-linked collectibles, also enhance the value proposition of memorabilia by ensuring provenance and exclusivity. Moreover, artists and labels are increasingly leveraging direct-to-consumer strategies through personalized storefronts and exclusive drops, reinforcing demand for physical, high-value goods. As fandom culture continues to evolve into a mainstream economic force, the music equipment and memorabilia segment is poised for sustained high growth, particularly in North America, Europe, and Asia Pacific. By licensed goods type, the licensed sportswear segment is estimated to account for the largest market share from 2025 to 2030. The licensed sportswear segment is projected to account for the largest share of the entertainment content and goods market for licensed goods for professional sports during the forecast period. This dominance is attributed to the widespread popularity of team-, league-, and athlete-branded clothing across a broad spectrum of consumer demographics. Licensed sportswear, including t-shirts, hoodies, jackets, and caps featuring team logos, player names, or league insignia, serves as both a fashion statement and a form of fan identity, driving sustained demand globally. Major sports organizations and IP holders, such as National Football League (NFL) (US), Fédération Internationale de Football Association (FIFA) (Switzerland), National Basketball Association (NBA)(US), and Premier League (UK), actively collaborate with leading fashion retailers and sportswear brands to launch co-branded collections, often in limited editions. The growth of e-commerce platforms, team merchandise stores, and dropship models has expanded consumer access to licensed clothing, strengthening market penetration even in Tier 2 and 3 cities. The rise of fast fashion and sports influencer-driven culture has further accelerated product turnover and trend responsiveness in the licensed sportswear segment. As consumers increasingly seek personalized and expressive merchandise, the licensed sportswear category remains a critical revenue stream for sports franchises and apparel partners, particularly in North America, Europe, and emerging Asian markets. Inquiry Before Buying: Asia Pacific is expected to account for the second-largest market share from 2025 to 2030. Asia Pacific is projected to hold the second-largest share in the entertainment content and goods industry during the forecast period, supported by a rapidly growing digital consumer base, rising disposable incomes, and expanding local entertainment ecosystems. Countries such as China, Japan, South Korea, and India are emerging as key demand hubs for entertainment content and branded goods, driven by the rising influence of regional music, anime, K-pop, films, and gaming franchises. The proliferation of OTT platforms like Tencent Video (China), Viu (Hong Kong), and Sony LIV (India) has led to increased consumption of digital content across languages and genres, which in turn, has stimulated the demand for related merchandise, including apparel, collectibles, and licensed accessories. Local and global entertainment companies capitalize on this trend by forming licensing agreements and rolling out exclusive product lines tailored to regional preferences. Moreover, the cultural impact of K-pop and anime has transcended borders, spurring fan-driven consumption in domestic and international markets. The presence of major manufacturers and e-commerce players, such as Rakuten (Japan) and Alibaba (China), facilitates broad merchandise distribution across urban and semi-urban centers. Asia Pacific's youthful population, high mobile penetration, and content localization strategies are expected to sustain market momentum and reinforce the region's position as a strategic growth engine. The report profiles key players in entertainment content and goods companies such as The Walt Disney Company (US), Universal Music Group N.V. (Netherlands), Warner Music Group Inc. (US), Sony Music Entertainment (US), Paramount (US), Netflix, Inc. (US), Fanatics Inc. (US), DreamWorks Animation (US), Illumination (US), Inc. (US), PUMA SE (Germany), New Era Cap (US), Adidas AG (Germany), Merchbar, Inc. (US), and Nike, Inc. (US). These players have adopted various organic as well as inorganic growth strategies, such as product/services launches, expansions, acquisitions, partnerships, collaborations, and agreements. Get 10% Free Customization on this Report: Browse Adjacent Market: Semiconductor and Electronics Market Research Reports & Consulting See More Latest Semiconductor Reports: Supercapacitor Market by Type (Electric Double Layer Capacitors, Hybrid Capacitors, Pseudocapacitors), Capacitance Range (<100 F, 100-1,000 F, >1,000 F), Electrode Material (Carbon, Composites, Metal Oxides, Conducting Polymers) - Global Forecast to 2030 Wi-Fi Chipset Market by IEEE Standard (802.11be, 802.11ax, 802.11ac), Band (Single & Dual Band, Triband), MIMO Configuration (SU-MIMO, MU-MIMO), End-use Application (Consumer, Smart Home, AR/VR, Networking Devices) and Vertical - Global Forecast to 2030 About MarketsandMarkets™ MarketsandMarkets™ has been recognized as one of America's Best Management Consulting Firms by Forbes, as per their recent report. MarketsandMarkets™ is a blue ocean alternative in growth consulting and program management, leveraging a man-machine offering to drive supernormal growth for progressive organizations in the B2B space. With the widest lens on emerging technologies, we are proficient in co-creating supernormal growth for clients across the globe. Today, 80% of Fortune 2000 companies rely on MarketsandMarkets, and 90 of the top 100 companies in each sector trust us to accelerate their revenue growth. With a global clientele of over 13,000 organizations, we help businesses thrive in a disruptive ecosystem. The B2B economy is witnessing the emergence of $25 trillion in new revenue streams that are replacing existing ones within this decade. We work with clients on growth programs, helping them monetize this $25 trillion opportunity through our service lines – TAM Expansion, Go-to-Market (GTM) Strategy to Execution, Market Share Gain, Account Enablement, and Thought Leadership Marketing. Built on the 'GIVE Growth' principle, we collaborate with several Forbes Global 2000 B2B companies to keep them future-ready. Our insights and strategies are powered by industry experts, cutting-edge AI, and our Market Intelligence Cloud, KnowledgeStore™, which integrates research and provides ecosystem-wide visibility into revenue shifts. To find out more, visit or follow us on Twitter, LinkedIn and Facebook. Contact: Mr. Rohan SalgarkarMarketsandMarkets™ INC. 1615 South Congress 103, Delray Beach, FL 33445USA: +1-888-600-6441Email: sales@ Our Web Site: Insight: Source: Logo: View original content: SOURCE MarketsandMarkets Error in retrieving data Sign in to access your portfolio Error in retrieving data Error in retrieving data Error in retrieving data Error in retrieving data

Hypebeast
15 hours ago
- Hypebeast
Timberland Unveils Limited Edition 'Sonic the Hedgehog' Collaboration
Name:Timberland xSonic the Hedgehog6-inch Premium Waterproof BootsColorway:Wheat/BlueSKU:N/ARetail Price:$260 USDRelease Date:August 9, 2025Retailers:Timberland Timberland, the enduring workwear and lifestyle brand, is teaming up withSEGA's iconic video game character,Sonic the Hedgehog, for a limited-edition collaboration that is sure to excite fans of both worlds. The collection, which includes a pair of specially designed boots and collaborative t-shirts, is being released to celebrate the grand opening of SEGA's first flagship location in Japan, SEGA STORE TOKYO at Shibuya PARCO (Tokyo). This partnership is a playful and nostalgic fusion of two global icons. The star of the show is a re-imagined version of the classic 6-inch Premium Waterproof Boot in a rich, wheat-colored nubuck. This beloved silhouette gets a vibrant upgrade with cobalt blue laces, a direct nod to Sonic's signature electric blue color. The boots also feature a special engraving of Sonic himself wearing a pair of Timbs on the lateral side of the heel, along with co-branded text on the medial side. The iconic character is also etched onto a unique hangtag, making this a truly collectible piece. The collection extends to apparel, with long and short-sleeve t-shirts that also feature the special artwork of Sonic wearing his Timberland boots. These shirts are available in black and white, adding a versatile, streetwear-ready component to the collaboration. The Timberland x Sonic the Hedgehog collection is a highly exclusive drop. The 6-inch Premium Waterproof Boots are limited to just 30 pairs worldwide, while the t-shirts are also produced in extremely limited quantities per color. The collection launches exclusively at the Timberland Shibuya PARCO store in Tokyo on Saturday, August 9, 2025, with the boots priced at ¥38,500 (approximately $262 USD). This collaboration not only celebrates the opening of SEGA's new flagship store but also honors the enduring legacy of both brands.

Hypebeast
16 hours ago
- Hypebeast
'GTA VI' Projected To Cost $100 USD, Could Generate $10 Billion USD in Its Lifetime
The highly-anticipatedGrand Theft Auto VIis looking to generate a whopping $10 billion USD in its lifetime, with the game expecting to go for $100 USD per copy. Louise Wooldridge of Ampere Analysis toldThe Telegraphthat theRockstar Gamestitle is 'probably the most anticipated game of all time,' and will likely be 'one of the most expensive games ever made.' He adds thatGTA VIcould earn over $1 billion USD in sales in its first day alone. An estimate from Wedbush Securities' Michael Patcher puts the game's development cost at $1.5 billion USD, although Rockstar's parent company Take-Two Interactive will, regardless, still make a hefty profit. 'I expect a $100 price point for the game,' he shared. 'The game will be immensely profitable. It will likely generate $10bn lifetime and another $500m annually fromGTA Online.' The Telegraphadds that Take-Two is currently valued at $40 billion USD, with its stock up more than 20% so far in 2025. GTA VIis set to release May 26, 2026.