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European Journal of Marketing
Emerald Article: Branding in fictional and virtual environments:
Introducing a new conceptual domain and research agenda
Laurent Muzellec, Theodore Lynn, Mary Lambkin



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To cite this document:
Laurent Muzellec, Theodore Lynn, Mary Lambkin, (2012),"Branding in fictional and virtual environments: Introducing a new
conceptual domain and research agenda", European Journal of Marketing, Vol. 46 Iss: 6 pp. 811 - 826
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                                                                                                                         Branding in
  Branding in fictional and virtual                                                                                             virtual
          environments                                                                                                  environments
    Introducing a new conceptual domain and
                research agenda                                                                                                           811
                                    Laurent Muzellec
                                            ´
  ESSCA Ecole de Management, LUNAM Universite, Boulogne-Billancourt,
                              France
                                      Theodore Lynn
         Leadership, Innovation and Knowledge (LInK) Research Centre,
           Dublin City University Business School, Dublin, Ireland, and
                                      Mary Lambkin
 UCD Michael Smurfit Graduate Business School, University College Dublin,
                          Dublin, Ireland

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
extensively illustrated by examples of virtual brands from books, films, video games and other
multi-user virtual environments.
Findings – Evidence suggests that purely potential brands (protobrands) initiated in the virtual
world may possess strong consumer-based brand equity. The study shows that the equity of the
protobrands may be leveraged in-world (and can acquire legal protection) or through reverse product
placement and the launch of the physical embodiment of the protobrand in the physical world (the
HyperReal brand).
Research limitations/implications – This is an initial conceptual paper on virtual and HyperReal
brands. This study, which has no antecedents, highlights the need for further empirical inquiry. The
reverse product placement phenomenon may result in academics and practitioners to revise the
traditional models of building brands.
Originality/value – The paper introduces and defines virtual brands, both fictional and
computer-synthesized, HyperReal brands and the reverse product placement phenomenon.
Keywords Brand definition, Brands, Virtual worlds, Brand equity, Reverse product placement, Film
Paper type Conceptual paper


Introduction
The marketing literature has seen a gradual evolution of the brand concept from the                                  European Journal of Marketing
                                                                                                                                 Vol. 46 No. 6, 2012
traditional perspective of a brand attached to a physical product as an identifying                                                      pp. 811-826
symbol or word that distinguishes it from its competitors, to a multi-dimensional                                q Emerald Group Publishing Limited
                                                                                                                                          0309-0566
approach which sees a brand as an abstract object or a set of associations in the mind                              DOI 10.1108/03090561211214618
EJM    of the consumer (Gardner and Levy, 1955; Kapferer, 1997; Brown, 1992; Fournier, 1998;
46,6   Keller, 2008).
           However, most of the academic literature has limited itself to the study of branding
       applications in the real – i.e. the physical world – and ignored the powerful features of
       virtual and fictional brands, let alone the impact they might exert on the real world.
       This is a gap which this paper attempts to address. In this paper we make the case that
812    the brand construct can be extended to imaginary objects in fictional or
       computer-synthesized environments, and that the nature of such brands warrants
       examination particularly in cases where they connect with the real physical world.
           The concept of brand now connotes the “[. . .] simultaneously virtual and actual,
       abstract and concrete, a means of relativity and a medium of relationality” (Lury, 2004,
       p. 12). As much of the branding effort is psychological (Frazer, 1983) and is about
       shaping brand images as collection of perceptions in the mind of the consumers (Keller,
       2008), this paper contends that brands may be entirely created in a virtual or fictional
       environment and may be then leveraged in the real world.
           The intersection of the virtual or fictional and the real and its implications for brand
       management are important for two reasons. First, the convergence of consumers’
       capacity to communicate using digital technologies, and the increasing functional
       interoperability of media technologies requires a more sophisticated interpretation of
       brands. Second, from a business perspective, early identification of brand potential in
       virtual worlds represents a commercial opportunity to exploit and/or a risk to mitigate.
           Following a review of the literature on the evolution of the brand construct, a new
       classification of brands is presented reflecting Lury’s bi-polar construct – the virtual,
       the real and those that exist at the intersection of the virtual and the real, the hyperreal.
       Virtual brands are further sub-divided into fictional and computer-synthesized and it is
       suggested that such brands sometimes lie outside the normal designation of brand,
       representing brand potential rather than brand reality; they are in effect,
       “protobrands”. It is proposed that “protobrands” can be leveraged and transformed
       into registered trademarks which can derive revenue for their owners through a
       process sometimes called reverse product placement or, more accurately, reverse brand
       placement. The managerial and theoretical consequences of this extension of the
       branding paradigm are discussed at the end of the paper. A research agenda for
       marketing scholars is also provided.

       Definitional issues: brands and branding in the real and in the virtual
       In 1960, the American Marketing Association defined a brand as:
          A name, term, sign, symbol, or design, or a combination of them, intended to identify the
          goods or services of one seller or group of sellers and to differentiate them from those of
          competitors.
       This definition and other traditional definitions equate a brand with a trademark
       attached to a physical product. Typically marketing textbooks focus on the concept of
       brand as a selling device managed by the marketing team who use it as a means of
       differentiation for the firm’s offering (Kotler and Keller, 2006). Such company-oriented
       definitions concentrate on the business purpose of branding which is to achieve a
       competitive advantage and provide the brand owner with higher margins and a
       continuous stream of income (Aaker, 1992).
As academics began to recognize the emotional involvement of consumers with                Branding in
“their” brands (Fournier, 1998), the value of widening the brand construct to include                virtual
both firm and consumer perspectives became apparent (Salzer-Morling and        ¨
           ˚
Strannegard, 2004). The brand is increasingly seen as a multidimensional construct,           environments
i.e. “a double vortex” (de Chernatony and Dall’Olmo Rilley, 1998a) that embodies the
firm’s functional and emotional values as well as the performance and psychosocial
needs of consumers (de Chernatony and Dall’Olmo Riley, 1998b). The emotional side of                   813
the brand construct corresponds to a collection of perceptions in the mind of the
consumer (Fournier, 1998).
    In addition to a shift of emphasis from brand managers to consumers, this evolution
also allowed for an expansion of the scope of branding. Initially confined to physical
goods and services (Gardner and Levy, 1955), the brand concept can now be applied to
a variety of entities such as corporations (Balmer, 2001), geographical places (Medway
and Warnaby, 2008), political parties (Reeves et al., 2006), movies (Byeng-Hee and
Eyun-Jung, 2005), and celebrities, e.g. “Madonna as a brand” (Brown, 2003).
    Such a flexible use of brand terminology reveals a gradual change in the nature of
the brand construct. Since Gardner and Levy (1955), the intangible and abstract
characteristic of the brand has gradually been acknowledged (Levy, 1978; Keller, 1993),
to the extent that a brand may sometimes be reduced to nothing more than the sum of
all the mental connections people have around it (Brown, 1992). Pushing the reasoning
further one may ask whether a physical embodiment is still a necessity for a brand to
exist, as long as the name, the symbol or the design triggers a set of associations in the
mind of the consumer?
    For example, Abela (2003) has identified two kinds of interpretations of a brand:
    (1) The additive interpretation, which depicts the product and brand as separate,
         with the brand as a mark that is added to the product.
    (2) The inclusive interpretation which portrays the product and brand as a
         combined unit, where the product is included in the brand.

Could the additive interpretation of the brand imply that a product and a brand may be
created separately and managed independently without reliance on each other? It is
interesting to note that recent sociological work on branding puts forward the notion of
the brand as an “interface that connects the producers and the consumers and removes
or separates them from each other” (Lury, 2004, p. 7). This is because consumers
develop relationships with the brand (Blackston, 2000) but not necessarily with the
producers (Kumar and Steenkamp, 2007). In fact, some commentators have suggested
that “successful corporations must primarily produce brands, as opposed to products”
(Klein, 2000, p. 3).
   This dual evolution (“intangibilisation” and “consumer-focus”) of the brand
construct coincides with new marketing practices facilitated by the technological
evolution of the internet. In recent years, world wide web technology such as really
simple syndication (RSS) and Web 2.0 applications such as blogs, microblogs,
multi-user virtual environments and social networking websites, have re-balanced the
traditional asymmetry of information between brand managers and consumers to the
relative benefit of the latter (Kozinets et al., 2008). These technological innovations call
for a new post-modern consumer branding model (Holt, 2002; Muzellec and McDonagh,
2007; Simmons, 2008).
EJM       New terminology such as “Branding 2.0” or “Web 2.0 branding” has emerged and is
46,6   attempting to capture the multifaceted nature of a new brand building process
       (Mairinger, 2008; Christodoulides, 2009). For example, “Branding 2.0” is built around
       three principles:
          (1) an online brand community which is not just formed around the brand but is
              part of the brand;
814       (2) a physical-virtual interface which is evidenced in both physical and virtual
              environments; and
          (3) an underlying information system that collects and disseminates
              consumer-generated information (Mairinger, 2008).
       This model reflects emergent practices for the management of brands in the
       information age. It underscores how brand managers are no longer in control of the
       brands, but are merely brand hosts whose main role is to facilitate the sharing of
       information about or around the brand among internet users.
          In this new dominant logic for marketing, the customer is primarily an operant
       resource (co-producer) rather than an operand resource (“target”) (Vargo and Lusch,
       2004). In such a context, branding is envisaged as a dynamic concept that is evolving
       over time through interaction between the firm and consumers, and through
       independent consumer activity which occurs through word of mouth at the level of
       blogs (e.g. Blogger), social networks (e.g. Facebook), video sharing sites (e.g. YouTube),
       and open multi-user virtual environments (e.g. Second Life).
          Although novel and relevant, this model fails to capture fully the theoretical and
       managerial implications of brands comprised totally of intangible benefits. Free from
       the constraint of physical embodiment, the brand sphere may expand beyond reality
       into the virtual. If the brand is no longer a product and only acquires value once it is a
       set of perceptions in consumers’ minds, then the argument could be made that brands
       need not be born out of a tangible good but could come out of fictional or
       computer-synthesized environments which capture consumers’ imagination.

       The worlds of branding: the real, the virtual (computer-synthesized) and the fictional
       We have identified two types of platforms which may support the representation of a
       brand disconnected from the real, tangible world.
          First of all, there is the fictional world which is a representation of imaginary worlds
       that may mimic reality such as in the case of soap operas, or that may deliberately
       extrapolate into worlds which are demonstrably different from reality such as abstract
       art, science fiction etc. Both of these cases share in common the fact that the
                                                                   ´
       representations are not reality. As Belgian painter Rene Magritte reminds us through
       his famous painting “The treachery of images” (La trahison des images, 1928-1929),
       images are not the reality[1]. This fictional world may be manifest in traditional media
       such as books, movies, television series and theatre. In the fictional world, consumers’
       influence on the story is limited as they are not actors in this world but simple readers
       or observers of the fiction.
          Second, the virtual world (which will be called the computer-synthesized world
       hereafter to distinguish it from the fictional world) is “an animated, nonexistent virtual
       world synthesized by a computer” (Steur, 1995). Virtual worlds are platforms that
       replicate a three dimensional environment in which users can appear in the form of
personalized avatars and interact with each other as they would in real life. Virtual               Branding in
worlds include virtual game worlds and virtual social worlds. The user is active and                      virtual
involved both in virtual game and virtual social worlds but the degree of users’
influence on those worlds varies. In the case of virtual game worlds or multiplayer                 environments
online role-playing games (MMORPG, e.g. World of Warcraft), the user cannot modify
the world and is required to behave according to strict rules. In the case of virtual social
worlds, however, the user may sometimes, literally shape the world when it is an open                            815
source system such as the virtual world called “Second Life” (Kaplan and Haelein,
2009).
   For a long time, the activity of branding in those worlds has been limited to the
practice of placing real brands in those abstract environments. This practice is known
as product placement or more accurately described in academic circles as “brand
placement” (Karrh, 1998). Brands may be placed in fictional worlds such as movies or
in virtual worlds such as video games (Lee and Faber, 2007), or virtual social worlds
(Kaplan and Haelein, 2009).
   Most studies on brand placement have analysed its effect on brand attitude and
brand recall (see Balasubramanian et al., 2006, for a comprehensive review). Many
studies have reported some positive effects on audience memory for placed brands
(Karrh, 1998; Law and Braun, 2000; Yang et al., 2006), but a limited or even negative
impact on attitude under certain conditions (Schemer et al., 2008; Homer, 2009).
   Interestingly, in a qualitative study on the meaning of brand placement for
moviegoers, DeLorme and Reid (1999) observed the value of realism as audiences
appreciated the realism that real brands brought to the movie. In other words, the
practice of product placement is about bringing the reality of products/brands into an
abstract fictional or virtual world. This paper argues that this is only one way of
considering the relationship between fiction and reality and that brands may be real
but also fictional and virtual, i.e. projections of reality in a fictional world or indeed
projections of the imaginary in the real world (reverse product placement (see Figure 1).
   Arguably, projections of real brands in computer-synthezied and fictional worlds
are merely a representation of product placement. This phenomenon has been
extensively discussed and studied in the area of on-line and video games (e.g. Nelson,




                                                                                                              Figure 1.
                                                                                               Framework for the study
                                                                                                   of real, fictional and
                                                                                                         virtual brands
EJM                          2002; Lee and Faber, 2007) and fictional environments (e.g. Gould et al., 2000; Wiles and
46,6                         Danielova, 2009), but this is not the subject of this paper. Instead, the objective of this
                             paper is to articulate a new concept – that of virtual brands initiated in fictional and
                             computer-synthesized worlds, to suggest their relevance for brand managers and to
                             propose a research agenda on this new topic for the academic community.

816                          A note on the methodology
                             Based on our review of the literature, we propose a new typology to help us understand
                             the range of brands that may exist on a spectrum from real to fictional or virtual. This
                             framework is illustrated in Figure 2 and it identifies four types of brands based on the
                             origins of the brand and the world in which it exists. Those four categories are
                             presented in four quadrants in Figure 2. Quadrants A and C represent product
                             placement and includes most brands as we currently experience them and, as pointed
                             out already, they have already been well studied in the literature. Our purpose,
                             therefore, is to investigate quadrant B (fictional and virtual brands in abstract worlds)
                             and quadrant D (fictional or virtual brands in the real world).
                                We have collected names of brands to illustrate the two latter categories (B and D).
                             The list that is currently available at Wiki list is quite comprehensive although not
                             exhaustive (http://list.wikia.com/wiki/List_of_fictional_brands as accessed on 15 June
                             2010). Under the term “defictionalised brands”, many internet websites propose a list of
                             virtual brands which are now available as real products; for example:
                                .
                                   http://delicious.com/murketing/imaginarybrands (as accessed on 15 June 2010).
                                .
                                   www.buzzfeed.com/buzz/Defictionalized_Goods (as accessed on 15 June 2010).

                             In addition to those lists, a number of twitter users regularly send tweets about news
                             on the topic of fictional brands (in particular @defictionalized and @defictionalised) or
                             the blog of Justin Kirwood (www.notarealthing.com as accessed on 15 June 2010).
                                Using those resources, we have identified more than 250 fictional and virtual brands
                             (quadrant B) and found 25 examples of reverse brand placement (quadrant D). We
                             analyse these two categories in the following sections and illustrate this analysis by
                             using the relevant examples. As the purpose of this study is to describe a phenomenon
                             and set up a research agenda rather than develop a new theory, a limited number of




Figure 2.
Typology of brands in real
and virtual worlds
examples were chosen and briefly developed on the merit of their informative value            Branding in
(Flyvbjerg, 2006).                                                                                 virtual
                                                                                            environments
Quadrant B – purely virtual: the emergence of protobrands
Purely virtual brands include fictional or computer-synthesized brands and exist solely
in the imagination of the perceiver.
    Initially, fictional brands were often used to minimize the reliance on corporate                 817
sponsorship in artistic works. For example, to affirm the non-conformist nature of his
movies, film director, Quentin Tarentino uses several fictional brands such as the fast
food brand, “Big Kahuna Burgers”, the cereal brand “Fruit Brute”, and “Red Apple”
cigarettes in films such as Pulp Fiction, Kill Bill, and Four Rooms.
    Looking specifically at the case of “Red Apple” cigarettes, Muzellec and McDonagh
(2007) note that such brands may hold specific associations. “Red Apple” cigarettes
derive “coolness” from characters such as “Butch Coolidge” (Bruce Willis) and “Mia
Wallace” (Uma Thurman), who smoke them in the film, Pulp Fiction. Hence, “Red
Apple” mimics the emotional characteristics of a genuine brand. Yet, it cannot be
purchased or consumed, at least not as cigarettes. It only exists in the imagination of
the audience. To paraphrase Brown’s assertion, a purely fictional brand is literally
“nothing but the sum of all the mental connections people have around it” (Brown,
1992). Thus we define fictional brands as completely imaginary brands which, while
invented, cannot be consumed.
    Virtual, computer-synthesized brands are similar to fictional brands in that they
have no referent in the real world. The difference is that they are not only invented and
but also consumed in the online world. Users can consume these virtual brands,
although only in the computer-synthesized environment in which the brand exists. For
example, players in computer games such as Grand Theft Auto can use virtual
vending machines to purchase and consume virtual beverages with virtual money,
such as “Sprunk” and “eCola”. These virtual brands are often reinforced within the
virtual world through in-game advertising on virtual billboards. Again, while there are
mental connections with the brand, the entire brand experience is
computer-synthesized; the products to which the brand is attached cannot be
consumed in the real world nor can they generate monetary value in the real world.
    Purely virtual brands, whether purely fictional or purely computer-synthesized, do
not possess any realness, yet they can possess emotional value. Despite this emotional
value and equity, these brands only represent a potential which, unless acted upon in
the real world, has no economic value as this value cannot be realized without real
world interaction. We define such brands as protobrands; brands that have not been
“tangibilized” or “productized” in the real physical world but which nonetheless
capture the imagination and emotional attachment of real consumers.
    Evidence is also emerging of a new form of computer-synthesized brand that does
not rely on a “real” product or service existing for commercial exploitation but whose
consumption in the virtual results generates real monetary value in the real world. For
example, “Aimee Weber” is the Second Life identity of Alyssa LaRoche. LaRoche
founded a line of avatar fashions known as “ *Preen *” anchored by her in-world avatar
persona “[. . .] as an outrageously brash, flirty, vaguely tipsy ballerina with blue
butterfly wings” (Au, 2008). LaRoche established a number of in-world stores to sell the
“ *preen *” fashion line to other Second Life members and promotes these products
EJM                        widely in-world. In August 2006, the 20 best-selling Second Life fashion designers,
46,6                       including LaRoche, generated a combined US$140,466 in sales (LaVallee, 2006). It is
                           important to note that LaRoche’s sales are concluded in-world using Linden Dollars,
                           the Second Life currency, which can then be used to purchase other virtual products
                           and services or can be exchanged for US dollars.
                              In November 2008, “Aimee Weber” became the first avatar with a registered
818                        trademark for virtual content and services. The “Aimee Weber” brand is significant for
                           a number of reasons, not least that it has legal protection in the real world yet its brand
                           equity and commercial value are generated entirely in the computer-synthesized world
                           of Second Life. LaRoche may never license or produce physical clothing products under
                           the “Aimee Weber” brand in the real world; however her rights to do so in the virtual
                           world are protected. It is important to note that “Aimee Weber” is no longer a
                           protobrand; it is a brand with a registered trademark, it matches the firm’s functional
                           and emotional values with the performance and psychosocial needs of consumers (de
                           Chernatony and Dall’Olmo Riley, 1998a, b), and generates real economic value as
                           virtual currency paid for “Aimee Weber” branded products can be converted to hard
                           currency via the Linden Dollar Exchange.

                           Quadrant D – the emergence of HyperReal brands
                           In this section, we discuss the phenomenon where protobrands are acted upon and, by
                           interacting with the real world, are no longer merely virtual brands but are
                           transformed into an autonomous interactive brand that exists in both the real and
                           virtual worlds, a HyperReal brand (Figure 3).




Figure 3.
HyperReal brands are
brands that interact and
generate brand equity in
both real and virtual
worlds
HyperReal fictional brands                                                                    Branding in
HyperReal fictional brands are brands which are both fictional and real. As seen                     virtual
earlier, product placement is a process whereby a concrete brand (the real) is placed in
a fictional or virtual environment (the abstract). In contrast, reverse product placement    environments
refers to creating a fictional brand in a fictional environment and then placing it into
the real world (Edery, 2006). In an early example of reverse product placement, the TV
series Cheers was set in a friendly Boston bar inspired a chain of restaurants controlled            819
by US Marriott and Paramount Pictures. The Bubba Gump Shrimp Co., a chain of
seafood restaurants was inspired by the 1994 film Forrest Gump. The first Bubba
Gump’s restaurant was opened in 1996 in Monterey, California by Viacom Consumer
Products; the franchise now counts 31 restaurants. More recent examples include Duff
Beer (from the animated TV series The Simpsons), Brawndo drink (from the film
Idiocracy), or Sex Panther cologne (from the film Anchorman). The phenomenon is not
limited to the western world. The initially fictional restaurant brand, “Long Quan Shan
Zhuang (           )”, from the TV series “Liu Lao Gen (         )” is now one of China’s
favourite restaurant chains.

HyperReal computer-synthesized brands
The second type of HyperReal virtual brands are those which exist both in the
computer-synthesized world (video game and virtual worlds) and in the real world. The
simplest form of HyperReal brands are merely licensed by the creator of the
computer-synthesized brand to a third party for exploitation in the real world. In
Square Enix’s popular videogame, Final Fantasy, gamers revitalize their in-world
warrior avatars by drinking an herbal potion. Final Fantasy, first introduced as a game
console role-playing game in 1987, has become the focus of a media franchise which
includes other game vehicles, animated feature films and print adaptations. It is the
fifth best-selling video game franchise with over 85 million units sold (Square Enix,
2009). Suntory, Japan’s leading beverage producer created an energy drink and
licensed the “Final Fantasy Potion” brand for marketing purposes. In this way, Square
Enix, is able to economically exploit the unintended brand equity of the Final Fantasy
potion.
    Equally, companies may gauge consumer interest in a future product or service by
first seeking to establish brand equity in a computer-synthesized world and then
transferring it to real products. For example, in 2006, Starwood Hotels built, previewed
and collected feedback about its new brand of hotel, “Aloft” in Second Life, a year
before opening the real one ( Jana, 2006). Hosea (2007) suggests that this method of
product introduction is an excellent way to inform consumers without the cost and
hassle of an actual product launch. It is also a good way to test a beta version and
integrate customers’ views prior to the product launch. For this reason, this process is
sometimes equated with “crowdsourcing”, a coined termed for an online, distributed
production model (Brabham, 2008).

Triple-play brands
Triple-play brands are brands that exist in fictional, computer simulated and real
worlds. A recent example of a triple-play brand is “Bertie Bott’s Every Flavor Beans”, a
confectionary product first introduced as a protobrand in the Harry Potter books. The
protobrand translated to a HyperReal brand with the production of real candy
EJM    manufactured by Cap Candy, a division of Hasbro. These fictional jelly beans also
46,6   migrated from the fictional world of the Harry Potter books to a series of very
       successful films, where they were visualised, and then to interactive video games,
       where game players collected, consumed or used the beans as currency to purchase
       other products within the computer-synthesized world of Harry Potter. Furthermore,
       internet rumours suggest that Warner Brothers are developing a MMPORG of the
820    Harry Potter world which presumably will feature the aforementioned confectionary
       (Coding the Wheel, 2009). Here emotional attachments formed by readers and viewers
       is reinforced by having a more prominent role in the computer-simulation of a video
       game and is leveraged in the real world by Cap Candy product, creating a virtuous
       circle of brand reinforcement.

       Discussion: protobrands, an opportunity to exploit, a risk to mitigate
       All of the examples in quadrant D represent protobrands that initially existed in the
       virtual world and were ultimately tangibilized or productised in the real physical
       world. We argue that there is a significant economic incentive related to the early
       identification and protection of protobrands, particularly for media companies, even
       where such potential is identified as a by-product of a master brand. For example,
       “Duff Beer” is a fictional brand of beer in the popular animated television series, The
       Simpsons. It is a secondary brand to the master brand The Simpsons and exists to
       further a fictional narrative. While recognized by television audiences worldwide,
       “Duff Beer”, as presented in The Simpsons, could not be consumed by them.
          Warner Brothers, the owners of The Simpsons, do not have interests in the brewing
       industry and merchandising opportunities for an alcoholic beverage associated with an
       animated television series watched by millions of children may be perceived as
       unethical. As such, Warner Brothers chose not to act on the potential of “Duff Beer” as
       a brand in the alcoholic beverage market and did not register “Duff Beer” as a
       trademark for such activity. In an article from 2007, a representative for 20th Century
       Fox asserted that there were no plans to release a “Duff Beer” product: “It doesn’t
       sound like something the Simpsons would do” (Wasserman, 2007). However, an
       entrepreneur in Mexico, Rodrigo Contreras, managed to register the trademark in
       Mexico. Subsequently, the brewery Haacht in Belgium produced and successfully
       marketed a real beer with a real taste and while it did not feature any reference to The
       Simpsons, the packaging was similar enough that when combined with the
       brand-name, it attracted those consumers with emotional connections to The Simpsons.
          Warner Brothers’ fictional brand still has potential, although somewhat impaired,
       but Contreras owns the trademarked brand which is deriving economic value for
       Contreras and not for Warner Brothers This example illustrates that, while
       protobrands may have economic consequences, they are not economically valuable in
       themselves unless acted upon in the real world. Considering that a beer brand, such as
       Budweiser, can have a brand valuation of over US$11 billion (Businessweek, 2009),
       “Duff Beer” serves as a cautionary tale to highlight the importance of identifying
       protobrands as early as possible and, where possible, of protecting those protobrands
       for future applications. It may also be that, where protobrands can be identified, a less
       expensive brand development strategy may be to develop that brand in a
       computer-synthesized environment such as Second Life and, similar to the case of
       “Aimee Weber”, seek legal protection for the brand in the virtual environment. While
protection against passing off in the real world may be limited by such a manoeuvre, it      Branding in
may serve as a signal of intent to others seeking to exploit the protobrands without               virtual
compensation to the original creator of the protobrand.
                                                                                            environments
Conclusion and research agenda for the study of virtual brands
Following a review of the literature on the brand construct and branding models, a new
typology of brands is offered based on the virtual, the real and those that exist at the             821
intersection of the virtual and the real, the HyperReal. The concept of virtual brands is
defined and illustrated both fictional and computer-synthesized worlds. These brands
may sometimes lie outside the normal meaning of the term, as they represent brand
potential as opposed to brand reality, and are therefore “protobrands”. From a business
perspective, the authors present the case of “Duff Beer” to illustrate that early
identification of brand potential in virtual worlds represents a commercial opportunity
to exploit, or a risk to mitigate.
   The research agenda following from the implications of virtual reality for the brand
construct and branding theory is still in the early stages of conceptualization and
development. These extensions to the concept of branding open up new research
opportunities in the field of brand marketing, brand equity and consumer-brand
relationship.
   Research on traditional brand marketing has shown that positive synergies
emerged from using various marketing communication channels (Naik and Raman,
2003). Some possible research questions for virtual brands include:
   (1) What are the critical marketing communication factors (scale of the audience,
        characteristics of media vehicle, characteristics of the brand, and timeframe of
        the media plan) for a virtual brand to be successfully productised and
        commercialised?
   (2) Which media vehicles are the most cost effective for launching and establishing
        virtual brands and why?
   (3) To what extent can a protobrand be leveraged without reference to its master
        brand (i.e. the media vehicle) in which it first appeared?
   (4) What is the level of congruence/ divergence between the media vehicle (e.g.
        brand personality of the movies, computer game etc.) and the virtual brand?

Traditional brand equity can be measured at consumer level, i.e. consumer-based
brand equity (Keller, 1993, 2008), product-market level (e.g. Sivakumar and Raj, 1997;
Park and Srinivasan, 1994) and financial market level (Keller and Lehmann, 2006). For
virtual brands, those assertions translate in the following research questions:
   (1) How do we measure consumer-based brand equity for virtual brands?
   (2) What is the effect of “productisation” on consumer-based brand equity (in
       particular on brand associations)?
   (3) What are the best approaches to track brand performance of virtual brands?
   (4) How can the financial value of a potential brand (protobrand) be assessed?

Brand transgression, defined as a violation of the implicit or explicit rules guiding the
relationship between performance and evaluation has been identified as having a
EJM    significant influence on the dynamics of the consumer-brand relationship (Aaker et al.,
46,6   2004). As the consumer’s emotional attachment to virtual brands has developed on the
       premise that the brand was solely virtual, some fundamental research questions
       include:
          (1) Does the act of “productisation” of the virtual brand constitute a transgression?
          (2) If yes, what is the impact of such transgression on brand-consumers dynamics?
822
       Although this initial contribution reports some interesting findings, it is not without
       limitations. It is primarily a practical contribution and because it has no antecedents,
       the research agenda is broad. However the research agenda will narrow as academics
       start to study empirically the topic of virtual and fictional brands. The convergence
       between media and technology may also have theoretical and managerial implications
       that go beyond the field of marketing.

       Note
        1. The picture shows a pipe. Below it, Magritte painted, “Ceci n’est pas une pipe”, French for
           “This is not a pipe.” The painting is not a pipe, but rather an image of a pipe, which was
           Magritte’s point.


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46,6         Research in Marketing, Vol. 25 No. 2, pp. 82-93.
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826          Marketing, Vol. 74, pp. 17-18.
       Tiffin, J. (2001), “The HyperReality paradigm”, in Tiffin, J. and Terashima, N. (Eds),
             HyperReality: Paradigm for the Third Millennium, Routledge, New York, NY.
       Weintraub, J. (2005), “Product placement is a super tradition in Hollywood”, Milwaukee Journal
             Sentinel, available at: http://media.www.dailygamecock.com/media/storage/paper247/
             news/2005/03/03/TheMix/Product.Placement.Is.A.Super.Tradition.In.Hollywood-883964.
             shtml (accessed 23 June 2009).

       About the authors
       Laurent Muzellec is currently an Associate Professor of Marketing at ESSCA School of
       Management, France. His research interests pertain to the field of strategic brand management,
       corporate rebranding, and branding strategies in interactive and social media. His articles have
       appeared in several international publications including Industrial Marketing Management,
       Marketing Theory, the Journal of Product and Brand Management and the European Journal of
       Marketing. Laurent Muzellec is the corresponding author and can be contacted at:
       laurent.muzellec@essca.fr
           Theodore Lynn is the Director of the Leadership, Innovation and Knowledge Research Centre
       (www.link.dcu.ie) at Dublin City University where he teaches at postgraduate level on Strategic
       Management. He holds a PhD in Law from University College Dublin. Dr Lynn is leading an
       interdisciplinary research project on multi-user virtual environments.
           Mary Lambkin is Professor of Marketing at the UCD Smurfit School of Business, University
       College Dublin. She is on the editorial boards of the Journal of Strategic Marketing. She has
       published in the Journal of Marketing, the International Journal of Research in Marketing and the
       European Journal of Marketing.




       To purchase reprints of this article please e-mail: reprints@emeraldinsight.com
       Or visit our web site for further details: www.emeraldinsight.com/reprints

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Virtual fictional brand management and innovative branding model

  • 1. European Journal of Marketing Emerald Article: Branding in fictional and virtual environments: Introducing a new conceptual domain and research agenda Laurent Muzellec, Theodore Lynn, Mary Lambkin Article information: To cite this document: Laurent Muzellec, Theodore Lynn, Mary Lambkin, (2012),"Branding in fictional and virtual environments: Introducing a new conceptual domain and research agenda", European Journal of Marketing, Vol. 46 Iss: 6 pp. 811 - 826 Permanent link to this document: http://dx.doi.org/10.1108/03090561211214618 Downloaded on: 07-06-2012 References: This document contains references to 82 other documents To copy this document: permissions@emeraldinsight.com This document has been downloaded 10 times since 2012. * Access to this document was granted through an Emerald subscription provided by Emerald Author Access For Authors: If you would like to write for this, or any other Emerald publication, then please use our Emerald for Authors service. Information about how to choose which publication to write for and submission guidelines are available for all. Additional help for authors is available for Emerald subscribers. Please visit www.emeraldinsight.com/authors for more information. About Emerald www.emeraldinsight.com With over forty years' experience, Emerald Group Publishing is a leading independent publisher of global research with impact in business, society, public policy and education. In total, Emerald publishes over 275 journals and more than 130 book series, as well as an extensive range of online products and services. Emerald is both COUNTER 3 and TRANSFER compliant. The organization is a partner of the Committee on Publication Ethics (COPE) and also works with Portico and the LOCKSS initiative for digital archive preservation. *Related content and download information correct at time of download.
  • 2. The current issue and full text archive of this journal is available at www.emeraldinsight.com/0309-0566.htm Branding in Branding in fictional and virtual virtual environments environments Introducing a new conceptual domain and research agenda 811 Laurent Muzellec ´ ESSCA Ecole de Management, LUNAM Universite, Boulogne-Billancourt, France Theodore Lynn Leadership, Innovation and Knowledge (LInK) Research Centre, Dublin City University Business School, Dublin, Ireland, and Mary Lambkin UCD Michael Smurfit Graduate Business School, University College Dublin, Dublin, Ireland 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 extensively illustrated by examples of virtual brands from books, films, video games and other multi-user virtual environments. Findings – Evidence suggests that purely potential brands (protobrands) initiated in the virtual world may possess strong consumer-based brand equity. The study shows that the equity of the protobrands may be leveraged in-world (and can acquire legal protection) or through reverse product placement and the launch of the physical embodiment of the protobrand in the physical world (the HyperReal brand). Research limitations/implications – This is an initial conceptual paper on virtual and HyperReal brands. This study, which has no antecedents, highlights the need for further empirical inquiry. The reverse product placement phenomenon may result in academics and practitioners to revise the traditional models of building brands. Originality/value – The paper introduces and defines virtual brands, both fictional and computer-synthesized, HyperReal brands and the reverse product placement phenomenon. Keywords Brand definition, Brands, Virtual worlds, Brand equity, Reverse product placement, Film Paper type Conceptual paper Introduction The marketing literature has seen a gradual evolution of the brand concept from the European Journal of Marketing Vol. 46 No. 6, 2012 traditional perspective of a brand attached to a physical product as an identifying pp. 811-826 symbol or word that distinguishes it from its competitors, to a multi-dimensional q Emerald Group Publishing Limited 0309-0566 approach which sees a brand as an abstract object or a set of associations in the mind DOI 10.1108/03090561211214618
  • 3. EJM of the consumer (Gardner and Levy, 1955; Kapferer, 1997; Brown, 1992; Fournier, 1998; 46,6 Keller, 2008). However, most of the academic literature has limited itself to the study of branding applications in the real – i.e. the physical world – and ignored the powerful features of virtual and fictional brands, let alone the impact they might exert on the real world. This is a gap which this paper attempts to address. In this paper we make the case that 812 the brand construct can be extended to imaginary objects in fictional or computer-synthesized environments, and that the nature of such brands warrants examination particularly in cases where they connect with the real physical world. The concept of brand now connotes the “[. . .] simultaneously virtual and actual, abstract and concrete, a means of relativity and a medium of relationality” (Lury, 2004, p. 12). As much of the branding effort is psychological (Frazer, 1983) and is about shaping brand images as collection of perceptions in the mind of the consumers (Keller, 2008), this paper contends that brands may be entirely created in a virtual or fictional environment and may be then leveraged in the real world. The intersection of the virtual or fictional and the real and its implications for brand management are important for two reasons. First, the convergence of consumers’ capacity to communicate using digital technologies, and the increasing functional interoperability of media technologies requires a more sophisticated interpretation of brands. Second, from a business perspective, early identification of brand potential in virtual worlds represents a commercial opportunity to exploit and/or a risk to mitigate. Following a review of the literature on the evolution of the brand construct, a new classification of brands is presented reflecting Lury’s bi-polar construct – the virtual, the real and those that exist at the intersection of the virtual and the real, the hyperreal. Virtual brands are further sub-divided into fictional and computer-synthesized and it is suggested that such brands sometimes lie outside the normal designation of brand, representing brand potential rather than brand reality; they are in effect, “protobrands”. It is proposed that “protobrands” can be leveraged and transformed into registered trademarks which can derive revenue for their owners through a process sometimes called reverse product placement or, more accurately, reverse brand placement. The managerial and theoretical consequences of this extension of the branding paradigm are discussed at the end of the paper. A research agenda for marketing scholars is also provided. Definitional issues: brands and branding in the real and in the virtual In 1960, the American Marketing Association defined a brand as: A name, term, sign, symbol, or design, or a combination of them, intended to identify the goods or services of one seller or group of sellers and to differentiate them from those of competitors. This definition and other traditional definitions equate a brand with a trademark attached to a physical product. Typically marketing textbooks focus on the concept of brand as a selling device managed by the marketing team who use it as a means of differentiation for the firm’s offering (Kotler and Keller, 2006). Such company-oriented definitions concentrate on the business purpose of branding which is to achieve a competitive advantage and provide the brand owner with higher margins and a continuous stream of income (Aaker, 1992).
  • 4. As academics began to recognize the emotional involvement of consumers with Branding in “their” brands (Fournier, 1998), the value of widening the brand construct to include virtual both firm and consumer perspectives became apparent (Salzer-Morling and ¨ ˚ Strannegard, 2004). The brand is increasingly seen as a multidimensional construct, environments i.e. “a double vortex” (de Chernatony and Dall’Olmo Rilley, 1998a) that embodies the firm’s functional and emotional values as well as the performance and psychosocial needs of consumers (de Chernatony and Dall’Olmo Riley, 1998b). The emotional side of 813 the brand construct corresponds to a collection of perceptions in the mind of the consumer (Fournier, 1998). In addition to a shift of emphasis from brand managers to consumers, this evolution also allowed for an expansion of the scope of branding. Initially confined to physical goods and services (Gardner and Levy, 1955), the brand concept can now be applied to a variety of entities such as corporations (Balmer, 2001), geographical places (Medway and Warnaby, 2008), political parties (Reeves et al., 2006), movies (Byeng-Hee and Eyun-Jung, 2005), and celebrities, e.g. “Madonna as a brand” (Brown, 2003). Such a flexible use of brand terminology reveals a gradual change in the nature of the brand construct. Since Gardner and Levy (1955), the intangible and abstract characteristic of the brand has gradually been acknowledged (Levy, 1978; Keller, 1993), to the extent that a brand may sometimes be reduced to nothing more than the sum of all the mental connections people have around it (Brown, 1992). Pushing the reasoning further one may ask whether a physical embodiment is still a necessity for a brand to exist, as long as the name, the symbol or the design triggers a set of associations in the mind of the consumer? For example, Abela (2003) has identified two kinds of interpretations of a brand: (1) The additive interpretation, which depicts the product and brand as separate, with the brand as a mark that is added to the product. (2) The inclusive interpretation which portrays the product and brand as a combined unit, where the product is included in the brand. Could the additive interpretation of the brand imply that a product and a brand may be created separately and managed independently without reliance on each other? It is interesting to note that recent sociological work on branding puts forward the notion of the brand as an “interface that connects the producers and the consumers and removes or separates them from each other” (Lury, 2004, p. 7). This is because consumers develop relationships with the brand (Blackston, 2000) but not necessarily with the producers (Kumar and Steenkamp, 2007). In fact, some commentators have suggested that “successful corporations must primarily produce brands, as opposed to products” (Klein, 2000, p. 3). This dual evolution (“intangibilisation” and “consumer-focus”) of the brand construct coincides with new marketing practices facilitated by the technological evolution of the internet. In recent years, world wide web technology such as really simple syndication (RSS) and Web 2.0 applications such as blogs, microblogs, multi-user virtual environments and social networking websites, have re-balanced the traditional asymmetry of information between brand managers and consumers to the relative benefit of the latter (Kozinets et al., 2008). These technological innovations call for a new post-modern consumer branding model (Holt, 2002; Muzellec and McDonagh, 2007; Simmons, 2008).
  • 5. EJM New terminology such as “Branding 2.0” or “Web 2.0 branding” has emerged and is 46,6 attempting to capture the multifaceted nature of a new brand building process (Mairinger, 2008; Christodoulides, 2009). For example, “Branding 2.0” is built around three principles: (1) an online brand community which is not just formed around the brand but is part of the brand; 814 (2) a physical-virtual interface which is evidenced in both physical and virtual environments; and (3) an underlying information system that collects and disseminates consumer-generated information (Mairinger, 2008). This model reflects emergent practices for the management of brands in the information age. It underscores how brand managers are no longer in control of the brands, but are merely brand hosts whose main role is to facilitate the sharing of information about or around the brand among internet users. In this new dominant logic for marketing, the customer is primarily an operant resource (co-producer) rather than an operand resource (“target”) (Vargo and Lusch, 2004). In such a context, branding is envisaged as a dynamic concept that is evolving over time through interaction between the firm and consumers, and through independent consumer activity which occurs through word of mouth at the level of blogs (e.g. Blogger), social networks (e.g. Facebook), video sharing sites (e.g. YouTube), and open multi-user virtual environments (e.g. Second Life). Although novel and relevant, this model fails to capture fully the theoretical and managerial implications of brands comprised totally of intangible benefits. Free from the constraint of physical embodiment, the brand sphere may expand beyond reality into the virtual. If the brand is no longer a product and only acquires value once it is a set of perceptions in consumers’ minds, then the argument could be made that brands need not be born out of a tangible good but could come out of fictional or computer-synthesized environments which capture consumers’ imagination. The worlds of branding: the real, the virtual (computer-synthesized) and the fictional We have identified two types of platforms which may support the representation of a brand disconnected from the real, tangible world. First of all, there is the fictional world which is a representation of imaginary worlds that may mimic reality such as in the case of soap operas, or that may deliberately extrapolate into worlds which are demonstrably different from reality such as abstract art, science fiction etc. Both of these cases share in common the fact that the ´ representations are not reality. As Belgian painter Rene Magritte reminds us through his famous painting “The treachery of images” (La trahison des images, 1928-1929), images are not the reality[1]. This fictional world may be manifest in traditional media such as books, movies, television series and theatre. In the fictional world, consumers’ influence on the story is limited as they are not actors in this world but simple readers or observers of the fiction. Second, the virtual world (which will be called the computer-synthesized world hereafter to distinguish it from the fictional world) is “an animated, nonexistent virtual world synthesized by a computer” (Steur, 1995). Virtual worlds are platforms that replicate a three dimensional environment in which users can appear in the form of
  • 6. personalized avatars and interact with each other as they would in real life. Virtual Branding in worlds include virtual game worlds and virtual social worlds. The user is active and virtual involved both in virtual game and virtual social worlds but the degree of users’ influence on those worlds varies. In the case of virtual game worlds or multiplayer environments online role-playing games (MMORPG, e.g. World of Warcraft), the user cannot modify the world and is required to behave according to strict rules. In the case of virtual social worlds, however, the user may sometimes, literally shape the world when it is an open 815 source system such as the virtual world called “Second Life” (Kaplan and Haelein, 2009). For a long time, the activity of branding in those worlds has been limited to the practice of placing real brands in those abstract environments. This practice is known as product placement or more accurately described in academic circles as “brand placement” (Karrh, 1998). Brands may be placed in fictional worlds such as movies or in virtual worlds such as video games (Lee and Faber, 2007), or virtual social worlds (Kaplan and Haelein, 2009). Most studies on brand placement have analysed its effect on brand attitude and brand recall (see Balasubramanian et al., 2006, for a comprehensive review). Many studies have reported some positive effects on audience memory for placed brands (Karrh, 1998; Law and Braun, 2000; Yang et al., 2006), but a limited or even negative impact on attitude under certain conditions (Schemer et al., 2008; Homer, 2009). Interestingly, in a qualitative study on the meaning of brand placement for moviegoers, DeLorme and Reid (1999) observed the value of realism as audiences appreciated the realism that real brands brought to the movie. In other words, the practice of product placement is about bringing the reality of products/brands into an abstract fictional or virtual world. This paper argues that this is only one way of considering the relationship between fiction and reality and that brands may be real but also fictional and virtual, i.e. projections of reality in a fictional world or indeed projections of the imaginary in the real world (reverse product placement (see Figure 1). Arguably, projections of real brands in computer-synthezied and fictional worlds are merely a representation of product placement. This phenomenon has been extensively discussed and studied in the area of on-line and video games (e.g. Nelson, Figure 1. Framework for the study of real, fictional and virtual brands
  • 7. EJM 2002; Lee and Faber, 2007) and fictional environments (e.g. Gould et al., 2000; Wiles and 46,6 Danielova, 2009), but this is not the subject of this paper. Instead, the objective of this paper is to articulate a new concept – that of virtual brands initiated in fictional and computer-synthesized worlds, to suggest their relevance for brand managers and to propose a research agenda on this new topic for the academic community. 816 A note on the methodology Based on our review of the literature, we propose a new typology to help us understand the range of brands that may exist on a spectrum from real to fictional or virtual. This framework is illustrated in Figure 2 and it identifies four types of brands based on the origins of the brand and the world in which it exists. Those four categories are presented in four quadrants in Figure 2. Quadrants A and C represent product placement and includes most brands as we currently experience them and, as pointed out already, they have already been well studied in the literature. Our purpose, therefore, is to investigate quadrant B (fictional and virtual brands in abstract worlds) and quadrant D (fictional or virtual brands in the real world). We have collected names of brands to illustrate the two latter categories (B and D). The list that is currently available at Wiki list is quite comprehensive although not exhaustive (http://list.wikia.com/wiki/List_of_fictional_brands as accessed on 15 June 2010). Under the term “defictionalised brands”, many internet websites propose a list of virtual brands which are now available as real products; for example: . http://delicious.com/murketing/imaginarybrands (as accessed on 15 June 2010). . www.buzzfeed.com/buzz/Defictionalized_Goods (as accessed on 15 June 2010). In addition to those lists, a number of twitter users regularly send tweets about news on the topic of fictional brands (in particular @defictionalized and @defictionalised) or the blog of Justin Kirwood (www.notarealthing.com as accessed on 15 June 2010). Using those resources, we have identified more than 250 fictional and virtual brands (quadrant B) and found 25 examples of reverse brand placement (quadrant D). We analyse these two categories in the following sections and illustrate this analysis by using the relevant examples. As the purpose of this study is to describe a phenomenon and set up a research agenda rather than develop a new theory, a limited number of Figure 2. Typology of brands in real and virtual worlds
  • 8. examples were chosen and briefly developed on the merit of their informative value Branding in (Flyvbjerg, 2006). virtual environments Quadrant B – purely virtual: the emergence of protobrands Purely virtual brands include fictional or computer-synthesized brands and exist solely in the imagination of the perceiver. Initially, fictional brands were often used to minimize the reliance on corporate 817 sponsorship in artistic works. For example, to affirm the non-conformist nature of his movies, film director, Quentin Tarentino uses several fictional brands such as the fast food brand, “Big Kahuna Burgers”, the cereal brand “Fruit Brute”, and “Red Apple” cigarettes in films such as Pulp Fiction, Kill Bill, and Four Rooms. Looking specifically at the case of “Red Apple” cigarettes, Muzellec and McDonagh (2007) note that such brands may hold specific associations. “Red Apple” cigarettes derive “coolness” from characters such as “Butch Coolidge” (Bruce Willis) and “Mia Wallace” (Uma Thurman), who smoke them in the film, Pulp Fiction. Hence, “Red Apple” mimics the emotional characteristics of a genuine brand. Yet, it cannot be purchased or consumed, at least not as cigarettes. It only exists in the imagination of the audience. To paraphrase Brown’s assertion, a purely fictional brand is literally “nothing but the sum of all the mental connections people have around it” (Brown, 1992). Thus we define fictional brands as completely imaginary brands which, while invented, cannot be consumed. Virtual, computer-synthesized brands are similar to fictional brands in that they have no referent in the real world. The difference is that they are not only invented and but also consumed in the online world. Users can consume these virtual brands, although only in the computer-synthesized environment in which the brand exists. For example, players in computer games such as Grand Theft Auto can use virtual vending machines to purchase and consume virtual beverages with virtual money, such as “Sprunk” and “eCola”. These virtual brands are often reinforced within the virtual world through in-game advertising on virtual billboards. Again, while there are mental connections with the brand, the entire brand experience is computer-synthesized; the products to which the brand is attached cannot be consumed in the real world nor can they generate monetary value in the real world. Purely virtual brands, whether purely fictional or purely computer-synthesized, do not possess any realness, yet they can possess emotional value. Despite this emotional value and equity, these brands only represent a potential which, unless acted upon in the real world, has no economic value as this value cannot be realized without real world interaction. We define such brands as protobrands; brands that have not been “tangibilized” or “productized” in the real physical world but which nonetheless capture the imagination and emotional attachment of real consumers. Evidence is also emerging of a new form of computer-synthesized brand that does not rely on a “real” product or service existing for commercial exploitation but whose consumption in the virtual results generates real monetary value in the real world. For example, “Aimee Weber” is the Second Life identity of Alyssa LaRoche. LaRoche founded a line of avatar fashions known as “ *Preen *” anchored by her in-world avatar persona “[. . .] as an outrageously brash, flirty, vaguely tipsy ballerina with blue butterfly wings” (Au, 2008). LaRoche established a number of in-world stores to sell the “ *preen *” fashion line to other Second Life members and promotes these products
  • 9. EJM widely in-world. In August 2006, the 20 best-selling Second Life fashion designers, 46,6 including LaRoche, generated a combined US$140,466 in sales (LaVallee, 2006). It is important to note that LaRoche’s sales are concluded in-world using Linden Dollars, the Second Life currency, which can then be used to purchase other virtual products and services or can be exchanged for US dollars. In November 2008, “Aimee Weber” became the first avatar with a registered 818 trademark for virtual content and services. The “Aimee Weber” brand is significant for a number of reasons, not least that it has legal protection in the real world yet its brand equity and commercial value are generated entirely in the computer-synthesized world of Second Life. LaRoche may never license or produce physical clothing products under the “Aimee Weber” brand in the real world; however her rights to do so in the virtual world are protected. It is important to note that “Aimee Weber” is no longer a protobrand; it is a brand with a registered trademark, it matches the firm’s functional and emotional values with the performance and psychosocial needs of consumers (de Chernatony and Dall’Olmo Riley, 1998a, b), and generates real economic value as virtual currency paid for “Aimee Weber” branded products can be converted to hard currency via the Linden Dollar Exchange. Quadrant D – the emergence of HyperReal brands In this section, we discuss the phenomenon where protobrands are acted upon and, by interacting with the real world, are no longer merely virtual brands but are transformed into an autonomous interactive brand that exists in both the real and virtual worlds, a HyperReal brand (Figure 3). Figure 3. HyperReal brands are brands that interact and generate brand equity in both real and virtual worlds
  • 10. HyperReal fictional brands Branding in HyperReal fictional brands are brands which are both fictional and real. As seen virtual earlier, product placement is a process whereby a concrete brand (the real) is placed in a fictional or virtual environment (the abstract). In contrast, reverse product placement environments refers to creating a fictional brand in a fictional environment and then placing it into the real world (Edery, 2006). In an early example of reverse product placement, the TV series Cheers was set in a friendly Boston bar inspired a chain of restaurants controlled 819 by US Marriott and Paramount Pictures. The Bubba Gump Shrimp Co., a chain of seafood restaurants was inspired by the 1994 film Forrest Gump. The first Bubba Gump’s restaurant was opened in 1996 in Monterey, California by Viacom Consumer Products; the franchise now counts 31 restaurants. More recent examples include Duff Beer (from the animated TV series The Simpsons), Brawndo drink (from the film Idiocracy), or Sex Panther cologne (from the film Anchorman). The phenomenon is not limited to the western world. The initially fictional restaurant brand, “Long Quan Shan Zhuang ( )”, from the TV series “Liu Lao Gen ( )” is now one of China’s favourite restaurant chains. HyperReal computer-synthesized brands The second type of HyperReal virtual brands are those which exist both in the computer-synthesized world (video game and virtual worlds) and in the real world. The simplest form of HyperReal brands are merely licensed by the creator of the computer-synthesized brand to a third party for exploitation in the real world. In Square Enix’s popular videogame, Final Fantasy, gamers revitalize their in-world warrior avatars by drinking an herbal potion. Final Fantasy, first introduced as a game console role-playing game in 1987, has become the focus of a media franchise which includes other game vehicles, animated feature films and print adaptations. It is the fifth best-selling video game franchise with over 85 million units sold (Square Enix, 2009). Suntory, Japan’s leading beverage producer created an energy drink and licensed the “Final Fantasy Potion” brand for marketing purposes. In this way, Square Enix, is able to economically exploit the unintended brand equity of the Final Fantasy potion. Equally, companies may gauge consumer interest in a future product or service by first seeking to establish brand equity in a computer-synthesized world and then transferring it to real products. For example, in 2006, Starwood Hotels built, previewed and collected feedback about its new brand of hotel, “Aloft” in Second Life, a year before opening the real one ( Jana, 2006). Hosea (2007) suggests that this method of product introduction is an excellent way to inform consumers without the cost and hassle of an actual product launch. It is also a good way to test a beta version and integrate customers’ views prior to the product launch. For this reason, this process is sometimes equated with “crowdsourcing”, a coined termed for an online, distributed production model (Brabham, 2008). Triple-play brands Triple-play brands are brands that exist in fictional, computer simulated and real worlds. A recent example of a triple-play brand is “Bertie Bott’s Every Flavor Beans”, a confectionary product first introduced as a protobrand in the Harry Potter books. The protobrand translated to a HyperReal brand with the production of real candy
  • 11. EJM manufactured by Cap Candy, a division of Hasbro. These fictional jelly beans also 46,6 migrated from the fictional world of the Harry Potter books to a series of very successful films, where they were visualised, and then to interactive video games, where game players collected, consumed or used the beans as currency to purchase other products within the computer-synthesized world of Harry Potter. Furthermore, internet rumours suggest that Warner Brothers are developing a MMPORG of the 820 Harry Potter world which presumably will feature the aforementioned confectionary (Coding the Wheel, 2009). Here emotional attachments formed by readers and viewers is reinforced by having a more prominent role in the computer-simulation of a video game and is leveraged in the real world by Cap Candy product, creating a virtuous circle of brand reinforcement. Discussion: protobrands, an opportunity to exploit, a risk to mitigate All of the examples in quadrant D represent protobrands that initially existed in the virtual world and were ultimately tangibilized or productised in the real physical world. We argue that there is a significant economic incentive related to the early identification and protection of protobrands, particularly for media companies, even where such potential is identified as a by-product of a master brand. For example, “Duff Beer” is a fictional brand of beer in the popular animated television series, The Simpsons. It is a secondary brand to the master brand The Simpsons and exists to further a fictional narrative. While recognized by television audiences worldwide, “Duff Beer”, as presented in The Simpsons, could not be consumed by them. Warner Brothers, the owners of The Simpsons, do not have interests in the brewing industry and merchandising opportunities for an alcoholic beverage associated with an animated television series watched by millions of children may be perceived as unethical. As such, Warner Brothers chose not to act on the potential of “Duff Beer” as a brand in the alcoholic beverage market and did not register “Duff Beer” as a trademark for such activity. In an article from 2007, a representative for 20th Century Fox asserted that there were no plans to release a “Duff Beer” product: “It doesn’t sound like something the Simpsons would do” (Wasserman, 2007). However, an entrepreneur in Mexico, Rodrigo Contreras, managed to register the trademark in Mexico. Subsequently, the brewery Haacht in Belgium produced and successfully marketed a real beer with a real taste and while it did not feature any reference to The Simpsons, the packaging was similar enough that when combined with the brand-name, it attracted those consumers with emotional connections to The Simpsons. Warner Brothers’ fictional brand still has potential, although somewhat impaired, but Contreras owns the trademarked brand which is deriving economic value for Contreras and not for Warner Brothers This example illustrates that, while protobrands may have economic consequences, they are not economically valuable in themselves unless acted upon in the real world. Considering that a beer brand, such as Budweiser, can have a brand valuation of over US$11 billion (Businessweek, 2009), “Duff Beer” serves as a cautionary tale to highlight the importance of identifying protobrands as early as possible and, where possible, of protecting those protobrands for future applications. It may also be that, where protobrands can be identified, a less expensive brand development strategy may be to develop that brand in a computer-synthesized environment such as Second Life and, similar to the case of “Aimee Weber”, seek legal protection for the brand in the virtual environment. While
  • 12. protection against passing off in the real world may be limited by such a manoeuvre, it Branding in may serve as a signal of intent to others seeking to exploit the protobrands without virtual compensation to the original creator of the protobrand. environments Conclusion and research agenda for the study of virtual brands Following a review of the literature on the brand construct and branding models, a new typology of brands is offered based on the virtual, the real and those that exist at the 821 intersection of the virtual and the real, the HyperReal. The concept of virtual brands is defined and illustrated both fictional and computer-synthesized worlds. These brands may sometimes lie outside the normal meaning of the term, as they represent brand potential as opposed to brand reality, and are therefore “protobrands”. From a business perspective, the authors present the case of “Duff Beer” to illustrate that early identification of brand potential in virtual worlds represents a commercial opportunity to exploit, or a risk to mitigate. The research agenda following from the implications of virtual reality for the brand construct and branding theory is still in the early stages of conceptualization and development. These extensions to the concept of branding open up new research opportunities in the field of brand marketing, brand equity and consumer-brand relationship. Research on traditional brand marketing has shown that positive synergies emerged from using various marketing communication channels (Naik and Raman, 2003). Some possible research questions for virtual brands include: (1) What are the critical marketing communication factors (scale of the audience, characteristics of media vehicle, characteristics of the brand, and timeframe of the media plan) for a virtual brand to be successfully productised and commercialised? (2) Which media vehicles are the most cost effective for launching and establishing virtual brands and why? (3) To what extent can a protobrand be leveraged without reference to its master brand (i.e. the media vehicle) in which it first appeared? (4) What is the level of congruence/ divergence between the media vehicle (e.g. brand personality of the movies, computer game etc.) and the virtual brand? Traditional brand equity can be measured at consumer level, i.e. consumer-based brand equity (Keller, 1993, 2008), product-market level (e.g. Sivakumar and Raj, 1997; Park and Srinivasan, 1994) and financial market level (Keller and Lehmann, 2006). For virtual brands, those assertions translate in the following research questions: (1) How do we measure consumer-based brand equity for virtual brands? (2) What is the effect of “productisation” on consumer-based brand equity (in particular on brand associations)? (3) What are the best approaches to track brand performance of virtual brands? (4) How can the financial value of a potential brand (protobrand) be assessed? Brand transgression, defined as a violation of the implicit or explicit rules guiding the relationship between performance and evaluation has been identified as having a
  • 13. EJM significant influence on the dynamics of the consumer-brand relationship (Aaker et al., 46,6 2004). As the consumer’s emotional attachment to virtual brands has developed on the premise that the brand was solely virtual, some fundamental research questions include: (1) Does the act of “productisation” of the virtual brand constitute a transgression? (2) If yes, what is the impact of such transgression on brand-consumers dynamics? 822 Although this initial contribution reports some interesting findings, it is not without limitations. It is primarily a practical contribution and because it has no antecedents, the research agenda is broad. However the research agenda will narrow as academics start to study empirically the topic of virtual and fictional brands. The convergence between media and technology may also have theoretical and managerial implications that go beyond the field of marketing. Note 1. The picture shows a pipe. Below it, Magritte painted, “Ceci n’est pas une pipe”, French for “This is not a pipe.” The painting is not a pipe, but rather an image of a pipe, which was Magritte’s point. References Aaker, D.A. (1992), “The value of brand equity”, Journal of Business Strategy, Vol. 13 No. 4, pp. 27-32. Aaker, J.L., Fournier, S. and Brasel, A.S. (2004), “When good brands do bad”, Journal of Consumer Research, Vol. 31 No. 1, pp. 1-16. Abela, A. (2003), “Additive versus inclusive approaches to measuring brand equity: practical and ethical implications”, Journal of Brand Management, Vol. 10 No. 4, pp. 342-52. Au, W.J. (2008), The Making of Second Life, Harper Collins, New York, NY. Balasubramanian, S.K., Karrh, J.A. and Patwardhan, H. (2006), “Audience response to product placements: an integrative framework and future research agenda”, Journal of Advertising, Vol. 35 No. 3, pp. 115-41. Balmer, J.M.T. (2001), “Corporate identity, corporate branding and corporate marketing: seeing through the fog”, European Journal of Marketing, Vol. 35 Nos 3/4, pp. 248-91. Blackston, M. (2000), “Observations: building brand equity by managing the brand’s relationships”, Journal of Advertising Research, Vol. 40 No. 6, pp. 101-5. Brabham, D.C. (2008), “Crowdsourcing as a model for problem solving”, Convergence: The International Journal of Research into New Media Technologies, Vol. 14 No. 1, pp. 75-90. Brown, G. (1992), People, Brands and Advertising, Millward Brown International, New York, NY. Brown, S. (2003), “Material girl or managerial girl? Charting Madonna’s brand ambition”, Business Horizons, Vol. 46 No. 4, pp. 2-10. Businessweek (2009), “100 best global brands 2009”, Businessweek, No. 4148, pp. 50-6. Byeng-Hee, C. and Eyun-Jung, K. (2005), “Devising a practical model for predicting theatrical movie success: focusing on the experience good property”, Journal of Media Economics, Vol. 18 No. 4, pp. 247-69. Christodoulides, G. (2009), “Branding in the post-internet era”, Marketing Theory, Vol. 9 No. 1, pp. 141-4.
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  • 17. EJM Strizhakova, Y., Coulter, R.A. and Price, L.L. (2008), “The meanings of branded products: a cross-national scale development and meaning assessment”, International Journal of 46,6 Research in Marketing, Vol. 25 No. 2, pp. 82-93. Terashima, N. (2001), “The definition of HyperReality”, in Tiffin, J. and Terashima, N. (Eds), HyperReality: Paradigm for the Third Millennium, Routledge, New York, NY. Terry, M. (2001), “When is a prop not a prop: the advantages of product placement”, Sports 826 Marketing, Vol. 74, pp. 17-18. Tiffin, J. (2001), “The HyperReality paradigm”, in Tiffin, J. and Terashima, N. (Eds), HyperReality: Paradigm for the Third Millennium, Routledge, New York, NY. Weintraub, J. (2005), “Product placement is a super tradition in Hollywood”, Milwaukee Journal Sentinel, available at: http://media.www.dailygamecock.com/media/storage/paper247/ news/2005/03/03/TheMix/Product.Placement.Is.A.Super.Tradition.In.Hollywood-883964. shtml (accessed 23 June 2009). About the authors Laurent Muzellec is currently an Associate Professor of Marketing at ESSCA School of Management, France. His research interests pertain to the field of strategic brand management, corporate rebranding, and branding strategies in interactive and social media. His articles have appeared in several international publications including Industrial Marketing Management, Marketing Theory, the Journal of Product and Brand Management and the European Journal of Marketing. Laurent Muzellec is the corresponding author and can be contacted at: laurent.muzellec@essca.fr Theodore Lynn is the Director of the Leadership, Innovation and Knowledge Research Centre (www.link.dcu.ie) at Dublin City University where he teaches at postgraduate level on Strategic Management. He holds a PhD in Law from University College Dublin. Dr Lynn is leading an interdisciplinary research project on multi-user virtual environments. Mary Lambkin is Professor of Marketing at the UCD Smurfit School of Business, University College Dublin. She is on the editorial boards of the Journal of Strategic Marketing. She has published in the Journal of Marketing, the International Journal of Research in Marketing and the European Journal of Marketing. To purchase reprints of this article please e-mail: reprints@emeraldinsight.com Or visit our web site for further details: www.emeraldinsight.com/reprints