Your new experience awaits. Try the new design now and help us make it even better

ORIGINAL RESEARCH article

Front. Commun.

Sec. Advertising and Marketing Communication

This article is part of the Research TopicBranded Content and Media-Marketing Ecologies: Histories, Evolving Practices, and GovernanceView all articles

Brandscapes Reimagend: Semiotic Structures in Branded Virtual Environments

Provisionally accepted
  • University of the Arts London, London, United Kingdom

The final, formatted version of the article will be published soon.

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. The findings 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 argues that strategically designed VR brandscapes have the potential to foster addictive and exploitative user engagement.

Keywords: branded environments, Brandscape, Semiotics, spatial presence, virtual reality

Received: 31 Oct 2025; Accepted: 19 Jan 2026.

Copyright: © 2026 Albert-Vogl. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

* Correspondence: Sylvia Albert-Vogl

Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.