The Nike+ app, launched in 2006, helped pioneer the idea of connected fitness and now has millions of members working out in order to unlock exclusive products and Apple playlists: for example, the current Vaporfly challenge, where Nike+ Run Club members are required to complete a marathon over 10 days to unlock early access to the new Vaporfly 4 per cent Flyknits. The brand’s Snkrs app, launched in 2015, guarantees ‘insider access on the latest, including launches, drops’ through gamifying the trainer-buying experience. Last year US sneakerheads could purchase a pair of Nike SB Dunk High Pro Momofuku Kicks only — deep breath — by first scanning a picture of the menu at celebrity chef David Chang’s Fuku East Village through the camera function in the app. Nike used a similar augmented reality treasure hunt in London this April for the Sean Wotherspoon Air Max 1/ 97 release, encouraging users to race to a secret location where they could scan an image on their phone and win the trainers. "Treasure hunts work because we find the chase more pleasurable than the actual catch. It delays gratification, which makes the catch — or find or win — even more satisfying," explains Mair. "By turning shopping into a game, brands are tapping into our innate survival mechanisms. We want to win, to beat our competitors."