2012
DOI: 10.1108/03090561211214618
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Branding in fictional and virtual environments

Abstract: Purpose -This paper aims at establishing a new stream of academic study for virtual brands. It explains the concepts of protobrands and reverse product placement and explores some of the managerial and academic implications. Design/methodology/approach -Starting from the most recent definition of the brand construct, the paper establishes that the brand concept may now be detached from physical embodiment. The extension of application of the branding domain to the fictional and computer-synthesized worlds is e… Show more

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Cited by 34 publications
(10 citation statements)
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References 58 publications
(40 reference statements)
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“…The concept of a defictionalized brand is consistent with the concept of a HyperReal fictional brand proposed by Muzellec, Lynn, and Lambkin (2012) as the brand exists in both a fictional environment and in the real world. Put simply, defictionalized brands or HyperReal fictional brands can be bought, purchased, or engaged in the real world marketplace.…”
Section: Attitudes Toward Defictionalized Brandssupporting
confidence: 71%
See 1 more Smart Citation
“…The concept of a defictionalized brand is consistent with the concept of a HyperReal fictional brand proposed by Muzellec, Lynn, and Lambkin (2012) as the brand exists in both a fictional environment and in the real world. Put simply, defictionalized brands or HyperReal fictional brands can be bought, purchased, or engaged in the real world marketplace.…”
Section: Attitudes Toward Defictionalized Brandssupporting
confidence: 71%
“…Furthermore, this investigation may reveal necessary and unexplored research dimensions of entertainment media's brand parody phenomenon. In terms of brand parodies, previous studies focused on the effectiveness and scope of marketing strategies (Petty, 2009(Petty, , 2012, or the scope of intellectual property protection of the brands (Dogan & Lemley, 2013;Milne, 2013). The studies seldom focused on basic attributes of brand parodies.…”
mentioning
confidence: 99%
“…shopping behaviour for real-life and virtual products (Domina, Lee & MacGillivray, 2012;Hassouneh & Brengman 2015), and on in-world branding opportunities (Hassouneh & Brengman, 2011;Muzellec, Lynn & Lambkin, 2012 national brands, and responded more strongly to price promotions in virtual reality settings than in the physical store. Krasonikolakis et al (2018), however, change the focus of the stimulus to the virtual layout of the store and explore the influence on enjoyment, entertainment, ease of navigation, customer experience and purchase intentions.…”
Section: Topic Modellingmentioning
confidence: 99%
“…These strategies include community cultivation and management through their brand (Muzellec, Lynn, Lambkin, 2012). Branding has traditionally been defined as a name associated with a physical product as an "identifying symbol or word that distinguishes it from its competitors" (Muzellec, Lynn, Lambkin, 2012, p. 1).…”
Section: Digital Self-promotion and Brandingmentioning
confidence: 99%