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Stop Interrupting Your Customers (Start Entertaining Them)

Interruption marketing drives 73% of consumers to actively avoid brands. Permission through entertainment flips the relationship: audiences seek you out, engage willingly, and convert at 8x higher rates.

#permission-marketing#engagement#customer-experience#psychology

Stop Interrupting Your Customers (Start Entertaining Them)

The meeting started with unexpected honesty.

"Our customers hate our marketing," the CMO admitted. "Not 'mildly annoyed by it.' Actually hate it. The data's clear."

The evidence was damning:

  • Email unsubscribe rate: 4.2% per send
  • Ad blocker adoption among their audience: 67%
  • Survey feedback on marketing touchpoints: 83% negative or neutral
  • Brand perception correlation: marketing exposure weakly negative (-0.12)

They were spending $14 million annually making people like them less.

The problem wasn't execution. Their agency won awards. Creative was strong. Targeting was sophisticated.

The problem was fundamental: they were interrupting people who didn't want to be interrupted.

The Psychology of Interruption

Human brains are wired to detect and resist interruption. It's survival mechanism, not marketing challenge.

When you're focused on a task and something breaks that focus, your brain triggers what psychologists call a "cognitive switching penalty." The interruption:

  • Breaks your flow state
  • Forces context switching
  • Creates mild stress response
  • Generates negative emotional association

That negative association attaches to whatever caused the interruption. Including your brand.

Neuroscience research shows interruptions activate the anterior cingulate cortex, the same region that processes physical pain. Your brain literally treats interruption as a form of injury requiring defensive response.

Every ad that interrupts content isn't just failing to persuade. It's actively training people to dislike you.

The Interruption Economics Are Failing

The financial case for interruption marketing deteriorates annually:

2019 metrics:

  • Average email open rate: 21.3%
  • Average click-through rate: 2.6%
  • Average video ad completion rate: 32%
  • Overall effectiveness score: 68/100

2024 metrics:

  • Average email open rate: 17.8%
  • Average click-through rate: 1.9%
  • Average video ad completion rate: 23%
  • Overall effectiveness score: 43/100

People have gotten better at ignoring you.

Meanwhile, costs increased:

  • CPM up 34%
  • CPC up 47%
  • Email send costs up 23%
  • Overall cost per engagement up 91%

You're paying more to achieve less. And the trend accelerates.

The Permission Alternative

Seth Godin identified permission marketing in 1999. Twenty-five years later, most companies still haven't internalized the fundamental insight.

Interruption marketing says: "Stop what you're doing and pay attention to me."

Permission marketing says: "Here's something valuable enough that you'll choose to pay attention."

The psychological difference is profound.

When someone chooses to engage with your content, their brain state is completely different. They're:

  • In approach mode, not avoidance mode
  • Open to information, not defensive against it
  • Cognitively available, not resistant
  • Emotionally positive, not irritated

The same message delivered with permission converts at 8x the rate of the same message delivered as interruption.

But here's what Godin couldn't have fully anticipated in 1999: the most effective form of permission marketing is entertainment.

Entertainment as Strategy

When you entertain someone, you're not asking permission. You're providing value so clear that attention is freely given.

The value exchange is explicit:

Interruption marketing: "Give me your attention (and get nothing in return)."

Entertainment marketing: "Give me your attention and I'll entertain you."

One is extraction. The other is exchange.

BuzzFeed built a media empire on this realization. Their content wasn't about delivering information. It was about delivering entertainment that happened to include brand messages.

But BuzzFeed was still renting attention on their platform. The next evolution: brands creating the entertainment themselves.

The Case Study That Changed Thinking

Company: Enterprise collaboration software
Traditional approach: Content marketing, webinars, white papers
Problem: 94% of content consumed by people who never converted
Cost per lead: $387

They built "Office Politics: The Game," a strategy game where players navigate corporate politics to implement new software systems. The game taught collaboration principles while entertaining players.

Results over 12 months:

Engagement metrics:

  • 127,388 game downloads
  • Average session time: 34 minutes
  • Average sessions per user: 8.7
  • Total engaged hours: 3.7 million

Business metrics:

  • Qualified leads: 18,742
  • Cost per qualified lead: $43
  • SQL conversion: 41% (vs 23% from content marketing)
  • Close rate: 31% (vs 18% from content marketing)

Brand metrics:

  • Brand favorability among players: +47 points
  • Purchase consideration: +62 points
  • Recommendation likelihood: +54 points

The game didn't just reduce acquisition costs. It transformed brand perception.

Why Entertainment Works Where Information Fails

Traditional marketing assumes a rational decision-making process:

  1. Provide information
  2. Information influences beliefs
  3. Beliefs drive behavior

This model has one problem: it's wrong.

Modern psychology shows decisions are emotional first, rational second. We decide based on feelings, then justify with logic.

Entertainment influences emotion directly:

  1. Create positive experience
  2. Experience generates positive feelings
  3. Feelings drive behavior
  4. Logic justifies the choice

This is why someone can read your detailed comparison guide showing your product is objectively superior and still choose a competitor they "just felt better about."

Entertainment creates those feelings. Information rationalizes them.

The Implementation Spectrum

You don't need to build a complex game to shift from interruption to entertainment. The spectrum ranges from simple to sophisticated:

Level 1: Entertaining content

Instead of "10 Best Practices for Supply Chain Management," create "The Disaster Stories That Changed Supply Chain Forever."

Same information. Delivered as entertainment rather than instruction.

Investment: existing content budget, better creative

Level 2: Interactive tools

Calculators, assessments, simulators that entertain while providing value.

One financial services company built a "retirement lifestyle designer" that was part planning tool, part daydream encouragement. Usage rate 23x higher than their planning calculator.

Investment: $15,000-$50,000

Level 3: Gamified experiences

Point systems, challenges, achievements around your product or service.

A fitness app added achievement badges for workout milestones. Retention improved 67%. Cost to implement: $30,000.

Investment: $30,000-$150,000

Level 4: Standalone games

Purpose-built games teaching concepts or entertaining around your brand themes.

Full game development integrating your value proposition, methodology, or products.

Investment: $100,000-$500,000

The level you choose depends on your business model, customer lifetime value, and competitive positioning.

The Objection: "We're a Serious B2B Company"

This is the most common reason companies resist entertainment marketing. Particularly in B2B, there's a belief that fun undermines credibility.

The data shows the opposite.

B2B buyer research (Gartner, 2023):

  • 76% prefer suppliers who "make the buying process enjoyable"
  • 68% say "boring marketing" is a reason to disqualify vendors
  • 94% report entertaining content is "more memorable"
  • 81% are more likely to recommend vendors who entertained them

Your B2B buyers are humans who spend evenings playing mobile games and weekends binging Netflix. The belief that they become humorless robots during working hours is projection, not psychology.

Serious products can be marketed entertainingly. The seriousness is in the solution, not the marketing.

The Cost Structure Advantage

Here's the financial argument that changes CFO minds:

Interruption marketing cost structure:

  • High marginal costs (you pay per interruption)
  • Linear scaling (2x reach costs 2x budget)
  • Continuous funding required (stop paying, stop reaching)
  • Negative brand impact (accumulates over time)

Entertainment marketing cost structure:

  • High fixed costs (development investment)
  • Non-linear scaling (2x reach costs <1.5x budget due to organic sharing)
  • Ongoing value (content/game continues working after creation)
  • Positive brand impact (accumulates over time)

The ROI calculation transforms:

Traditional campaign generating 1,000 leads might cost $300,000. Next year, you need another $300,000 for another 1,000 leads.

Entertainment property generating 1,000 leads might cost $300,000 in year one. Year two might generate 2,500 leads for $50,000 promotion budget.

The investment compounds rather than resets.

The Social Amplification Factor

When you interrupt someone, they don't share the experience. "Hey, did you see that ad that interrupted my YouTube video?" said nobody, ever.

When you entertain someone, they share enthusiastically.

Social amplification data:

Content that entertains gets:

  • 7.3x more shares than content that informs
  • 4.2x more comments and engagement
  • 2.8x more saves and return visits
  • 89% more positive sentiment in discussion

Every person entertained potentially becomes a distribution channel. This creates network effects traditional advertising never achieves.

One branded game with 50,000 players generated 127,000 social shares. That's 2.5 additional impressions per player, delivered by friends and colleagues, with implicit endorsement.

The equivalent reach through paid advertising would cost $340,000. The social amplification cost them nothing.

The Implementation Framework

Step 1: Identify entertainment opportunities

What do your customers actually enjoy? Not what would they tolerate in exchange for your product. What would they choose to do?

Survey customers. Analyze behavior. Look at what they do with discretionary time.

Step 2: Find the overlap

Where does customer entertainment preference intersect with your value proposition, expertise, or brand positioning?

A cybersecurity company discovered their customers loved escape room experiences. They built digital escape rooms where solving security puzzles unlocked each level.

Step 3: Create the experience

Invest in making it genuinely entertaining. Not "entertaining for marketing content" but "entertaining compared to other entertainment options."

This is where most attempts fail. They create something educational with game-like elements rather than something entertaining that happens to educate.

Step 4: Promote as entertainment

Don't say "play our game to learn about supply chain optimization." Say "can you save a global company from supply chain disaster? Test your skills."

Lead with entertainment value. The business value becomes clear through experience.

Step 5: Measure what matters

Traditional metrics (impressions, clicks) don't capture entertainment value.

Measure:

  • Time spent engaged
  • Return visit rate
  • Completion rate
  • Social sharing
  • Brand sentiment shift
  • Purchase consideration change

The Timing Advantage

Entertainment marketing works better when fewer competitors do it. First movers in crowded categories capture disproportionate attention and goodwill.

Right now, in most B2B categories, fewer than 3% of companies use entertainment marketing. That window won't last.

Being first to entertain in your category creates:

Attention advantage: You stand out in a sea of interruption
Perception advantage: You're seen as innovative and customer-centric
Distribution advantage: Early entertainment content gets shared more readily
Learning advantage: You refine the approach before competitors enter

First movers in content marketing (2008-2012) dominated their categories for years. First movers in entertainment marketing (2024-2027) are establishing similar advantages now.

The Decision Framework

Ask three questions:

  1. Is interruption working? Not "could it work better" but "is it actually generating positive ROI?"

  2. Would customers choose to engage with us? If you removed the sales pitch and just offered the experience, would they participate?

  3. Can we commit to being entertaining? This isn't a campaign. It's a strategic shift. Are you ready to invest in making it work?

If you answered no to #1 and yes to #2 and #3, you're ready to stop interrupting and start entertaining.


The companies thriving in 2024 marketing landscape share a realization: the barrier to reaching customers isn't budget, technology, or creativity. It's that customers actively avoid being marketed to.

You can't solve an avoidance problem with more interruption. You solve it by becoming something people seek rather than avoid.

Stop asking for attention you haven't earned. Start offering entertainment worth choosing.

The math works. The psychology works. The question is whether you adapt before your competitors do or after they've captured the advantage.

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