Switch it up
Nov 11, 2020
1 minute
WORDS: AMY CAMPBELL.
Photography
Georgina Egan
Styling
Dijana Maddison
March this year, as the world descended into an unknown state of pandemic-induced paralysis, electronics and video, the latest edition of its popular franchise. Unable to hang with friends IRL, the game – a ‘social simulation’ where players act out their days in island communities of their own creation – gave us the opportunity to socialise vicariously. By July, Nintendo had sold over 22 million copies, which helped nudge the company’s quarterly profits towards the $1.4bn mark – an increase of more than 540 per cent on the previous year.
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