
Red Crown product placement in “The Garage” (1920)

Coca-Cola product placement in “American Idol” (2002-2018)
In October of 2019, China’s largest video platform, Tencent Video, began using virtual advertising to insert sponsored products into films and series that didn’t feature product placement in the original.24 According to a 2016 study conducted by the Department of Advertising at Namseoul University in South Korea, “Virtual advertising is a method of advertising wherein a virtual image is seamlessly displayed on a TV monitor or mobile device screen so as to appear real.”25 Essentially, it uses computer graphics to insert posters, product placements, logos, or any other kind of advertisements into a video in post-production.
The study conducted by at Namseoul University notes that virtual advertising is closely related to the emergence of new media and the multi-platform system that “allows viewers to control the timing, location and content of their viewing experience.”25 The study also states that “virtual advertising is a future-oriented advertising vehicle, which is likely to spur the development of new advertising methods for the new media market.”25

Tencent Video program before virtual advertising inserted

Tencent Video program after virtual advertising inserted
An American start-up tech company, Ryff, boasts a similar service. Ryff co-founder Mark Turner invented a specific software called Placer, which uses computer vision and machine learning technology to identify locations in videos where virtual objects can be placed.26 Their website states that their capabilities allow them to scan existing content for flat surfaces, scene composition, and sufficient light. They then use this data to anchor 3D models exactly where they should naturally fit.27 Ryff’s online reel claims they are the company for “redefining engagement” and “moving brand integration into the digital age.”28

Video before Ryff virtual advertising inserted

Video after Ryff virtual advertising inserted
Virtual advertising is similar to traditional product placement in that advertisements are ingrained in the video content people want to watch, so they can’t be ignored or filtered out with Adblockers, but they’re different in that virtual advertisements can be inserted with advanced VFX technology, so directors can film a scene without any sponsored products in the shot the production studios will be able to decide if and where advertisements get placed in post-production.
This is where one plausible ethical problem arises. Everything is carefully planned in filmmaking, including the graphic elements of a possible advertisement. If filmmakers no longer have a say in where a logo or product will be placed, it could ruin the director’s vision and the audience’s experiences if an advertisement is too blatantly obvious or completely unrelated to the storytelling or cinematography. But because virtual advertising is potentially a big revenue generator for film and television studios, it could become an immensely popular practice in post-production, regardless of the director’s wishes.
Sponsored Content or “sponcon” is a kind of embedded advertising can exist physically or digitally. Examples of physical sponcon include athletic brands paying college-aged skateboarders in major cities to wear their logo so younger kids will see them and want to buy that same brand, or designer labels paying celebrities to wear their clothes so everyone who sees the paparazzi red carpet photos will want to buy that same label. Speaking from first-hand experience, from ages fifteen to twenty, I mostly based my choice in brands around what I saw my favourite musicians, artists, and actors wearing in candid photographs. If I found out, retrospectively, they had been paid to wear those brands and I’d fallen into the very trap that billion-dollar companies had set, I’d be heartbroken. But I’m none the wiser because these possible advertisements weren’t marked as such. This kind of physical sponcon is a new kind of non-traditional advertising that allows consumers to feel as though they’ve purchased something out of their own free will and not because they were convinced to buy it by a company.
Digital sponcon is a similar idea but requires a bit more transparency on behalf of the influencer and the consumer. For years, Instagram influencers got away relatively scot-free posting ads on Instagram and not marking them as such, like they were simply recommending a product to their followers without mentioning that they were getting paid to post it.29 In 2019, the FTC (Federal Trade Commission) cracked down and sent 21 Instagram influencers a letter warning them that publishing sponsored Instagram posts on their personal accounts without “clear and conspicuous disclosure” is a breach of the rules. As a consumer protection agency in the United States, the FTC is tasked with the prevention of fraudulent or deceptive advertising, and “educating marketers about their responsibilities under truth-in-advertising laws and standards.”29 Because of this crackdown and a consequential change of policy, Instagram users now generally know that they’re being advertised to when they see an influencer posting sponcon, but it’s still an effective form of advertising because users will create a direct association between the product and the person who posts it, who is typically a celebrity, model, or lifestyle influencer.
The ever-evolving nature of advertisements as well as their increasingly invasive nature in recent years has provided writers and designers alike with countless inspiration for science fiction and world building. One of these examples is the 2011 stand-alone episode “Fifteen Million Merits” from the show Black Mirror, which imagines a world where technology has made it impossible for people to avoid advertisements. In this futuristic reality, people are always surrounded by screens, in their bedroom, at their place of work, etc, and advertisements can autoplay at any time. The protagonist can skip the ads for a price, but if he closes his eyes and tries to block them out, the screens will go red and a high pitched noise will sound in his ears until he opens his eyes and finishes watching them.

The protagonist attempting to tune out autoplay advertisements in his room
“Black Mirror: Fifteen Million Merits” Season 1 Episode 2

The protagonist attempting to tune out autoplay advertisements in his room
“Black Mirror: Fifteen Million Merits” Season 1 Episode 2
Similar to Maniac, this is an example of design fiction in a sci-fi television show. Whereas in Maniac, AdBuddy was optional, meaning users could opt into the service if they choose to, in Black Mirror, it becomes a privilege to not watch advertisements. Advertisements become a state of being, you can only opt out if you pay. Black Mirror imagines the future of advertisements to a more extreme degree, but it’s still design fiction. Within a narrative, Black Mirror has criticised our current society by imagining what unavoidable embedded advertisements could look like years down the line as technology advances and the escalation between marketers and consumers increases.
When I initially saw the semi-viral Twitter video exemplifying ways in which the Chinese company Tencent has begun using new technology to insert product placement into old television and film programs, I was shocked. I knew after watching it and reading the discourse around it, that I wanted to focus my third year project around the future of embedded advertising. The responses to the video were copious and mostly negative, with many Twitter users deeming the practice anything from annoying to unethical. After watching the video, I, like the many who responded, considered virtual advertising to be an interesting kind of technology with great artistic potential being misused for capitalist gain, but I tried to suspend my judgement.
One phrase in particular that caught my attention while I was reading the replies to the Tencent Twitter video was someone claiming that with virtual advertising, companies have found a “new form of real estate” to place ads on. It made me think about the “forms of real estate” that currently exist for advertisements, and have long existed throughout the previous decades. Sitting in my bedroom, currently, the only objects that can show me commercials, send me spam, or catalogue my data are my laptop and my phone. And though I’m never usually further than two meters from either of them at any given moment, I can make the decision to remove myself from these screens whenever I want.
Sometimes, it can feel like technology is overbearing. The popular expression “unplug,” meaning to take a temporary break from technology, exemplifies this. If we choose to, we can unplug ourselves from the digital world, from Youtube suggested videos, and the endlessly refreshable interfaces of Twitter, Instagram, Facebook and apps of their nature. But this luxury of unplugging isn’t one I’d bank on having forever.
As the amount of information on the internet increases, so will the value of our attention. Ergo supply and demand. And, as made evident by the rise of embedded advertising, marketers are already looking for new ways to ensure the attention of consumers. New ways to show us ads we will engage with and not scroll past, mute, or click out of.
Presently, the only type of advertisements that can exist in numerous formats and materials are stagnant, two-dimensional ones. In her 2010 book, “Advertising, Commercial Spaces, and the Urban”,31 Anne M. Cronin writes that “Media owners of outdoor advertising sites promote it as one of the few ways to reach a mass market in today’s context of the fragmentation of media and audiences.” Although physical outdoor advertisements do reach a substantial audience of commuters every day, they’re becoming a thing of the past. Posters and billboards can’t engage with audiences in a very meaningful way, nor can they collect and scrutinize your data to sell you products based on your search history, taste, and previous shopping habits. They rely on chance. The chance that someone who happens to be interested in what they’re selling will see it. Often times they sit there, weathered and unnoticed. They cannot compete with more modern forms of advertising such as virtual product placements and sponsored Instagram posts.
In many ways, old forms of advertising are ineffective for consumers and companies alike. As made evident by our almost instinctive response to click out of pop-ups and tune out commercials between television scenes, consumers dislike being advertised to. But because consumption is what drives our entire economy, consumers don’t have a choice in the matter. Unless we want to completely remodel our entire capitalist economic structure (a prospect to which I am not entirely unopposed, but I digress), companies have to try and sell us their products. So, Instead of looking at the future of embedded advertising as a technology-gone-too-far scenario, I want to explore how embedded advertising could be seen as an intertextual innovation that enhances interaction and how it could be a potentially positive alternative to the classical kinds of ineffective and annoying advertising.
As a jumping-off point for my third year studio project, I decided to utilise design fiction to imagine some possible ways in which embedded advertising could exist physically as well as digitally as technology advances, attention becomes worth more, and the escalation between consumers and marketers increases. In “Speculative Everything: Design Fiction, and Social Dreaming,” Anthony Dunne and Fiona Raby write, “When it comes to technology; future predictions have been proven wrong again and again. In our view, it (predicting the future) is a pointless activity. What we are interested in, though, is the idea of possible futures and using them as tools to better our understanding of the present and discuss the kind of future people want, and, of course, the ones people do not want.”32 Similar to how Tencent Video has found a new form of real estate for advertisements, I want to explore what other pre-existing surfaces could be reinvented to display advertisements in the digital age.
To reimagine advertisements for the digital age, I considered what they would look like in a future where advanced technology has made it possible for video content to exist outside of the screen and in other materials. This potential innovation would allow for endless artistic and creative potential, but it would also act as a solution to the advertiser’s demand for consumer attention. If physical materials other than screens could play video, all surfaces would become new real estate for companies to sell us specialised products in an engaging way and the old-fashioned, one-dimensional ways of advertising such as posters and billboards would no longer be the only kind that could exist physically.
To materialise my design fiction, I created a mock-up video of a theoretical product sponsorship: “Play-Doh sponsored by Kellogg’s.” I designed this product’s packaging and using special effects, created a video illustrating how it would work.
https://vimeo.com/379083974

Video screencaps

The product’s packaging
In this design, the Kellogg’s cereal advertisement is embedded in the Play-Doh product so that the first time someone opens a new can of Play-Doh, a video advertisement plays in the clay material for either Froot Loops, Eggo’s, Frosted Flakes, Rice Krispies, Raisin Bran, etc. before fading away and turning back into the original, ad-free product (see final two screencaps).
Similar to the Amazon and Google promotions, this product would be sold at a discounted price because the buyer would have to dedicate approximately two minutes of their time and attention toward watching and interacting with the Kellogg’s sponsorship video before they could use the Play-Doh ad-free. In this sense, the design is in line with Goldfaber’s theory regarding attention transactions because the buyer offsets the material cost of the product by partially paying with their attention.
This design plays upon the psychological idea of implicit attitudes in advertising. If a person sees a sponsorship message for Kellogg’s products while interacting with Play-Doh, they will transfer the positive emotions from the touch and feel of the Play-Doh to the products being advertised, albeit being unaware of this transfer. This positive association the person creates with Kellogg’s could last a lifetime and turn into brand loyalty. Both Play-Doh and Kellogg’s would benefit from this design because the former would be able to sell their product at a discounted price, thus having an edge on the market, and the latter would gain the kind of enduring wealth and influence that comes from obtaining the attention of the masses.
I created another mock-up video for a different theoretical product sponsorship: “Sainsbury's Orange Juice sponsored by Audi.”
https://vimeo.com/382628685

Video screencaps
The product’s packaging
In this product sponsorship, the liquid poured from the orange juice container would be an interactive game in which the user drives a digitised Audi by steering the cup to the left, right, escalating the speed by turning the cup forward, or reversing the speed by pulling the cup back. After about 40 seconds, the projection of the interactive game onto the liquid would turn into orange juice. The consistency of the product would never change, only the images it displays.
The association between Kellogg’s and Play-Doh and Audi and Sainsbury’s Orange Juice, the former being two products marketed towards children and the later being two products adults could use at the start of their day, may seem arbitrary and a bit random, and that’s because in many ways it is. Each grouping’s products are not implicitly related to one another. But I’m reminded and inspired by the seemingly random company-to-company sponsorships of Superbowl commercial break past, such as:
Lionsgate Studios and Subway LLC

Subway sponsored the 2013 film Catching Fire by offering the Hunger Games-inspired chicken and steak jalapeno melt during the sequel film’s theatrical run33. Subway and The Hunger Games trilogy, at first glance, appear completely unrelated. But once even the most tenuous of lines is drawn to compare the two (see: the fiery taste of the sandwich and the word Fire in the film’s title) it becomes a lucrative, symbiotic sponsorship for both parties.
Pampers and Cheerios

In this 2015 commercial,34 a father puts his infant son to sleep and asks him to say “Dada” and is greeted only with “Mama” as a response. The next morning, the father feeds his son Cheerios and the baby, elated, says, “Dada!” The proud father rejoices. Voiceover enters: “With help from Pampers for a good night’s sleep and Cheerios for breakfast, your tot can do wonders.” This “wonder” in question is the small child’s ability to say “Dada.” Pampers in the nighttime, Cheerios in the morning, the cost of one primetime commercial split between the two companies. Two birds, one stone, as they say.
The correlation between diapers and cereal may seem a bit more direct than meat melts and The Hunger Games: Catching Fire, but in my eyes, they’re both equally related and unrelated. It doesn’t matter how similar they seem, it’s beside the point. Both of these instances of sponsorship have utilised the psychology behind implicit attitudes to create positive association for their products in a new context, the same way product placement in films does. Subway wanted to get its name out there and attract attention and so did the then newly-released Catching Fire film, so they used each other’s fan bases to attract more viewers. Regardless of whatever success each company gained from these campaigns, it doesn’t change the fact that both of these sponsorships were cheesy, unengaging, and easy to mock as I have so subtly done in the above paragraphs.
To combat the utter boredom that overcomes consumers when presented with the film franchise sandwich and diaper commercials of the world, I made interactivity within my designed product sponsorships the central theme. When people touch and feel things, it creates a more direct association than seeing or hearing. “Interactive” has become a massive buzzword in the tech world in the last two decades. Interactive games, interactive technology, interactive art, interactive learning, and even interactive movies (see Netflix’s Bandersnatch, which was a 2018 choose-your-own-adventure style film). I believe there is a case to be made for the power of interaction between people and materials, and it’s worth examining how this interaction has changed with the rise of social media and our cultural reliance on screens.
Though the technology to realise my design fiction is not yet available and may never be, I wanted to design advertisements that are more interactive and therefore more enjoyable and I wanted to create a fun way of integrating video content into our physical surroundings as an alternative to present-day advertisements which seem to be a pure inconvenience to the viewer. In designing these sponsorships, I attempted not to outline a bleak, doomsday scenario, but to follow the trends of embedded advertising to a possible point in the future and theorise a way in which the attention economy implied in my design fiction could benefit both people and businesses financially.
But in creating a new, more interactive way for audiences to engage with advertisements, there are inevitable drawbacks and ethical questions that arise. Such as: Is being able to separate the virtual world and physical world a privilege or a right? And, is an attention economy more or less ethical than the currency-governed economy we presently find ourselves situated in?
By opening our laptops and unlocking our phones, we agree to expose ourselves to advertisers. We accept this annoyance as the cost of experiencing the Internet. If we were asked to pay fifteen pence to watch a Youtube video, we’d seriously reconsider watching it, and in all likelihood, click out of the page. But instead when Youtube asks us to watch a fifteen-second advertisement before a video, we don’t think of it as a transaction, even though those fifteen seconds of our attention are worth far more to Youtube than our fifteen pence.
The technology behind my design fiction could prove problematic in that it would have a drastic effect on people’s everyday experiences and material surroundings. If video content could exist outside of the screen, we forfeit all rights to unplugging, and our laptops and phones are no longer our only two devices around us that can show us advertisements. If the technology required to display video content in physical materials does one day exist, it could likely become misused due to marketers’ unabashed and continued desire to capture consumer attention. If not with the product sponsorships like the ones I’ve hypothesized and designed, then perhaps with more sinister and dystopian advertisements like the Black Mirror pop-up ads you have to pay to avoid watching.
On a surface level, delving further into an attention economy could be appealing because the thought of being able to pay for material objects and not just online videos with your attention, like the protagonist in Maniac does when she pays for a meal by listening to an AdBuddy, is very tempting. But to quote Lexie Krane again, “for most human history, access to information was limited, but today we have access to information on an unprecedented scale.”4 Now that we have this incredible access to information, it would be a shame if we weren’t able to spend our time and attention learning from it. If the attention economy were to take a full effect, people would likely get into a routine of watching, say, thirty advertisements each morning to help pay off a loan on a new couch, or they would never be able to ride the train in peace because each ride would be paid for by listening to advertisements the entire time.
Contrarily, the emergence of an attention economy could help consumers realise the true value of their attention and make them more conscious of where they direct it. And if marketers were able to create interactive advertisements that upon engaging with, consumers could then buy products at a discounted price, it could be a win-win for companies and customers alike. As many things do, my design fiction comes down to moderation. Or as the inscription on the ancient Greek temple of Apollo reads: “nothing in excess.”
My design fiction aims to be more than a futuristic commercial enterprise. It aims to combine the upsides of two rising cultural trends, embedded advertising and the attention economy, into one product. Those benefits, respectively, are the ability for consumers to engage with clearly marked advertisements in an entertaining and interactive way and the ability for consumers to off-set the price of a material product with their attention in a way that is convenient and not overbearing.
Beyond my design fiction for future advertisements and sponsorships, I want to also focus my third year project on the positive outcomes of a more digitally connected physical word and how separating out digital content from the strictly phone and laptop settings can be beneficial for everyone. I want to design ways of bringing the necessary functions of the Internet into the real world so digital content does not exist simply to go viral in a vacuum.
A 2018 survey of 2,000 people determined that the average American spends seven hours a day looking at a screen.36 Given the fact that we’re only awake for approximately fourteen to sixteen hours a day, that means we dedicate, on average, half our waking hours to looking at some incarnation of a screen. This large number may seem improbable to some, but once you consider the fact that many people check their phone when they wake up, look at a computer screen all day while at work, check their phone during the commute home, watch a film or television show to unwind once they get home, and check their phone again before bed, it seems completely probable. Because 74 percent of employed Americans use a computer at their job,37 it has become a necessity for many to look at a screen for long hours each day in order to generate an income. When you compare that to the 58 percent of millennials who feel anxious and irritated if they can’t check their phone for a prolonged period of time,38 it becomes evident that screens have become a necessity to maintaining a social life and a sense of general comfort and inclusion.
The Internet is a revolutionary tool that is incredibly popular and consequently, incredibly misused. Because the Internet is the only place where videos can be uploaded and shared (you can’t print out a video and mail it to someone or hang it on a wall like you could a drawing or photograph), video content on the Internet exists in a vacuum. Three hundred hours of video are uploaded to YouTube every minute31 and five hundred million people use the Instagram story feature every day.32 Because there is so much online content, It’s nearly impossible for an average person to share something that rises to the surface, because it will most likely get buried underneath anything else.
Because there is an unfathomably large amount of digital content uploaded by people around the world each second, people’s attention span for it has decreased. Our lack of patience for online advertisements has transformed into a lack of patience for all types of digital content. If Instagram, Facebook, or Youtube is the only outlet one uses to share one’s creative work, the engagement level goes way down compared to information transferred physically.
In my own art practice, I make mixed media animations and visual effects video that focus less on a narrative structure and more on crafting an environment. Whenever I complete one of these videos, I typically export it, upload it to Vimeo, post it on my website, share it on my Instagram, then I close my laptop and consider it “finished.” Social media is a great tool for sharing one’s artistic work, but it can be difficult for videographers and animators to really create meaningful engagement between their content and their viewers on these platforms. To combat this, I designed a prototype of what I’m deeming the “QR Code Cinema.” This is a mini, smartphone-optimized, cinema that allows viewers to engage with video art in a more interactive, physical way.
https://vimeo.com/385500686
Expanding on this prototype, I intend to make a new model that’s sturdier and more robust, with a handle or pulley system that makes it easier for one to insert and remove their phone. I also want to make the QR Cinema a communal, interactive experience. In the video above, the QR Code in the cinema leads to a Youtube link with one of my animations. But going forward, I want to incorporate the video art of several different artists and test the level of engagement bypassers have with it. The QR Cinema is an object that changes the meaning of a video by changing the context in which it’s viewed. Because it no longer seems as though you’re viewing a video through a phone, the level of attention and engagement one dedicates to the video inherently increases.
The lines between the digital world and the physical world are already becoming increasingly blurred, and I want to merge these worlds by designing new ways, both real and fictional, that the video format can be more interactive and prevalent in real life. Whether it be by way of advertising or video art, I believe there are many ways we could benefit from interactive experiences that bring some of the digital content out from the endless ether of the internet into the real world to be physically experienced.
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