AR LAYER · ACTIVE
LAT 27.7676° N  /  LON 82.6403° W
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Checkpoint 01
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Augmented Reality · Gamification · Engagement · Storytelling

We use Augmented Reality to turn passion into business growth

Augmented Cool layers AR gamification onto the activities people already love — deepening consumer engagement, giving brands a powerful new touchpoint, and unlocking revenue from markets that are already moving.

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01 / VISIONExperience & Vision

Bridging the physical and digital worlds

We turn passive consumer behaviour into active engagement. By integrating challenges, rewards and personalization into real-world activities, we build ecosystems that evolve with user needs.

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Real-world layer

Augmented Reality layers digital challenges and rewards onto the real world — available to anyone, anytime, anywhere.

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Real-world layer

Augmented Reality removes the dependencies that have always limited the richest experiences — competition, belonging, shared achievement — from requiring timing, location, and organization. A race. A tournament. A group. No longer.

A user can now access that same depth spontaneously: alone, on a Tuesday, exactly where they are. The activity adapts to them — their schedule, their pace, their preferences. And yet they remain connected: sharing performance, building stories, staying part of something larger than a solo session.

For brands, this unlocks a channel that is both deeply personal and continuously active — not just at events, but every time a user shows up.

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Living ecosystems

We turn markets into living ecosystems that keep users coming back — not out of habit, but out of desire.

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Living ecosystems

Think of a traditional activity that's lost its spark — still practiced, but no longer exciting. We layer AR gamification on top of it: challenges, competition, progression, discovery. Suddenly, something familiar feels new again.

It's the same logic as relaunching a heritage brand. You don't replace what works — you reframe it. You give people a new reason to engage, a new story to be part of, a new experience every time they show up.

That's what Living Ecosystems do. They don't just retain users. They reignite markets.

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Positive impact

Engagement is powerful. We take that seriously.

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Positive impact

Alongside our commercial projects, we develop non-profit AR experiences that put users on the right side of environmental problems — not just as spectators, but as part of the solution. These experiences are designed to raise awareness, amplify the voice of NGOs, and generate funding for initiatives tackling real environmental challenges.

A share of our revenue is permanently dedicated to this work. We believe the same tools that make leisure more engaging can make the world more aware — and we intend to prove it.

Focus areas
Engagement & GamificationHover
Game design & development · Motivation loops · Behavioral design · Loyalty mechanics
Experience DesignHover
UX / UI · Storytelling · Immersive AR interaction
Consumer & CommunityHover
Social behavior · Fan base development · eSports culture
Brand & MonetizationHover
Consumer marketing · Sponsorship integration · Blockchain · Smart contracts · Token economies
02 / ABOUT USHow did it all start?

We were a bit bored.

Our favourite outdoor sport started to feel… predictable. So we decided to spice things up with a good dose of gamification.

Now we've got goals, friendly competition, tricks we pick up from others — and stories worth sharing. The activity? Still top secret.

With a solid background in Consumer & Entertainment Marketing, we quickly realized this could power up engagement and sales across many industries. Teaming up with top tech talent, we created Augmented Cool — a launchpad for our concept into new realms of leisure and industry.

// Activity classification: TOP SECRET — Game on.

+200%
Increase in time spent playing — our own pilot
02.AA multidisciplinary team

Experts in marketing, entertainment, AR programming, hardware engineering, GIS technology and the outdoor industry — including athletes and champions across disciplines.

03 / ENGAGEMENT BY GAMIFICATION

We understand consumers. Not just technology.

We come from the world of consumer behavior — and we use AR as the tool, not the idea.

73%
More time spent on an AR shopping experience
Apparel retailer
184%
More likely to proceed to checkout
Virtual AR experience
Higher purchase frequency among game participants
APAC loyalty app · 12 mo
Increase in web traffic to partner sites
US telecom loyalty game
03.AStrategies for engagement

A multi-faceted approach that keeps engagement strong long after the novelty.

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Engagement doubles when it's fun

Gamified campaigns attract twice the interaction of standard marketing — and keep users active far longer.

A telecom loyalty game saw 50% of subscribers engage — double the normal campaign rate — with 95,000 sessions per minute at peak and 3× more web traffic to partner sites.

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More time spent means more revenue

Immersive experiences hold attention longer — and consumers in deeper engagement are dramatically more likely to convert.

An AR shopping experience increased time-on-site by 73% and made users 184% more likely to complete a purchase than standard shoppers.

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Passion drives purchase frequency

When users are emotionally invested in an activity, they buy more — more gear, more events, more of everything around it.

A gamified retail loyalty app in Asia-Pacific delivered a 60% spike in engagement and 6× more purchases among participants vs. non-participants over 12 months.

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AR moves people — literally

AR gamification doesn't just increase digital metrics. It changes real-world behavior — getting people outside, moving more, exploring further.

Pokémon GO players walked 25% more steps per day on average. Within 6 months of launch, players collectively covered 8.7 billion kilometers worldwide.

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Fun beats habit every time

Make something enjoyable and people choose it — again and again. Gamification turns routine into ritual and casual users into loyal communities.

When a staircase in Stockholm was turned into a playable piano, 66% more people chose the stairs over the escalator — purely because it was more fun. The same principle scales to entire leisure markets.

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Brands win when users play

Gamification gives brands a living, breathing touchpoint — not just a campaign. Every session is a branded moment that builds loyalty and drives spend.

Pokémon GO drove 500 million visits to sponsored real-world locations. Players spent over $6 billion in-app while simultaneously boosting foot traffic and purchases at partner businesses.

04 / AUGMENTED REALITYA game changer

Enhance the real world — don't replace it

AR layers digital elements onto real spaces in real time, through phones, tablets or AR glasses. Research shows it lifts interactivity by up to 200% and enriches narrative experiences outdoors.

In short: AR enhances the real world, while VR replaces it.
Consumer AR · in the homeA branded AR challenge dropped into an everyday space — players scan, collect and compete right from the living room.
AR

Keeps you connected. Virtual elements overlay your view without blocking it — social, shared, integrated with real life. Two people can see the same AR objects and play together.

VR

Isolates you. An enclosed headset replaces your surroundings entirely — powerful for simulation, but it confines each user to a solo experience.

1.7BAR-capable devices worldwide
From niche to mass market

Once a specialized industrial tool, AR is now a global habit — 32% of US adults have used mobile AR, 66% of Japanese consumers want it in stores, 80% of Gen Z use it regularly. The mobile AR market is projected to reach $36.26B by 2026.

05 / AUGMENTED TECHOur standalone technology company

A company fully dedicated to designing advanced AR solutions. Based in Europe within a dynamic R&D ecosystem, collaborating with universities and public research institutes to develop tailor-made technology — setting new standards in the sector.

05.AStrength through expertise
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Augmented Reality
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Communication Hardware
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Display Technology
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GIS Technology
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AI & Machine Learning
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Consumer Psychology
/07
Virtual Product Placement
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Crypto & Smart Contracts
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Consumer Activation Tools
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Content & Event Mgmt
Augmented Cool — public AR brand activation
06 / PROJECTSIn development

Proprietary gamification projects

We build for clients. But our most ambitious work is our own.

Augmented Cool's primary business model is to incubate and launch proprietary AR gamification products — each one targeting a specific leisure market with precision. We own the concept, lead the development, and shape the community around it.

Once we have a working proof of concept, the project becomes its own company — majority-owned by A.COOL, but structured from day one to bring in the talent and capital that knows that market best. We don't wait for scale to open the door. We open it early, because building with the right people is how you reach scale in the first place.

Several projects are already in development. We are not ready to talk about them publicly yet — but the right people are welcome to take a look.

Restricted access

See what we're building

Qualified investors and strategic partners can request access to our stealth project microsite.

Request access credentials →
Work with us

Bring us your market

Have a leisure community that's ready to be transformed? Submit a partnership proposal and let's explore it together.

Submit a proposal →
07 / Contact

Let's build something worth playing.

To learn more or propose a project, get in touch.

hello@augmented.cool
Augmented Cool · USA
7901, 4th St N. — Ste 17496
St Petersburg, 33702 FL
USA
United Kingdom
71–75 Shelton Street
WC2H 9JQ Covent Garden, London
U.K.