# Augmented reality games as marketing
## Current Form
Thinking about how augmented reality games (hiding easter eggs in content, etc.) can become powerful marketing tactics that engender deep community, engagement, and granular consumption.
### Spark
Thinking about the history of these tactics, and how they're playing out. Things like:
- Secret songs on albums encouraging deep engagement
- Concept albums to encourage deep engagement/community building
- Sleep Token as modern example
- "Deep Cuts" as pillars of identity
### Tensions or Unknowns
Still nascent, thinking. Challenge here would be the cost of execution and time horizon. These are inherently risky tactics, that require heavily on [[sensemaking]] and the application of taste over time.
### Next Evolution
More structured thinking needed. Planted for now.
### Wayfinding
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE WITHOUT ID
questions AS "Responds to",
origins AS "Informed by",
ideas AS "Developed alongside",
concepts AS "Builds on"
WHERE file.name = this.file.name
```
%%
| Responds to | Informed by | Developed alongside | Builds on |
| ----------- | ----------- | ------------------- | --------- |
| \- | \- | \- | \- |
%% DATAVIEW_PUBLISHER: end %%
>[!info]- ChangeLog
> [[2025-04-21-Monday]] - Captured