Catch the Oreo: An Augmented Reality Game

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

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 8th of April to 28th of 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.

  • 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.

The sweepstake mechanic reduces pressure and increases participation

Weekly prizes and winners drawn by lots changes 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.

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

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.

Xbox Lips: Jukebox Turns Photos into Videos

AKQA has taken Xbox Lips digital with the “Lips Jukebox” on Facebook, which enables users to transform their photos into music videos, in a bid to promote the new game “Lips Number One Hits”.

Xbox Lips Digital

The application is hosted at the Xbox website, and uses a combination of facial recognition technology and Facebook Connect functionality to enable people to choose a song and the photos they want to adapt from their profile before adding singing “Lips” to the faces and then creating the animated, personalized music video.

In social experience design, the winning pattern is simple: let people reuse what they already have, then return a share-ready artifact that feels personal without requiring effort.

Why this idea lands

This is a clean example of “personalisation as entertainment”. It takes something people already have, their photos, and turns it into something people want to show, a personalised music video.

  • Low friction input. Your Facebook photos are already there.
  • High novelty output. Seeing faces “sing” creates instant curiosity and share value.
  • Product-fit promotion. A singing video experience naturally aligns with a music game.

Facial recognition as a feature, not a headline

The facial recognition is not presented as “tech for tech’s sake”. It is simply the enabling layer that makes the result feel surprisingly accurate and personal. The user focus stays on selecting a song, picking photos, and getting a finished video worth sharing.

What to take from this if you build social experiences

  1. Turn existing assets into new value. Users are more likely to participate when they can reuse what they already have.
  2. Make the output share-ready. The “end product” should be something people naturally want to post.
  3. Keep creation steps short. Selection, preview, publish. The loop should feel quick.
  4. Align the experience with the product promise. A music game promoted through a music-video maker feels coherent.

A few fast answers before you act

What is the Xbox Lips Jukebox?

It is a Facebook-connected experience that lets users transform their photos into animated, personalised music videos to promote “Lips Number One Hits”.

What technologies does it use?

It combines facial recognition with Facebook Connect so users can select songs and photos, then apply singing “Lips” to faces and generate a video.

Where is the application hosted?

It is hosted on the Xbox website.

Why does this work as game marketing?

It creates a playful, shareable output that matches the core theme of the game. Music and performance.

What is the transferable lesson?

When you can turn user content into entertainment with minimal effort, you can earn both engagement time and social sharing without heavy persuasion.