Catch the Oreo: An Augmented Reality Game

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.

The Live Tile Experiment: Oslo Live Tiles

The Live Tile Experiment: Oslo Live Tiles

Microsoft has been heavily advertising the new Windows 8, Surface RT and Windows Phone 8 along with their respective features. In Norway, Microsoft partners with Norwegian electro rock band Datarock to bring the experience of Windows 8 and Windows Phone 8 Live Tile functionality to unsuspecting residents of downtown Oslo. Live Tiles are interface elements that surface changing, real-time information before you click.

A giant lit-up “tile” appears on the street outside a seemingly closed-off venue. When a passer-by steps onto it, the wall drops and the hidden party spills into the street, with Datarock performing live. The result is an evening to remember.

What the stunt makes you understand about Live Tiles

Live Tiles are designed to feel active, not static. They are not just shortcuts to apps. They are meant to show “something is happening” before you even click. This activation dramatizes that promise by making the tile itself the trigger for real-world content. Because the tile is both preview and trigger, the promise of “something is happening” becomes instantly believable.

In European city-center launches, the most effective experiential stunts translate a UI idea into a single physical action people can trigger without instructions.

Why the surprise mechanic works

The build-up is visible. You hear music, you see a barrier, you notice something glowing at your feet. Curiosity does the recruiting. The moment of commitment is tiny, just stepping onto the tile, but the payoff is oversized, because the environment changes instantly around you.

Extractable takeaway: If you want people to understand a product behavior fast, design a tiny, obvious trigger that unlocks an outsized change in the environment.

What Microsoft is really selling here

Specs are not the message. The message is a feeling: Windows looks alive. By turning a UI element into a street-level “switch” that unleashes a live experience, the campaign makes the feature memorable even for people who never touch the product that night.

The real question is whether your feature can be felt through a simple trigger before it is explained.

This kind of launch is the right move when you want the feature’s behavior to become the story people repeat.

Trigger-based patterns for feature marketing

  • Convert the feature into a trigger. If the benefit is “real-time,” make the audience activate something in real time.
  • Make the payoff disproportionate. A small action should unlock a big reveal.
  • Stage it for bystanders too. The crowd reaction is part of the content.
  • Keep the story tellable. “I stepped on a tile and a concert exploded” is easy to repeat.

A few fast answers before you act

What is “The Live Tile Experiment”?

It is a street stunt in Oslo that turns the Live Tile concept into a physical trigger. Step on a giant tile and a hidden Datarock performance is revealed as the wall drops.

What product feature does it communicate?

Live Tiles, the Windows 8 and Windows Phone 8 interface element designed to display changing, real-time information and content.

Why use a concert reveal instead of a traditional demo?

A live reveal creates an emotional memory tied to the feature idea. It shows “alive and dynamic” faster than any explanation.

What makes the activation easy for the public to participate in?

The required action is obvious and low effort. People only need to step onto the tile to trigger the outcome.

What is the key lesson for feature launches?

Do not describe the benefit. Stage a moment that behaves like the benefit, so people feel it immediately.

IKEA Beröra

IKEA Beröra

To launch the iPad version of the IKEA catalogue in Norway, ad agency SMFB created a brand new IKEA product called “Beröra”.

“Beröra” is a sewing kit with a special conductive thread that you sew into the index finger of your favourite gloves. Once the operation is done, the gloves work on a touch screen.

The idea in one clean sentence: Beröra turns any winter glove into a touchscreen glove, so the IKEA catalogue app fits the reality of how people live and move.

A launch mechanic that feels like a product, not a campaign

The smart move is that the “ad” looks and behaves like an IKEA item. A needle, instructions, and conductive thread. Simple enough to DIY (do it yourself), tangible enough to talk about, and useful enough to keep around after the novelty fades.

Extractable takeaway: When a digital launch depends on in-the-moment behavior, ship a small physical fix that removes the biggest usage friction so trial becomes effortless.

Conductive thread matters because most touch screens register conductive contact. So the kit essentially makes a glove fingertip “readable” to the device without forcing people to buy specialised tech gloves. By solving the glove-on touchscreen problem up front, the kit makes the first app interaction frictionless, which is what turns curiosity into downloads.

In cold-climate retail markets, the fastest way to accelerate digital adoption is to remove the tiny physical frictions that stop people trying it in the moment.

The real question is whether your launch removes the first real-world barrier to trial, or just asks people to work around it.

Solve the barrier first, then market the now-easier behavior.

Results and recognition

The promotion generated a lot of interest. As reported at the time, 12,000 kits went in roughly two weeks, and the IKEA Norway iPad catalogue app broke download records.

The work later picked up awards-circuit recognition, including a One Show merit award, and gold at the Festival of Media in Montreux in the Best Launch Campaign category.

What to steal for your next app launch

  • Turn the barrier into the giveaway. Do not “explain” the friction. Remove it with something people can hold.
  • Make the object shareable offline. A physical product travels through homes, offices, and friend groups faster than a banner ever will.
  • Keep the installation simple. If the user needs a tutorial longer than a minute, the drop-off kills word of mouth.
  • Let the product demonstrate the promise. When the benefit is self-evident, belief comes for free.

A few fast answers before you act

What is Beröra, in plain terms?

Beröra is a DIY conductive-thread sewing kit created for IKEA Norway. You sew the thread into a glove fingertip so it works on touchscreen devices, supporting the launch of IKEA’s iPad catalogue.

Why does a physical kit help launch a digital catalogue?

Because it removes a real-world usage barrier. If people cannot comfortably use a phone or tablet in winter conditions, they will not build the habit. The kit makes the app feel practical, not theoretical.

What makes this a strong “earned media” idea?

It creates a story that is easy to repeat. IKEA made a product that solves a modern annoyance, and it is tied directly to the app being promoted. That combination tends to travel well as earned media, meaning unpaid coverage and sharing.

What is the key mechanism that drives engagement here?

Utility creates trial. Trial creates talk. Talk creates downloads. The kit is the trigger that makes the catalogue experience easier, then social sharing does the distribution work.

What should you measure if you do something similar?

Track speed of redemption, install lift during the distribution window, and repeat usage of the app. If you have it, add branded search lift and share-of-voice during the launch period.