Esquire’s Augmented Reality Issue

You open a print issue of Esquire and the pages do not stop at ink. You point a webcam or phone at a marked page and the magazine layer expands. Here, “marked” means the page includes a printed visual marker the AR software can recognize. Video clips play, 3D objects appear, and extra content sits directly on top of the printed layout. The issue behaves like a portal, not a publication.

The move. Extending print with augmented reality

Esquire experiments with an augmented reality-enabled issue that connects physical pages to digital experiences. The print product becomes the trigger, and the digital layer becomes the reward for curiosity.

How it works. Markers plus a camera

  • Selected pages include visual markers designed to be recognized by software.
  • The reader opens the AR experience on a computer webcam or mobile device.
  • When the camera recognizes the page, digital content overlays the magazine.
  • The overlays can include video, interactive elements, and 3D objects tied to the editorial content.

In publishing and brand media, augmented reality works best when the page itself becomes the interface rather than a detour to a separate destination. Because the camera locks onto the page itself, the overlay feels anchored to the layout, which makes the payoff arrive without a context switch.

In consumer publishing and brand media, the most repeatable AR pattern is to let the page be the trigger and the camera be the lens.

Why it matters. A magazine that behaves like a medium

This is not a banner ad placed on paper. It is a format shift. The real question is whether you are using AR to deepen the editorial moment or to bolt on a gimmick. The reader keeps control, but the magazine now has depth. Print becomes interface, and “extra content” becomes spatial and contextual rather than hidden behind a URL. If the overlay does not deepen the page you are already reading, it should not ship.

Extractable takeaway: Use AR to deepen the page the reader is already in, with a fast first reveal anchored to the layout, so the extra layer feels earned instead of tacked on.

What to take from it. Designing for the moment of discovery

  • Use print as the entry point. A physical artifact can still be the strongest trigger for attention.
  • Reward curiosity quickly. The first overlay has to land fast to justify the setup.
  • Keep the experience editorial. AR works best when it extends the story, not when it interrupts it.
  • Plan for repeatable templates. Once the pipeline exists, AR pages become a scalable content format.

A few fast answers before you act

What is Esquire’s augmented reality issue?

A print magazine issue that unlocks digital overlays like video, interactive elements, and 3D objects when a camera recognizes marked pages.

What do readers need to experience it?

A webcam or phone camera, plus the AR experience that recognizes the markers in the issue.

What kind of content can appear?

Video clips, interactive elements, and 3D overlays tied to the editorial pages.

Why is this different from typical digital add-ons?

The print page becomes the interface, so the digital layer is contextual and anchored to the physical layout.

What is the transferable lesson?

Treat physical media as an activation surface, then design a fast, editorially relevant reveal that makes the extra layer feel earned.

Lacta: Love at First Site

Last year Lacta Chocolates came up with a web based interactive love story called Love at first site.

The concept plays like a prequel to Lacta’s TV storytelling, but it moves the experience from “watching” to interactivity. Viewers influence how the romance unfolds on screen.

From spot to story world

The smartest move here is format, not flash. Instead of squeezing emotion into 30 seconds, the brand expands the narrative into a longer, web-native experience that rewards attention.

This is branded entertainment in the literal sense. The story is the product, and the chocolate brand is the reason it exists.

The mechanic: viewer choices, not passive viewing

The interactive layer is simple. The film presents moments where the viewer decides what happens next, and the story adapts accordingly.

In FMCG brands, lightweight interactivity can turn a familiar romantic story into a repeatable personal experience.

Why it lands: the audience earns the ending

Romance advertising often asks you to believe in a feeling. Interactivity does something more persuasive. It lets you participate in the feeling by making small decisions that shape the couple’s path.

Extractable takeaway: If your brand wants emotional recall, let the audience co-author a few key moments. Even limited choices can create a stronger sense of ownership than a perfectly produced linear film.

What the brand is really buying

This kind of execution buys time and attention, but it also buys intent. People who choose to play are signaling they want to stay with the story. That’s a different relationship than a forced impression in a TV break.

The real question is whether this marks the beginning of a new form of branded entertainment. Kudos to OgilvyOne Athens.

What to steal for your own interactive story

  • Start with a narrative hook: if the story is weak, interactivity will not save it.
  • Keep choices meaningful: fewer choices with clear consequences beat many shallow clicks.
  • Make the first interaction fast: reduce friction so curiosity turns into participation.
  • Design for replay: structure the story so a second run reveals something new.
  • Measure beyond views: completion rate, replay rate, and branch distribution tell you if the story actually works.

A few fast answers before you act

What is “Love at First Site” in one sentence?

It is a web-based interactive love story where viewers make choices that influence how the film’s story unfolds.

Why does interactivity matter for branded entertainment?

Because it turns attention into participation. Even small decisions create a feeling of ownership that improves recall and word-of-mouth.

How do you keep interactive films from feeling gimmicky?

Make the story strong without interactivity, then use choices at emotionally important moments where outcomes feel clearly different.

What should you measure to judge success?

Completion rate, average time spent, replay rate, and how many people explore multiple paths. Those metrics indicate engagement, not just reach.

What is the main risk with this format?

Friction. If the first interaction is slow or confusing, people drop out before the story earns their attention.