Catch the Oreo: An Augmented Reality Game

Oreo Cookies, to commemorate the first video game created by Ralph H. Baer, used modern day technology to create an augmented reality game called “Catch the Oreo”. The game is available on Android and iOS devices.

Here, augmented reality means the phone camera view overlays virtual Oreos onto the live scene, so you catch them in your space.

People living in Norway and Denmark are automatically entered into a sweepstake competition by just playing and uploading their high score. There are weekly prizes and the winners are decided by drawing lots.

Competition lasts from 8 April to 28 July 2013 (both dates included). So start playing.

Why AR is a good fit for a simple, repeatable game

The charm of “Catch the Oreo” is that it takes a basic arcade mechanic and gives it a physical feeling. AR turns “tap on a screen” into “catch it in your space”, which makes the game feel more immediate and more shareable.

Extractable takeaway: When the core action is instantly understandable, AR can add physicality and shareability without adding rule complexity.

AR works best here as a thin layer of delight over a simple arcade loop, not as the loop itself.

  • Instant understanding. Catch the cookie. Score points. Improve your high score.
  • AR adds novelty without complexity. The camera layer makes it feel new, but the rules stay simple.
  • Replays are built in. High scores naturally invite repeated attempts.

In European FMCG marketing, lightweight mobile games like this can be a practical way to turn momentary attention into repeatable engagement.

The sweepstake mechanic reduces pressure and increases participation

Weekly prizes and winners drawn by lots change the psychology. You do not have to be the absolute best player to feel you have a chance. You just have to play and upload.

The real question is whether your mechanic can motivate repeat play without making most participants feel they have already lost.

That is a smart way to broaden participation, especially in markets where you want scale quickly.

A random-draw sweepstake can reward participation rather than skill, which can widen the funnel while still benefiting from weekly prize cadence.

Why Norway and Denmark focus matters

By making the sweepstake specific to Norway and Denmark, Oreo can concentrate buzz, prize logistics, and local relevance. It also allows them to measure adoption and participation within a defined footprint.

What to take from this if you run mobile engagement campaigns

  1. Keep the core mechanic simple. AR is the layer. The game rules should be obvious.
  2. Reward participation, not only skill. Lot-based prizes can widen the funnel.
  3. Use time-boxed windows. Fixed dates create urgency and repeat visits.
  4. Make sharing part of the flow. High-score uploads naturally create a distribution loop.

A few fast answers before you act

What is “Catch the Oreo”?

It is an augmented reality mobile game created by Oreo, available on Android and iOS, where players catch Oreos to achieve a high score.

Where was the sweepstake promotion available?

For people living in Norway and Denmark, who were entered automatically by playing and uploading their high score.

How were winners selected?

There were weekly prizes and winners were decided by drawing lots, not purely by highest score.

What were the competition dates?

It ran from 8 April to 28 July 2013, with both dates included.

What is the main lesson for AR marketing?

Use AR to add delight, but keep the underlying mechanic simple and repeatable, then attach incentives that drive replays and sharing.

Doctors Without Borders: Like Hunting

In the last months there have been cases of people uploading photos on Facebook and successfully asking for 1 million likes. So keeping that in mind, Doctors Without Borders decided to turn their campaign idea “good intentions don’t save lives” on its head and actually make people’s intentions count.

Through a special Facebook app people could create a post and ask their friends for likes while donating 1 Danish Krone to Doctors without Borders for each like they got. Each collection was run for 48 hours and only likes from your own Facebook friends counted. By setting a maximum amount you could also make sure you don’t go bankrupt. If your friends were too slow, you could also simply decide to donate more.

At the end of each donation drive people could post a picture saying thank you to all their friends who helped them donate. The campaign’s success is described as having made it a permanent solution and can still be found running for people who want to turn their friends likes into donation.

Turning “like hunting” into a donation engine

The mechanic is deliberately simple. Here, “like hunting” means asking friends to turn their likes into a capped donation total. You post, you ask for likes, and the counter becomes money. The 48-hour window adds urgency, and the “friends only” rule keeps it personal instead of turning it into a popularity contest across strangers.

In European nonprofit fundraising, micro-donations work best when the unit action is already a habit and the rules stay frictionless.

Why this lands on Facebook

It does not fight the attention behavior. It repurposes it. People already know how to like and how to help a friend. The campaign bundles those instincts and makes the cost feel manageable by letting the donor set a cap, then top up if momentum is slow. The real question is whether a low-value social signal can become a credible donation act, and this campaign proves it can when the cost is capped and the ask stays social.

Extractable takeaway: If you want participation at scale, do not ask people to learn a new behavior. Convert an existing social reflex into a counted contribution, and make the risk feel controllable.

What the “cap” is really doing

The maximum amount is more than budgeting. It is permission. When people know they cannot accidentally overspend, they are more willing to start, and starting is the hardest step in any donation flow.

What to steal for your next donation mechanic

  • Make the unit obvious. “One like equals one krone” is instantly understandable.
  • Time-box the drive. A short window creates a reason to ask now, not later.
  • Keep it inside the social graph. Friends-only engagement protects trust and reduces spam dynamics.
  • Build in safety rails. Caps remove fear, and optional top-ups preserve ambition.

A few fast answers before you act

What is Like Hunting?

It is a Doctors Without Borders fundraising mechanic that converts Facebook likes into donations, using a short, time-boxed “drive” created by an individual supporter.

Why does “friends-only likes” matter?

It keeps the action personal and credible, and it stops the drive from turning into mass like-begging from strangers. That helps the campaign feel like helping a person, not feeding an algorithm.

What makes the cap important?

The cap reduces perceived risk. People participate more readily when they know the maximum cost upfront, and the option to add more later keeps the mechanism flexible.

Why does the 48-hour window matter?

It gives the ask a deadline, which makes supporters more likely to post now and friends more likely to respond quickly. Without that time-box, the mechanic risks becoming passive background noise.

When should brands or NGOs use this pattern?

When there is a simple, repeatable action that people already perform socially, and when turning that action into a counted contribution can happen without heavy explanation or new habits.

VW Polo Principle: Crowdsourced 3D Prints

Volkswagen last year launched “The Polo Principle” ad campaign to convey the message that high-end innovations were now available to Polo drivers.

Then, to democratize the innovation process, they allowed people to actually design their very own 3D Volkswagen mock ups. The top 40 designs were chosen by a panel of judges and then put on display in Copenhagen, with the entrants receiving their (mini) 3D printed Volkswagens in the mail.

From innovation message to innovation participation

The mechanism is a neat escalation. The campaign starts with a claim: premium innovation is no longer reserved for premium models. Then it turns that claim into an action: if innovation is being “democratised,” people should be able to shape it. A 3D design tool becomes the interface for participation.

Instead of asking audiences to agree with the brand message, Volkswagen invites them to contribute to it, visually and playfully.

In co-creation campaigns, participation becomes persuasion when people can make something that physically proves the brand promise.

In enterprise marketing teams, co-creation only scales when the participation interface is simple and the payoff is concrete.

Why it lands: ownership beats persuasion

This works because creating something triggers a different level of engagement than watching something. Designing a mock up requires time, intent, and taste. Once you invest that effort, you become emotionally tied to the campaign. And when your design is selected, the brand is no longer a distant manufacturer. It is a platform that amplified you. Co-creation is most persuasive when the act of making produces an object people can keep or show.

Extractable takeaway: When you claim “innovation for everyone,” turn the claim into something people can make, so the audience owns a proof of the promise.

The Copenhagen display adds a public payoff. It moves the work out of the browser and into a real space, which signals seriousness and status.

The intent: make “accessible innovation” feel real

The business intent is to attach innovation to the Polo brand without sounding like advertising. Here, “accessible innovation” means making premium innovation cues feel reachable for everyday Polo drivers, not only for flagship models. The real question is whether your “innovation” story can be experienced, not just believed. User-generated designs create social proof. The 3D printed mini cars make the campaign tangible. “Innovation is available to you” becomes “here is something you made, and here is a physical object that proves it.”

Make co-creation tangible

  • Turn a message into a mechanism. If you claim democracy, build a democratic action people can take.
  • Reward with something physical. A mailed 3D print is a memorable artefact, not a forgettable badge.
  • Curate publicly. Exhibiting the top designs creates status and raises the perceived value of participation.
  • Use judges plus community. A panel can signal craft and quality, not just popularity.
  • Design for shareability. People naturally share what they created, especially when it looks good.

For more examples on brands using 3D printing click here.


A few fast answers before you act

What was the core idea behind the Polo Principle extension?

To move from talking about “innovation for everyone” to letting people participate by designing their own 3D Volkswagen mock ups.

Why add 3D printing to a campaign?

It creates a physical proof point. A printed mini model makes the experience feel real, personal, and worth keeping.

What role did the Copenhagen display play?

It gave public status to the best designs and signalled that the brand took the contributions seriously, beyond a digital stunt.

Is co-creation mainly an awareness play?

It can drive awareness, but its deeper value is emotional ownership. People remember what they helped create.

What is the main takeaway for brands claiming “democratisation”?

If you want the message to stick, build a mechanism that lets people experience the claim directly, and reward participation in a tangible way.