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Brandscapes reimagined

Semiotic structures in branded virtual environments

Dados Bibliográficos

ID22093328
AutoresSylvia Albert-Vogl (University of the Arts London, autor correspondente)
Ano2026
Volume11
Data de publicação2026-02-26
Peer ReviewedSim
Open AccessSim
TipoARTICLE
PeriódicoFrontiers in Communication (JOURNAL)
Identificadores do periódicoISSN: 2297-900X • E-ISSN: 2297-900X
EditoraFrontiers Media SA (PUBLISHER • CH)
DOI10.3389/fcomm.2026.1737058
OpenAlexW7131647538
IdiomaEN
Citações recebidas1
Referências citadas43

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

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Obras citantes distintas1
Citações por ano1
Intervalo de citações2026 - 2026 (1)
Velocidade de citaçãocurrent
Altamente citadoNão
Tipos de citaçãoNeutras: 1
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