This document discusses brand precession and reverse product placement, which involves branding in fictional and virtual environments. It addresses whether computer-synthesized brands and fictional brands can truly be considered brands, and proposes that "brand potential is not brand reality." It also introduces the concept of "protobrands" for virtual brands that have yet to be productized or tangibilized, and discusses opportunities for brands to capitalize on consumer emotional attachment through hyperreal branding and the reinforcement of brands across real and virtual worlds.