Why It Works

Why Interactive Ads Feel Less Like Ads (and Why That Matters Ethically)

Most writing about ethics in this field is about lying: fake gameplay, rigged outcomes, promises the product cannot keep. This is about the problem that remains after you have stopped doing all of that.

The Play Ads Maker team10 min read

In short

  • An ad is recognised by what it demands — your time, your attention, a decision. Interaction removes nearly all of those demands, which is why the format reads as something else.
  • People carry learned defences against persuasion, and those defences are triggered by recognising something as persuasion. They cannot engage against something that does not look like it.
  • This produces a real ethical problem that has nothing to do with dishonesty: an entirely truthful ad can still be received with less scrutiny than it would have got in another format.
  • The usual defence — it is only unfair if you lie — is insufficient, because the mechanism operates whether or not you lie.
  • The workable answer is not to make ads worse on purpose. It is that the format is legible as advertising, and that what it demonstrates is true.

Ask people about playable ads and a particular phrase comes up repeatedly, in almost the same words: it did not feel like an ad.

This is usually quoted by people in the industry as a compliment, and taken as evidence that the format is working. It is evidence that the format is working. It is also, if you sit with it for a moment, a fairly strange thing to be pleased about.

The sentence describes a person who was advertised to and did not experience it as being advertised to. That is a gap between what happened and what was perceived to happen, and gaps of that kind are worth examining rather than celebrating, particularly by the people who benefit from them.

So: why does the format feel different, and does the feeling matter?

What makes something feel like an ad

The intuitive answer is that ads are recognised by how they look — the product shot, the logo, the particular gloss of commercial photography. That is part of it, but it is not the main part, because plenty of things with all those features do not feel like advertising and plenty of things without them do.

The better answer is that an advertisement is recognised by what it asks of you. It is a demand wearing content's clothing.

Consider what an ordinary interruptive ad actually requires. It takes time you had allocated to something else. It requires you to wait before resuming what you were doing. It asks you to receive a claim and hold it. And it ends by asking for an action — go here, install this, remember us.

Every one of those is a small imposition, and the accumulation of them is the texture people recognise. The feeling of being advertised to is the feeling of being asked for things by something you did not invite.

The demands an ad makes, and what happens to each one when the ad becomes interactive:

What advertising normally demandsWhat interaction does to it
Your time, on its scheduleRemoved or reduced. The player sets the pace, and leaving is available at every moment rather than after a countdown.
That you wait before resumingRemoved. There is no enforced interval, so the ad never occupies the specific position of an obstacle.
That you receive and hold a claimReplaced. Nothing is asserted — something is demonstrated, and the person draws their own conclusion from it.
Attention you would rather spend elsewhereInverted, when it works. The activity is the thing being attended to, so attention is spent rather than extracted.
A decision at the endStill present, and the only demand that survives intact. This is why the end card is the moment the format most obviously reads as advertising again.

Strip four of the five demands and the thing stops matching the pattern people recognise. That is the whole of the perceptual answer, and there is nothing sinister in it — the ad feels less like an ad because it is, in several concrete respects, asking for less.

The ethical question is not raised by any of that. It is raised by what the fifth row keeps quietly doing while the other four are absent.

An advertisement is recognised by what it asks of you. Take away four of the five demands and the thing no longer matches the pattern — even though it is still an advertisement.

The defences that never switch on

Here is the part of this that we think is genuinely underexamined, and it is not about deception.

People are not defenceless against advertising. Over a lifetime everyone develops a working theory of how persuasion operates — that claims are selective, that the flattering comparison was chosen, that the person smiling was paid to. Researchers call this persuasion knowledge, and it is a real competence that develops through childhood and keeps developing.

The important property is that it is triggered by recognition. The defences are not always running; they engage when something is identified as an attempt to persuade. That identification is what moves a person into the mode where they discount, question and hold at arm's length.

Which means a message that is not recognised as persuasion is received without the discount. Not because the person is careless, and not because anyone lied to them, but because the machinery they would ordinarily apply was never activated.

This is the ethical problem with the format, stated as precisely as we can manage. It is not that interactive ads deceive people. It is that they can be entirely truthful and still be evaluated less critically than the same claim would be in a format the person recognised.

Why this is not the same as the usual complaint

Most ethical writing about this format concerns lying — gameplay that does not exist, outcomes that were never winnable, promises the product cannot keep. Those are real and we have argued against them elsewhere, but they are conduct problems with obvious remedies: stop doing that. The problem described here survives the remedy. An advertiser who shows only true things, demonstrates only real mechanics and promises only what the product delivers still benefits from defences that did not engage. That is structural, and it cannot be fixed by behaving better.

How serious is this, honestly

It would be easy to write the alarming version of this argument, and it would be overstated. Some proportion is worth keeping.

The stakes are usually low. Most of these ads are for free games that cost a few minutes to try and nothing to abandon. A person who installs something they turn out not to want has lost some storage and a little time. That is not nothing, but it is a long way from the harms that usually justify this kind of language.

There is also a real counterargument, and it is stronger than the industry usually bothers to make. A demonstration is more informative than a claim. Someone who played a game for fifteen seconds knows more about it — accurately, from direct experience — than someone who watched thirty seconds of edited footage. If the worry is people making poorly informed decisions, the format is arguably an improvement on what it replaced.

But the counterargument only holds where the demonstration is representative. It is the same condition every other argument in this category has come down to, and it is doing a great deal of work here: the format is more informative than video when it shows the real thing, and worse than video when it does not, because the false impression now arrives through the person's own experience rather than through a claim they could have discounted.

The same mechanism, pointed at two different products. The psychology does not distinguish between these; only the truth of what is shown does.

When the demonstration is real

  • The person learns something accurate by direct experience.
  • Lowered scepticism costs them nothing, because there was nothing to be sceptical of.
  • Expectations formed in the ad survive contact with the product.
  • The absence of defences is harmless — they had nothing to defend against.

When it is not

  • The person forms a confident belief that is wrong.
  • Lowered scepticism is exactly what allowed it to form.
  • Expectations collapse on first contact with the product.
  • The false impression is held more firmly, because it feels self-derived.

The asymmetry in that table is the thing worth taking away. Honest interactive advertising is better than the alternative. Dishonest interactive advertising is worse than the alternative — not equally bad, worse — because a belief someone arrived at themselves is held more firmly than one they were told.

The format amplifies in both directions. That is a reason for the people using it to be more careful than the people selling video, not less.

Recognised

Defences engage, the claim is discounted, and the person evaluates it as advertising

Unrecognised

Defences never engage, and whatever was shown is received at face value

Self-derived

The resulting belief is held more firmly than one that was asserted

What would actually help

The unhelpful conclusion is that ads should be made worse on purpose — more intrusive, more obviously commercial, so that defences fire. Nobody wants that, it would not survive a single campaign review, and it would make advertising less informative rather than more honest.

The useful version is narrower. If the risk is that someone does not realise they are being advertised to, the remedy is that they can tell — not by being interrupted, but by the ad being legible as an ad to anyone who looks.

Five commitments that address the structural problem rather than the conduct one.

  1. 1

    Be identifiable without being intrusive

    The player should be able to tell it is an advertisement the moment they wonder. That does not require interrupting them — a visible brand, an honest label, the ordinary markers of sponsorship do it. What matters is that the answer is available, not that it is forced on anyone.

  2. 2

    Demonstrate only what the product does

    This is the load-bearing commitment, and everything else is secondary to it. If the interaction is representative, the lowered scepticism harms nobody, because there was nothing for scepticism to catch. The format's whole ethical position rests on this single condition.

  3. 3

    Do not engineer the conclusion

    There is a difference between letting someone discover that a game is fun and arranging the experience so that they cannot conclude otherwise. The first is a demonstration. The second is using the absence of defences deliberately, which is the version of this that deserves the word manipulation.

  4. 4

    Treat children's placements as a different problem

    Persuasion knowledge develops with age, and younger children have very little of it. An argument that rests on adults having defences that failed to engage does not transfer to an audience that has not built them yet. Whatever is acceptable in an adult placement, assume the bar is higher and the format's advantages are exactly the wrong advantages.

  5. 5

    Judge the ad by what the player believes afterwards

    The honest measure of an ad like this is not the install rate — it is whether the expectations it created turned out to be accurate. That shows up in retention and in reviews, and it is the only number in this business that distinguishes a good demonstration from an effective misrepresentation.

Where we stand, since we are not neutral

We build a tool for making these ads. That is a direct interest in the conclusion, and it would be reasonable to discount what we say here accordingly.

What we would argue is that the format is defensible, on one condition, and that the condition is not a formality. Interactive advertising is more informative than the thing it replaces when it shows the product honestly. A person who tried a game for fifteen seconds genuinely knows more than one who watched a trailer, and knowing more is the outcome any defensible advertising should be aiming at.

But the condition is doing all the work. Without it, every advantage this category has described — the ownership, the memory, the trust, the conclusions people reach themselves — becomes a mechanism for installing a false belief more firmly than a video ever could. The same properties, pointed the other way.

So we would rather the standard for this format were higher than for the ones it competes with, not lower. That is an awkward position for a company selling the tools, and we think it is the correct one. A format that people stop trusting is worth nothing to us, and a format that deserves to be trusted is worth a great deal.

The question that actually separates the two cases

Not whether the ad was enjoyable, and not whether it converted. Ask instead: is the person's belief about this product more accurate after the ad than before it? An honest playable raises accuracy, which is the strongest ethical defence any advertisement can have. A misrepresentative one lowers it while feeling like the opposite to the person it happened to — and that combination is the specific thing worth refusing to build.

What this argument does not settle

Some limits, because this is philosophy rather than measurement and should be labelled as such.

Persuasion knowledge is well established in consumer research. The specific claim here — that interactive formats trigger it less reliably than interruptive ones — follows from how the model works rather than from a study designed to test it. The reasoning is sound and the conclusion is an inference, which is a distinction worth keeping in view when anyone starts quoting it as a finding.

Nor is the line between demonstration and manipulation as crisp as any of the tests in this piece imply. Every advertisement selects what to show. Every game designer tunes an experience. There is a continuum between showing your product at its best and arranging an experience so that only one conclusion is reachable, and reasonable people will place the line at different points along it.

What we would insist on is that the question is a real one and deserves asking during production rather than afterwards. The industry's habitual answer — it converts, so it works — settles a commercial question and leaves this one entirely untouched.

The defence of this format is not that it performs well. It is that a person can end up knowing more than they did. Everything depends on keeping that true.

The questions this one raises.

Is it wrong to make an ad that does not feel like an ad?

Not in itself. Feeling less like an ad is mostly the result of asking less of the viewer, which is a genuine improvement rather than a trick. It becomes a problem only when the person cannot find out that it is an advertisement, or when the lowered scrutiny is being used to install a belief that is not true.

Does labelling an ad solve the problem?

It helps and it is not sufficient. Labels are processed quickly and often not at all, so a disclosure nobody reads does not trigger the defences that the word ad would. It does establish that the person could have known, which matters, but the substantive protection is that what is demonstrated is true rather than that a label was present.

Is this argument not just an argument against advertising?

Partly, and we would rather concede that than pretend otherwise. Most persuasion works better when it is not examined closely. What makes this format a specific case rather than a general complaint is the amplification: it improves accuracy more than video when honest, and damages it more when not, so the same argument that defends it also demands more of it.

Do people actually not notice these are ads?

Most adults know perfectly well. The claim is not that people are fooled about the category — it is that knowing something is an ad in the abstract is different from having the defences engaged in the moment, and it is the second one that does the work. A person can be entirely aware they are in an advertisement and still evaluate it with less scrutiny than an interruptive one.

What should a small studio take from this practically?

One thing: build the ad out of the real product. It resolves nearly every question in this piece, it costs less than inventing a fake mechanic, and it means the ad's performance and the product's retention point in the same direction instead of against each other.

Editorial

The Play Ads Maker team

We build the editor behind this site, which means we spend our days inside the format — its constraints, its export limits, and the question of what actually makes someone tap. We write about what we learn doing it.

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