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abstract

Eating Ads With a Monster: Introducing a Gamified Ad Blocker

Published: 02 May 2019 Publication History

Abstract

Often, online ads are annoying. Ad blockers are a way to prevent ads from appearing on a web page. As a result, web service providers lose more than 35 billion dollars per year and freely available content on the web is at risk. Taking both interests of web service providers and users into account, we present a gamified ad blocker that allows users to drag a virtual monster over ads to eat them and make them disappear. For each deactivated ad, users receive ad-free time that they can take whenever they want. We report findings from a pre-study, establishing requirements for the implementation of the ad blocker as well as the results of a usability test of our prototype. As a next step, we will release the extension in the Chrome Web Store for upcoming in-the-wild studies.

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References

[1]
William Albert and E. Dixon. 2003. Is This What You Expected? The Use of Expectation Measures in Usability Testing. Proceedings of Usability Professionals Association 2003 Conference, Scottsdale, AZ. (2003).
[2]
Maximilian Altmeyer, Kathrin Dernbecher, Vladislav Hnatovskiy, Marc Schubhan, Pascal Lessel, and Antonio Krüger. 2019. Gamified Ads: Bridging the Gap Between User Enjoyment and the Effectiveness of Online Ads. CHI Conference on Human Factors in Computing Systems Proceedings (CHI 2019) (2019).
[3]
Mimi An. 2016. Why People Block Ads and What It Means for Marketers and Advertisers. Hubspot Research (2016).
[4]
Aaron Bangor, Philip Kortum, and James Miller. 2009. Determining What Individual SUS Scores Mean: Adding an Adjective Rating Scale. Journal of usability studies 4, 3 (2009), 114--123. https://doi.org/66.39.39.113 arXiv:978-0--9846455702-0--1
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Jenny V. Bittner and Jeffrey Schipper. 2014. Motivational Effects and Age Differences of Gamification in Product Advertising. Journal of Consumer Marketing 31, 5 (2014), 391--400.
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John Brooke. 1996. SUS - A Quick and Dirty Usability Scale. Usability evaluation in industry 189, 194 (1996), 4--7.
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Michelle R. Nelson. 2002. Recall of Brand Placements in Computer/Video Games. Journal of Advertising Research 42, 2 (2002), 80--92.
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Ralf Terlutter and Michael L. Capella. 2013. The Gamification of Advertising: Analysis and Research Directions of InGame Advertising, Advergames, and Advertising in Social Network Games. Journal of Advertising 42, 2--3 (2013), 95--112. arXiv:1111.6189v1
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Moonhee Yang, David R. Roskos-Ewoldsen, Lucian Dinu, and Laura M. Arpan. 2006. The Effectiveness of In-Game Advertising: Comparing College Students' Explicit and Implicit Memory for Brand Names. Journal of Advertising 35, 4 (2006), 143--152.

Cited By

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  • (2021)A Systematic Mapping Study: How Can UX Design Be Adapted to Improve the Design of Meaningful Gamified Solutions?International Journal of Innovation and Technology Management10.1142/S021987702130006818:06Online publication date: 30-Sep-2021
  • (2021)Taking Back Control of Social Media Feeds with Take Back Control2021 International Conference on INnovations in Intelligent SysTems and Applications (INISTA)10.1109/INISTA52262.2021.9548614(1-7)Online publication date: 25-Aug-2021
  • (2020)Cultural Heritage Design Element Labeling System With GamificationIEEE Access10.1109/ACCESS.2020.30082708(127700-127708)Online publication date: 2020

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  1. Eating Ads With a Monster: Introducing a Gamified Ad Blocker

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    cover image ACM Conferences
    CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems
    May 2019
    3673 pages
    ISBN:9781450359719
    DOI:10.1145/3290607
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 02 May 2019

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    Author Tags

    1. ad blocker
    2. gamification
    3. usability
    4. user experience

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    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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    • (2021)A Systematic Mapping Study: How Can UX Design Be Adapted to Improve the Design of Meaningful Gamified Solutions?International Journal of Innovation and Technology Management10.1142/S021987702130006818:06Online publication date: 30-Sep-2021
    • (2021)Taking Back Control of Social Media Feeds with Take Back Control2021 International Conference on INnovations in Intelligent SysTems and Applications (INISTA)10.1109/INISTA52262.2021.9548614(1-7)Online publication date: 25-Aug-2021
    • (2020)Cultural Heritage Design Element Labeling System With GamificationIEEE Access10.1109/ACCESS.2020.30082708(127700-127708)Online publication date: 2020

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