Words · Strategy · 2026
Why the Best Ad Is a Show
Attention can’t be bought anymore, only earned. So fund the story people choose.
- Form
- Essay
- Length
- ~900 words
- Series
- The Attention Papers

On the collapsing wall between entertainment, gaming, and advertising, and what brands should build on the rubble.
Nobody has ever chosen to watch an advertisement. That sounds wrong to say. We've all sat through a Super Bowl ad on purpose, but notice what we really chose: entertainment. The commercial that gets your attention on the first Sunday in February does it by being a tiny film. The rest of the year, advertising survives by ambush. It interrupts the thing you wanted in order to show you the thing it wanted, and the entire history of media technology since the remote control has been an arms race between advertisers seeking new ambush points and audiences buying their way out of them.
Have you ever noticed how advertisers pay media companies to show ads, and we pay media companies to not show ads?
Interruption is a decaying asset. Ad blockers, premium tiers, skip buttons, second screens; every year the audience gets better tools for escaping, and every year the people who are left are more annoyed at being caught. Meanwhile the metric that actually builds brands has never been the interruption at all. It's association.
Here's how it works, and it's older than television. People remember how a product made an experience feel, not what the product claimed it could do. Nobody has ever been argued into loving a brand. We bond with the story: the laughter, the emotion, the memory. The brand simply creates the space for it to happen, and the feeling becomes associated with it. Not because you evaluated the brand. Because you felt something, and the brand was there. The audience doesn't even need to like the product for the bond to form. They need to like the moment.
The brands that understood this stopped buying interruptions and started funding the moments.
The Michelin Guide is a century-old restaurant bible created by a tire company that wanted people to drive farther. BMW spent the early 2000s producing short films with real directors, real movie stars, genuine cinema, where cars were driven and never once pitched. Red Bull built an actual media company that produces sports and culture content people seek out on purpose; the drink appears the way weather appears, as an ambient fact of that world. And the blockbuster versions are now unmissable: feature films built entirely inside brand universes, drawing audiences who paid for tickets to spend two hours somewhere a marketer would have once begged for thirty seconds.
None of this content advertises in any traditional sense, and that's precisely why it works. The moment content starts selling, the audience reclassifies it from entertainment to advertising, and re-arms all their defenses. The discipline lives or dies on a single constraint: the entertainment must be real. It has to survive on its own merits, competing against everything else the viewer could be watching, with the brand as its setting rather than its subject.
Gaming is where this logic runs furthest, because games don't just show you a world; they let you inhabit one. When a brand builds a space inside a game platform, or a playable experience of its own, the association mechanism compounds: hours of voluntary presence instead of seconds of tolerated exposure, agency instead of spectatorship, and the peculiar loyalty people develop toward places where they've had fun. The interactive frontier is the same thesis as the tire company's restaurant guide, running at a hundred times the intimacy.
Which raises the obvious question: if this works so well, why isn't every brand doing it? Two honest reasons. The first is measurement culture; interruption advertising produces tidy dashboards, while association produces its returns diffusely and over time, and organizations promote what they can chart quarterly. The second was cost: entertainment that can genuinely compete for attention used to require entertainment-industry budgets, and most brands couldn't fund a film studio on a marketing line.
That second barrier is the one that just collapsed. Modern creative and AI production tools have dropped the cost of competitive entertainment by an order of magnitude. A small team (in honest moments, a single sufficiently multi-skilled person) can now develop, write, produce, and distribute serialized content that would have required an agency roster and a production company five years ago. The gap between "brands that can afford entertainment" and "brands that can't" is closing fast, which means the differentiator shifts to the thing money never could buy directly: judgment. Knowing what makes a story worth someone's evening. Knowing where the brand belongs in it and, harder, where it doesn't. Knowing the exact line where sponsorship becomes salesmanship and the whole spell breaks.
That judgment is a craft discipline sitting at the junction of entertainment, gaming, and marketing, and it's been my standing obsession: studying why some brand-funded stories earn genuine audiences while others are instantly detected and dismissed as ads in costume. The pattern in every success is the same. The content respects its audience enough to be for them, not aimed at them. The brand pays for the campfire and then lets people enjoy the fire.
The winners will be the brands people willingly make room for. The losers will keep competing for increasingly expensive opportunities to interrupt them.
The best ad was never an ad. It was always a show someone chose.