In 1976, Richard Dawkins needed a word for a unit of cultural transmission — something that could replicate, mutate, and compete for survival the way genes do, but in the medium of human minds rather than biological cells. He called it a "meme."
Examples of memes are tunes, ideas, catch-phrases, clothes fashions, ways of making pots or of building arches. Just as genes propagate themselves in the gene pool by leaping from body to body via sperms or eggs, so memes propagate themselves in the meme pool by leaping from brain to brain.
— Dawkins, The Selfish Gene, 1976
Daniel Dennett extended the framework: "The haven all memes depend on reaching is the human mind, but a human mind is itself an artifact created when memes restructure a human brain in order to make it a better habitat for memes." The mind does not use memes. Memes use the mind.
Susan Blackmore, in The Meme Machine (1999), argued that memes are not a metaphor. They are a genuine second replicator — a system of Darwinian selection operating on ideas, habits, and symbols. The ones that survive are not the truest or the most useful. They are the ones best adapted to the environment of human attention.
An advertisement is a meme with a budget.
If advertising is a replicator competing for cognitive habitat, it faces the same pressure as any organism: the environment adapts. Predators get faster, so prey gets faster. Ads get louder, so attention filters get stronger.
Jan Benway demonstrated this empirically in 1998. Her study at Rice University showed that web users systematically fail to notice banner-style elements — even when those elements contain exactly the information they're looking for. She called it "banner blindness." The more something looks like an ad, the more reliably the brain classifies it as noise and discards it before conscious processing even begins.
This is not a failure of advertising. This is an evolutionary arms race between a replicator and its host's immune system.
The Gestalt psychologists documented the mechanism a century ago. The brain's figure-ground system — the process by which we separate objects from their surroundings — is not passive observation. It is active construction, shaped by expectation and prior experience. When a format becomes associated with commercial intent, the brain learns to assign it to "ground." It becomes invisible. Wallpaper.
Robert Zajonc's mere exposure research (1968) revealed the escape route. Exposure breeds preference — but Bornstein's 1989 meta-analysis found the effect is strongest when exposure occurs below conscious awareness. The ads the brain successfully filters out may be doing more work than the ones it notices.
The winning strategy from the beginning has been to seek out time and spaces previously walled off from commercial exploitation.
— Tim Wu, The Attention Merchants, 2016
The implication is clear. Every advertising format will eventually be neutralized by the brain's pattern recognition. Survival requires mutation — finding new surfaces, new contexts, new negative spaces where the figure-ground system has not yet learned to look away.
Katharina Hutter and Stefan Hoffmann ran a field experiment across 2,500 respondents and 730 days of sales data. Published in the Journal of Retailing in 2014, their finding was that ambient media — advertising placed in unexpected physical contexts — draws attention, generates positive attitudes, stimulates word of mouth, and increases purchase behavior. It works because it violates expectations. The brain cannot assign it to "ground" because it has never seen this figure in this context before.
Jurca and Madlberger (2015) named the mechanism: schema incongruity. When an advertisement appears where no advertisement belongs, it forces the brain into active perceptual reorganization. This cannot be voluntarily ignored. The surprise is processed before the viewer can choose not to look.
Cristel Russell (2002) found the paradox: incongruent placements — brands in places they don't belong — produce stronger memory because they trigger deeper processing. The brain remembers the anomaly. The anomaly carries the brand.
This is the operating principle of every significant guerrilla campaign in history. Skywriting (1922) colonized the atmosphere. Red Bull's empty cans (1994) colonized the evidence of consumption. Burger King's Whopper Detour (2018) colonized McDonald's locations as its own advertising surface. Each campaign succeeded because it occupied a space the brain had not yet learned to classify as commercial.
The history of advertising is a history of negative space collapsing into inventory.
In 2015, Jeff Giesea published a paper in NATO's Defense Strategic Communications journal titled "It's Time to Embrace Memetic Warfare." His definition:
Memetic warfare is competition over narrative, ideas, and social control in a social-media battlefield. It's about taking control of the dialogue, narrative, and psychological space. It's about bypassing rational agency.
— Giesea, Defense Strategic Communications, 2015
DARPA funded this research directly. Their Social Media in Strategic Communication (SMISC) program, launched in 2011 with a $50 million budget, explicitly studied "the formation, development and spread of ideas and concepts (memes)" for military purposes.
The RAND Corporation's 2016 analysis of the Russian "Firehose of Falsehood" propaganda model identified four characteristics: high volume, multichannel, rapid and continuous, and unconcerned with consistency. These four features describe programmatic advertising as precisely as they describe state-sponsored information warfare.
The vocabulary is converging because the activity is converging. Both disciplines — military information operations and commercial advertising — are competing for the same resource: cognitive territory. Both seek to implant persistent patterns in human minds. Both measure success by behavior change. Both have developed increasingly sophisticated tools for bypassing the rational faculties of their targets.
Edward Bernays understood this convergence in 1947 when he described "the engineering of consent" — the systematic manipulation of information environments to shape public preference. He did not distinguish between commercial and political applications because the mechanism is identical. A meme does not care whether it was launched by a government or a brand. It cares whether it can replicate.
Advertising is memetic warfare conducted for commercial objectives. The colonization of narrative space for profit rather than geopolitical advantage.
The trajectory is visible. Herbert Simon identified the constraint in 1971: "A wealth of information creates a poverty of attention." Fifty years later, the poverty is acute and the competition for what remains is total.
The formats are failing. Banner blindness extends to every conventional surface. The brain has learned to classify and discard at speeds no creative refresh can outrun.
The spaces are filling. Tim Wu documented two centuries of creeping baseline — each generation accepting commercial presence in spaces the previous generation considered sacred.
The tools are converging. The same memetic frameworks that DARPA studies for influence operations are the frameworks that drive programmatic advertising. The same techniques of subliminal exposure that Zajonc and Bornstein documented operate whether the stimulus is a brand name or a political slogan.
What comes next will look less like advertising and more like a fact of nature. A presence so embedded in the environment that the figure-ground system never learns to separate it from the world itself.
Every surface is a medium. Every gap is inventory. Every negative space is an ad waiting to be noticed.
Space available. Inquire within.
Benway, J.P. & Lane, D.M. (1998). Banner Blindness: Web Searchers Often Miss 'Obvious' Links. Proceedings of the Human Factors and Ergonomics Society 42nd Annual Meeting.
Bernays, E.L. (1947). The Engineering of Consent. The Annals of the American Academy of Political and Social Science, 250(1), 113-120.
Blackmore, S. (1999). The Meme Machine. Oxford University Press.
Bornstein, R.F. (1989). Exposure and Affect: Overview and Meta-Analysis of Research, 1968-1987. Psychological Bulletin, 106(2), 265-289.
Dawkins, R. (1976). The Selfish Gene. Oxford University Press.
Dennett, D.C. (1991). Consciousness Explained. Little, Brown.
Giesea, J. (2015). It's Time to Embrace Memetic Warfare. Defense Strategic Communications, NATO StratCom COE, Vol. 1.
Hutter, K. & Hoffmann, S. (2014). Surprise, Surprise. Ambient Media as Promotion Tool for Retailers. Journal of Retailing, 90(1), 93-110.
Jurca, M.A. & Madlberger, M. (2015). Ambient Advertising Characteristics and Schema Incongruity as Drivers of Advertising Effectiveness. Journal of Marketing Communications, 21(1), 48-64.
Paul, C. & Matthews, M. (2016). The Russian 'Firehose of Falsehood' Propaganda Model. RAND Corporation.
Russell, C.A. (2002). Investigating the Effectiveness of Product Placements in Television Shows. Journal of Consumer Research, 29(3), 306-318.
Simon, H.A. (1971). Designing Organizations for an Information-Rich World. In M. Greenberger (Ed.), Computers, Communications, and the Public Interest. Johns Hopkins Press.
Wagemans, J. et al. (2012). A Century of Gestalt Psychology in Visual Perception. Psychological Bulletin, 138(6), 1172-1217.
Wu, T. (2016). The Attention Merchants. Alfred A. Knopf.
Zajonc, R.B. (1968). Attitudinal Effects of Mere Exposure. Journal of Personality and Social Psychology, 9(2), 1-27.