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KarmaLoop
Karmaloop is a streetwear e-commerce company. It was founded in 2000 by Greg Selkoe and purchased by Shiekh Shoes in 2016. History Karmaloop was founded in 2000 by Greg Selkoe in his parents' basement in Jamaica Plain, a neighborhood of Boston, Massachusetts. Selkoe's interests in break dancing, graffiti art, and fashion influenced his decision to focus his business on urban style and streetwear. His initial concept for Karmaloop was to provide universal reach for hard-to-find boutique streetwear brands. The Karmaloop brick and mortar store on Boston's Newbury Street launched in 2005. The store carried products available on the website as well as limited edition items, and was often used as a testing ground for new products. In a 2010 interview, Selkoe revealed that the store "never made a penny," and in 2011 it closed. In the meantime Karmaloop's online presence grew to a number of websites including online retailer Karmaloop, women's fashion site MissKL, flash-sale site PLNDR, ...
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Boston
Boston (), officially the City of Boston, is the state capital and most populous city of the Commonwealth of Massachusetts, as well as the cultural and financial center of the New England region of the United States. It is the 24th- most populous city in the country. The city boundaries encompass an area of about and a population of 675,647 as of 2020. It is the seat of Suffolk County (although the county government was disbanded on July 1, 1999). The city is the economic and cultural anchor of a substantially larger metropolitan area known as Greater Boston, a metropolitan statistical area (MSA) home to a census-estimated 4.8 million people in 2016 and ranking as the tenth-largest MSA in the country. A broader combined statistical area (CSA), generally corresponding to the commuting area and including Providence, Rhode Island, is home to approximately 8.2 million people, making it the sixth most populous in the United States. Boston is one of the oldest ...
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Skateboard
A skateboard is a type of sports equipment used for skateboarding. They are usually made of a specially designed 7-8 ply maple plywood deck and polyurethane wheels attached to the underside by a pair of skateboarding trucks. The skateboarder moves by pushing with one foot while the other foot remains balanced on the board, or by pumping one's legs in structures such as a bowl or half pipe. A skateboard can also be used by simply standing on the deck while on a downward slope and allowing gravity to propel the board and rider. If the rider's leading foot is their right foot, they are said to ride "goofy". The two main types of skateboards are the longboard and the shortboard. The shape of the board is also important: the skateboard must be concaved to perform tricks. History Skateboarding started in California in the 1950s. The first skateboards were made from roller skates attached to a board. Skateboarding gained in popularity because of surfing: in fact, skateboarding ...
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Online Retailers Of The United States
In computer technology and telecommunications, online indicates a state of connectivity and offline indicates a disconnected state. In modern terminology, this usually refers to an Internet connection, but (especially when expressed "on line" or "on the line") could refer to any piece of equipment or functional unit that is connected to a larger system. Being online means that the equipment or subsystem is connected, or that it is ready for use. "Online" has come to describe activities performed on and data available on the Internet, for example: "online identity", "online predator", "online gambling", "online game", "online shopping", "online banking", and "online learning". Similar meaning is also given by the prefixes "cyber" and "e", as in the words " cyberspace", "cybercrime", "email", and "ecommerce". In contrast, "offline" can refer to either computing activities performed while disconnected from the Internet, or alternatives to Internet activities (such as shopping in br ...
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Clothing Retailers Of The United States
Clothing (also known as clothes, apparel, and attire) are items worn on the human body, body. Typically, clothing is made of fabrics or textiles, but over time it has included garments made from animal skin and other thin sheets of materials and natural products found in the environment, put together. The wearing of clothing is mostly restricted to human beings and is a feature of all human societies. The amount and type of clothing worn depends on gender, body type, social factors, and geographic considerations. Garments cover the body, footwear covers the feet, gloves cover the hands, while hats and headgear cover the head. Eyewear and jewelry are not generally considered items of clothing, but play an important role in fashion and clothing as costume. Clothing serves many purposes: it can serve as protection from the elements, rough surfaces, sharp stones, rash-causing plants, insect bites, by providing a barrier between the skin and the environment. Clothing can insulate a ...
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Livestream
Livestreaming is streaming media simultaneously recorded and broadcast in real-time over the internet. It is often referred to simply as streaming. Non-live media such as video-on-demand, vlogs, and YouTube videos are technically streamed, but not live-streamed. Livestream services encompass a wide variety of topics, from social media to video games to professional sports. Platforms such as Facebook Live, Periscope, Kuaishou, Douyu, bilibili and 17 include the streaming of scheduled promotions and celebrity events as well as streaming between users, as in videotelephony. Sites such as Twitch have become popular outlets for watching people play video games, such as in esports, Let's Play-style gaming, or speedrunning. Live coverage of sporting events is a common application. User interaction via chat rooms forms a major component of livestreaming. Platforms often include the ability to talk to the broadcaster or participate in conversations in chat. Many chat rooms also consist ...
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Social Media
Social media are interactive media technologies that facilitate the creation and sharing of information, ideas, interests, and other forms of expression through virtual communities and networks. While challenges to the definition of ''social media'' arise due to the variety of stand-alone and built-in social media services currently available, there are some common features: # Social media are interactive Web 2.0 Internet-based applications. # User-generated content—such as text posts or comments, digital photos or videos, and data generated through all online interactions—is the lifeblood of social media. # Users create service-specific profiles for the website or app that are designed and maintained by the social media organization. # Social media helps the development of online social networks by connecting a user's profile with those of other individuals or groups. The term ''social'' in regard to media suggests that platforms are user-centric and enable communal ac ...
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New Media
New media describes communication technologies that enable or enhance interaction between users as well as interaction between users and content. In the middle of the 1990s, the phrase "new media" became widely used as part of a sales pitch for the influx of interactive CD-ROMs for entertainment and education. The new media technologies, sometimes known as Web 2.0, include a wide range of web-related communication tools, including blogs, wikis, online social networking, virtual worlds, and other social media platforms. The phrase "new media" refers to computational media that share material online and through computers. New media inspire new ways of thinking about older media. Instead of evolving in a more complicated network of interconnected feedback loops, media does not replace one another in a clear, linear succession. What is different about new media is how they specifically refashion traditional media and how older media refashion themselves to meet the challenges of new ...
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Action Sports
Action sports, adventure sports or extreme sports are activities perceived as involving a high degree of risk. These activities often involve speed, height, a high level of physical exertion and highly specialized gear. Extreme tourism overlaps with extreme sport. The two share the same main attraction, " adrenaline rush" caused by an element of risk, and differ mostly in the degree of engagement and professionalism. Definition The definition of extreme sports is not exact and the origin of the terms is unclear, but it gained popularity in the 1990s when it was picked up by marketing companies to promote the X Games and when the Extreme Sports Channel and Extreme International launched. More recently, the commonly used definition from research is "a competitive (comparison or self-evaluative) activity within which the participant is subjected to natural or unusual physical and mental challenges such as speed, height, depth or natural forces and where fast and accurate cogniti ...
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Digital Native
The term digital native describes a person who has grown up in the information age. Often grouped into Millennials, Generation Z, and Generation Alpha, these individuals can consume digital information and stimuli quickly and comfortably through electronic devices and platforms such as computers, mobile phones, and social media. Digital natives are distinguished from digital immigrants, people who grew up in a world dominated by print and television because they were born before the advent of the Internet. These two terms are often used to describe the digital generation gap in terms of the ability of technological use among people born after 1980 and those born before. The term digital native is a highly contested concept, being considered by many education researchers as a persistent myth not founded on empirical evidence and many argue for a more nuanced approach for understanding the relationship between digital media, learning and youth. Origin Native–immigrant analogy ter ...
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Early Adopter
An early adopter or lighthouse customer is an early customer of a given company, product, or technology. The term originates from Everett M. Rogers' ''Diffusion of Innovations'' (1962). History Typically, early adopters are customers who, in addition to using the vendor's product or technology, also provide considerable and candid feedback to help the vendor refine its future product releases, as well as the associated means of distribution, service, and support. Early adoption could also be referred to as a form of testing in the early stages of a project. The relationship is synergistic. The customer receives early (and sometimes unique, or at least uniquely early) access to an advantageous new product or technology. In return, the customer may also serve as a kind of guinea pig. In exchange for being an early adopter, and thus being exposed to the problems, risks, and annoyances common to early-stage product testing and deployment, the "lighthouse customer" is sometimes ...
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Demographics
Demography () is the statistical study of populations, especially human beings. Demographic analysis examines and measures the dimensions and dynamics of populations; it can cover whole societies or groups defined by criteria such as education, nationality, religion, and ethnicity. Educational institutions usually treat demography as a field of sociology, though there are a number of independent demography departments. These methods have primarily been developed to study human populations, but are extended to a variety of areas where researchers want to know how populations of social actors can change across time through processes of birth, death, and migration. In the context of human biological populations, demographic analysis uses administrative records to develop an independent estimate of the population. Demographic analysis estimates are often considered a reliable standard for judging the accuracy of the census information gathered at any time. In the labor fo ...
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Lifestyle Brand
A lifestyle brand is a brand that attempts to embody the values, aspirations, interests, attitudes, or opinions of a group or a culture for marketing purposes.page 16 Lifestyle brands seek to inspire, guide, and motivate people, with the goal of making their products contribute to the definition of the consumer's way of life. As such, they are closely associated with the advertising and other promotions used to gain mind share in their target market. They often operate from an ideology, hoping to attract a relatively high number of people and ultimately become a recognised social phenomenon. A lifestyle brand is an ideology created by a brand. An organisation achieves a lifestyle brand by evoking an emotional connection with its customers,Kim & Brandon, 2010 creating a consumer desire to be affiliated with a particular group or brand.Austin & Matos, 2013 The consumer will believe that their identity will be reinforced if they publicly associate themselves with a particular lifest ...
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