# 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