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Молодой учёный

How a brand mascot becomes an independent character with an audience of its own

31.10.2026
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Аннотация
This article examines how a mascot created to promote a product or brand can develop into an independent character with an audience of its own. The analysis is based on three cases: Mickey Mouse, Sonic the Hedgehog, and Hatsune Miku. These examples represent different development models: the expansion of a screen character through licensing, the development of a character around an interactive video game, and the transition from the visual avatar of voice-synthesis software to a focal point for collaborative music-making. The comparison makes it possible to identify the roles of media platforms, repeated audience engagement, and user-generated content. Autonomy is understood not as complete independence from the rights holder, but as the character’s ability to exist in cultural circulation beyond its original promotional or technical function.
Библиографическое описание
Прудченко, О. Д. How a brand mascot becomes an independent character with an audience of its own / О. Д. Прудченко, А. С. Самусенко. — Текст : непосредственный // Молодой ученый. — 2026. — № 44 (647). — URL: https://moluch.ru/archive/647/141748.


В статье рассматривается, как маскот, созданный для продвижения продукта или бренда, может со временем стать самостоятельным персонажем с собственной аудиторией. Анализ строится на трех случаях: Микки Маусе, Сонике и Хацунэ Мику. Эти примеры представляют разные модели развития: расширение экранного образа и лицензирования, формирование персонажа вокруг интерактивной видеоигры и переход от визуального образа голосового программного обеспечения к центру коллективного музыкального творчества. Сопоставление позволяет выделить роль медиаплатформ, повторяющегося взаимодействия с аудиторией и пользовательского контента. При этом автономность понимается не как полная независимость от правообладателя, а как способность персонажа существовать в культурном обращении за пределами первоначальной рекламной или технической функции.

Ключевые слова: маскот, самостоятельный персонаж, Микки Маус, Соник, Хацунэ Мику, фанатское творчество, медиафраншиза, цифровая культура.

Introduction

Brands use personified images to make a product recognizable and emotionally relatable to an audience [1, 2]. However, a mascot does not necessarily remain a supporting element of advertising. If an image appears regularly across different media, acquires recognizable traits, and becomes the subject of user-created work, audiences may perceive it separately from the original product. This process does not mean that the character ceases to belong to the rights holder; what changes above all is its cultural function.

This article compares three different cases. Mickey Mouse is associated with the development of animation, film production, and licensing [3, 6]; Sonic originated as a video game character and expanded within a game and cross-media franchise [5, 7, 8]; Hatsune Miku was introduced as the visual avatar of voice-synthesis software, but became the basis for musical works created by users [9, 10, 12]. Comparing these trajectories helps clarify which mechanisms enable a mascot to move beyond its original purpose.

Literature Review

Research on emotional branding and cultural branding makes it possible to view a recognizable image not only as a means of identification, but also as a carrier of emotional and social meanings [2, 3]. Studies of children’s media culture and fan participation, in turn, draw attention to the active role of audiences in interpreting commercial images [4, 5, 9]. For this article, it is important to combine these approaches: corporate strategy explains the character’s origin and dissemination, while audience practices explain how the image acquires additional meanings.

Popularity alone, however, does not prove a character’s autonomy. It is necessary to consider whether interest in the character continues beyond the original product, what forms of content emerge around it, and how varied the ways are in which audiences interact with the image. The criteria below are used as qualitative indicators rather than as a quantitative scale.

Data Sources

The study is a comparative qualitative analysis of three cases: Mickey Mouse, Sonic the Hedgehog, and Hatsune Miku. It examines the original function of each image, the ways it is disseminated across different media, and audience participation in sustaining its popularity. The available materials allow the development trajectories to be compared, but do not provide a single quantitative basis for measuring “autonomy”. The findings should therefore not be interpreted as statistically proven patterns.

Results

Comparison of Three Trajectories

Table 1 shows the original function of each image, the mechanism behind its subsequent development, and the nature of its relationship with the audience.

Table 1

Three Models of the Transition from Mascot to Independent Character

Character

Original commercial context

Main development mechanism

Status and relationship with the audience

Sources

Mickey Mouse

Animated short films (since 1928); later, licensing and merchandise

Expansion of screen presence, licensing, and appearances across different media

A recognizable cultural symbol perceived beyond individual films

[3, 6]

Sonic the Hedgehog

The video game Sonic the Hedgehog (1991)

Interactive gameplay, sequels, and cross-media adaptations

A game-franchise character with an audience whose memories and interpretations extend beyond an individual game

[5, 7, 8]

Hatsune Miku

Visual avatar of a singing-synthesis software product (2007)

User-created music and visual art, performances, and digital distribution

A virtual performer and a focal point for collaborative creativity; use of the image is nevertheless governed by the rights holders’ terms

[9, 10, 11, 12, 13]

Note: Autonomy is assessed qualitatively here, based on the presence of content beyond the original product, the variety of media platforms, and audience participation. It does not mean that the character is legally independent of the rights holder.

Trajectories and Mechanisms of Character Development

Mickey Mouse illustrates how a character that became famous through animated films can turn into a recognizable cultural symbol and move beyond individual works. Licensing and the use of the image on merchandise maintain its presence in everyday culture, while new screen appearances renew interest in the character. Its autonomy is not associated with the disappearance of corporate control, but with the fact that the image is recognized and used in a wide range of contexts [3, 6].

Sonic developed along a different trajectory. Its original medium was the video game, where the character’s personality is revealed through action and the player’s interaction with the game world. Game sequels, adaptations, and fan practices expanded the character beyond an individual game product. In this case, what matters is not only the hero’s visual design, but also the experience of controlling the character: audiences associate the character with specific game mechanics, memories, and their own interpretations [5, 7, 8].

Discussion

Hatsune Miku represents a third model. Initially, she was a visual avatar accompanying a singing-synthesis software product. Later, the image became associated with musical compositions and visual works created by users. Unlike characters whose stories develop mainly through works produced by the rights holder, Miku’s cultural presence is sustained to a considerable extent by distributed creative activity: different authors use her image for their own songs, illustrations, and performances. Her case therefore particularly clearly shows how a technical tool and its visual representation can become the focal point of a collaborative creative practice. At the same time, the degree of openness of such use depends on the applicable licensing rules and does not mean that there is no rights holder [9, 10, 11, 12, 13].

The comparison does not allow the development of all three images to be reduced to a single model. Mickey Mouse became a cultural symbol through a long-standing screen presence and licensing; Sonic is associated with interactive gameplay and franchise expansion; Hatsune Miku gained a distinctive position through the participation of numerous independent creators. The common factor is the audience’s ability to encounter the image and reinterpret it beyond a single original product. The mechanisms behind this process and the degree of user participation, however, differ [6, 7, 8, 9, 10, 11, 12].

Limitations of the Study

The study has limitations. The analysis is qualitative and does not rely on a single comparable set of statistics on audiences, revenue, and the volume of user-generated content. In addition, the three selected cases do not represent all types of mascots. The findings therefore describe different trajectories and should not be regarded as a universal formula for character development.

Conclusion

A comparison of Mickey Mouse, Sonic the Hedgehog, and Hatsune Miku shows that the transition from mascot to independent character can take different paths. In one case, animation, licensing, and a long-standing presence in popular culture are decisive; in another, the interactivity of video games and franchise development are key; in the third, creative participation by users turns the visual avatar of a software product into the basis for numerous musical works. In all three cases, the original function does not disappear completely, but it no longer fully defines the character’s meaning. Analyses of such processes must take into account not only the commercial origins of the image, but also the ways audiences use and interpret it [6, 7, 8, 9, 10, 11, 12, 13].

References:

  1. Hosany, S., Prayag, G., Martin, D., & Lee, W.-Y. (2013). Theory and strategies of anthropomorphic brand characters from Peter Rabbit, Mickey Mouse, and Ronald McDonald, to Hello Kitty. Journal of Marketing Management, 29(1–2), 48–68. https://doi.org/10.1080/0267257X.2013.764346
  2. Gobé, M. (2001). Emotional Branding: The New Paradigm for Connecting Brands to People. Allworth Press.
  3. Holt, D. B. (2004). How Brands Become Icons: The Principles of Cultural Branding. Harvard Business School Press.
  4. Buckingham, D. (1995). The Commercialisation of Childhood? The Place of the Market in Children’s Media Culture. Changing English, 2(2), 17–40. https://doi.org/10.1080/1358684950020202
  5. Jenkins, H. (2006). Convergence Culture: Where Old and New Media Collide. New York University Press.
  6. Bellido, J., & Bowrey, K. (2018). Disney in Spain (1930–1935). Business History, 60(8), 1277–1307. https://doi.org/10.1080/00076791.2017.1299129
  7. The Strong National Museum of Play. (2021, August 20). Sonic the Hedgehog. https://www.museumofplay.org/games/sonic-the-hedgehog/
  8. Noel, C., & Hamus-Vallée, R. (2025). Fans vs Paramount: Les multiples visages de Sonic. Kinephanos, special issue on VFX and Fans: Participatory Culture and the Industry / Development and Reception of Video Game Environments. https://ojs.kinephanos.ca/index.php/revue/en/article/view/12
  9. Jørgensen, S. H., Vitting-Seerup, S., & Wallevik, K. (2017). Hatsune Miku: An Uncertain Image. Digital Creativity, 28(4), 318–331. https://doi.org/10.1080/14626268.2017.1381625
  10. Anderson, N. (2021). Hatsune Miku, Virtual Idols, and Transforming the Popular Music Experience. Music.Ology.ECA, 2. https://doi.org/10.2218/music.2021.6478
  11. Michaud, A. (2022). Locating Liveness in Holographic Performances: Technological Anxiety and Participatory Fandom at Vocaloid Concerts. Popular Music, 41(1), 1–19. https://doi.org/10.1017/S0261143021000660
  12. Crypton Future Media. (n.d.). Hatsune Miku and Piapro Characters. Piapro.net. https://piapro.net/intl/en_character.html
  13. Crypton Future Media. (n.d.). For Creators: Character Use Guidelines. Piapro.net. https://piapro.net/intl/en_for_creators.html
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