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Brand Precession
       (Reverse product
placement) : branding in
    fictional and virtual
           environment


    Dr. Laurent Muzellec
       Dr. Theo Lynn
Is it what is in our head?




Is it computer-synthesized?
Brand Content &
          Emotional Branding

• Content produced by a brand" that is not directly linked
  to the brand product or service. Therefore it can't be
  just a promotional message produced by a brand. But
  it can involve a lot of "types of content".




         Brand Co
                  n   tent Proj
                                ect: http:
                                          //www.no
                                                   wness.co
                                                            m
From Real to Fiction
Interactive Product
         Placement
Reverse Product
                    Placement
          al
       rtu
     Vi
     to
  al
Re
Brand Precession and
Reverse Product Placement
So WHAT
ARE THOSE
BRANDS?
Fictional brands are there if you look for
             them in films…            where are the brands?
…on television…
…and in books
...
Computer-synthesized brands are in computer games…
…and virtual worlds
…but are they truly brands?
what is a brand?




                    “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”


                    “nothing more than the sum of all the mental
Brown, 1992         connections people have around it”


                    “asset of the firm” which derives revenue for its owner
Schlossberg, 1990   ”
brands vs brand potential




brand potential is not brand reality
Are all virtual brands protobrands?            Aimee Weber

                                      1. A Name, logo and symbol

                                      2. Mental images (=associated
                                         with cool virtual design)

                                      3. First Avatar legally
                                         protected (registered
                                         trademark as of 2008)

                                      4. Generates revenue for
                                         owner - Alyssa LaRoche

                                         See: www.aimeeweber.com
Q: How can you capitalise on
                      consumer’s emotional attachment?
                           A. Create a HyperReal Brand




Brand Precession: determining protobrand potential:

•   Can the brand aura be fomented entirely in the virtual prior to tangibilization or
    productization in the real physical world?
•   Can the brand sufficiently capture the imagination and emotional attachment of
    real consumers in the real physical world?
Protobrands: a commercial opportunity to
The Rebranding of 7-eleven                               exploit or…




                                                                    Reverse Product Placement (Hosea, 2006)
…threat to mitigate




• Registered Trademark by
  Rodrigo Contreras in Mexico
  in 2008

• Haacht produce and and
  successfully markets a real
  beer with a real taste
Brands in real and
    virtual worlds
Brand Precession: Proposed Levels of
                        Abstraction
Reverse Product Placement
Reverse Product Placement
Reverse Product Placement
Triple Play Brand: a virtuous
              circle of brand
               reinforcement
towards a praxis of brand
              precession

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Reverse Product Placement

  • 1. Brand Precession (Reverse product placement) : branding in fictional and virtual environment Dr. Laurent Muzellec Dr. Theo Lynn
  • 2. Is it what is in our head? Is it computer-synthesized?
  • 3. Brand Content & Emotional Branding • Content produced by a brand" that is not directly linked to the brand product or service. Therefore it can't be just a promotional message produced by a brand. But it can involve a lot of "types of content". Brand Co n tent Proj ect: http: //www.no wness.co m
  • 4. From Real to Fiction
  • 6. Reverse Product Placement al rtu Vi to al Re
  • 7. Brand Precession and Reverse Product Placement
  • 9. Fictional brands are there if you look for them in films… where are the brands?
  • 12. ... Computer-synthesized brands are in computer games…
  • 14. …but are they truly brands?
  • 15. what is a brand? “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” “nothing more than the sum of all the mental Brown, 1992 connections people have around it” “asset of the firm” which derives revenue for its owner Schlossberg, 1990 ”
  • 16. brands vs brand potential brand potential is not brand reality
  • 17. Are all virtual brands protobrands? Aimee Weber 1. A Name, logo and symbol 2. Mental images (=associated with cool virtual design) 3. First Avatar legally protected (registered trademark as of 2008) 4. Generates revenue for owner - Alyssa LaRoche See: www.aimeeweber.com
  • 18. Q: How can you capitalise on consumer’s emotional attachment? A. Create a HyperReal Brand Brand Precession: determining protobrand potential: • Can the brand aura be fomented entirely in the virtual prior to tangibilization or productization in the real physical world? • Can the brand sufficiently capture the imagination and emotional attachment of real consumers in the real physical world?
  • 19. Protobrands: a commercial opportunity to The Rebranding of 7-eleven exploit or… Reverse Product Placement (Hosea, 2006)
  • 20. …threat to mitigate • Registered Trademark by Rodrigo Contreras in Mexico in 2008 • Haacht produce and and successfully markets a real beer with a real taste
  • 21. Brands in real and virtual worlds
  • 22. Brand Precession: Proposed Levels of Abstraction
  • 26. Triple Play Brand: a virtuous circle of brand reinforcement
  • 27. towards a praxis of brand precession