Brandscapes reimagined
Semiotic structures in branded virtual environments
Dados Bibliográficos
| ID | 22093328 |
|---|---|
| Autores | Sylvia Albert-Vogl (University of the Arts London, autor correspondente) |
| Ano | 2026 |
| Volume | 11 |
| Data de publicação | 2026-02-26 |
| Peer Reviewed | Sim |
| Open Access | Sim |
| Tipo | ARTICLE |
| Periódico | Frontiers in Communication (JOURNAL) |
| Identificadores do periódico | ISSN: 2297-900X • E-ISSN: 2297-900X |
| Editora | Frontiers Media SA (PUBLISHER • CH) |
| DOI | 10.3389/fcomm.2026.1737058 |
| OpenAlex | W7131647538 |
| Idioma | EN |
| Citações recebidas | 1 |
| Referências citadas | 43 |
The rapid integration of Virtual Reality (VR) into the digital ecosystem is transforming brands from passive content delivery into a powerful spatial entertainment. Within them, global brands are designing complex, themed virtual brandscapes to secure deep user engagement. This article adopts a critical, qualitative semiotic analysis to investigate the multimodal sign systems (visual, spatial, auditory, and interactive) within three distinct branded VR worlds: Gucci Town, IKEA’s Co-Worker Game, and NIKEland. The analysis synthesizes classical semiotic theory with Sherry’s brandscape theory. Results illustrate how a curated architecture of meaning can emulate brand worlds virtually, manage user attention, and spatial orientation through curated zones. This semiotic infrastructure functions as an enticing virtual entertainment, encoding brand attributes as gamified rewards and interactive cues designed to initiate specific consumption behaviors. The conceptual advancement demonstrates how VR environments translate semiotic systems into motivational constructs that transform users into participants within a choreographed brand narrative. Within these persuasive spatial presences, lines are blurred between entertainment, sociality, and branding, establishing a strong mechanism of influence. The article concludes by arguing that strategically designed VR brandscapes have the potential to foster addictive and exploitative user engagement
Conceptual model · Interactivity · Metaverse · Multimodality · Semiotics · Virtual reality · Augmented Reality Applications · Digital Games and Media · Virtual Reality Applications and Impacts
Metaverse beyond the hype
Social interactions in the metaverse
How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence
Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments
The Spatial Presence Experience Scale (SPES)
A Process Model of the Formation of Spatial Presence Experiences
The impact of virtual, augmented and mixed reality technologies on the customer experience
A Systematic Review of Social Presence
What is XR? Towards a Framework for Augmented and Virtual Reality
How do the news media, academia, and the public view the metaverse? Evidence from South Korea
At the Heart of It All
The Cyborg's Dilemma
Toward a More Robust Theory and Measure of Social Presence
Unfolding the impacts of metaverse aspects on telepresence, product knowledge, and purchase intentions in the metaverse stores
Presence, Explicated
Defining Virtual Reality
The Semiotics of Brand
Architecting virtual storefronts
| Obras citantes distintas | 1 |
|---|---|
| Citações por ano | 1 |
| Intervalo de citações | 2026 - 2026 (1) |
| Velocidade de citação | current |
| Altamente citado | Não |
| Tipos de citação | Neutras: 1 |