I found a paper outlining 'Interactive Advertising and Presence: A Framework' by Matthew Lomboard and Jennifer Snyder-Duch. Some of the key points within the paper that draw similarities to addictive advertising are:
- That the central goal of advertising is still the same - to persuade consumers - the media environment where advertising is placed is changing and therefore advertising is changing as well.
- Everyday users face 100s of adverts on the Internet. As a result of this exposure some argue that consumers have developed a more sophisticated understanding of advertising, creating a greater challenge as to how to attract attention.
- Advertising has become more colourful, vibrant, bigger, faster, louder and more obnoxious.
- Although this trend often associated with TV now happening on the Internet.
- A new approach takes advantage of technological possibilities to provide a customised and personalised experience (fitzgeral, 1999).
- Incorporating the idea of user control, consumer engagement and interaction with the banner.
- Interactive advertising = choices and experience that stimulates a one - one interaction.
- Central idea is is the concept of control. Information seen depends on where the user wants to go.
- Number of Variables - inputs allowed from the user, characteristics modified by the user, amount of change possible, speed of input and input and response.
- As technologies evolve and are becoming more interactive, personal and sophisticated advertising is forced to evolve.
Furthering this research i came across another advertising concept of Advergaming, where branded games are created to capture the user. Key aspects of Advergaming are:
- Majority of advertising is interrupting advergames successfully entice the user to play with advertising messages and even pass them on! (viral possibilities).
- Flash games one of the most widely consumed online medias.
- One recent advergame 'Celebrity Pedigree' had an average view time of 10 minutes.
- Despite success still low on the marketing scene as misconstrued as a new 'risky' concept, even though they have been around for years.
- As audiences become more empowered and sophisticated the potential to engage and entertain will become far more important.
- The average advergame receives over 1.6 million visits in the first 3 months.
- 7/10 Internet users play online games casually = advergames reaches all demographics. Its well known women play a lot of casual games.
- Some natural existence from users to branded games, if compelling enough will win users over.
- Advergames = low cost, engaging, entertaining, lasting piece of content.
- Persuasive to engage in users downtime = good click through rates (5%-20%).
- allows users to create there own brand experience.
- Careful consideration = integral part of the overall marketing funnel, driving awareness, consideration and word of mouth.
So due to the incorporation of gaming traits i would place my concept as an advancement on the Advergaming Field.