At conventions, they competed against huge budgets by building a giant, furry vending machine costume. Staff sat inside manually dispensing random items like burritos and watermelons for $1. This absurd, interactive spectacle generated an hour-long line, creating more buzz than multi-million-dollar booths.

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A repeatable framework for creating viral stunts is to take a familiar concept—like a toy store, meditation app, or musical—and create the "world's first" version specifically for your target audience. The inherent absurdity of a "meditation app for CISOs" or a "dating app for accountants" generates curiosity and makes the campaign highly shareable.

To stand out at a major conference, the 7-person Bug Crowd team skipped the expensive booth. Instead, they printed 500 t-shirts with a clever hacker slogan ("My other computer is your computer") and gave them away. This created the illusion of a massive presence and sparked conversations for a fraction of the cost.

Carvana's founder revealed that the company's distinctive car vending machines were more than just a marketing stunt. This unique, physical brand experience was a critical element that helped the online car retailer survive, highlighting the power of memorable marketing in a competitive market.

Frustrated by boring preschool games, Elon Lee and his four-year-old daughter designed their own using craft supplies. This collaborative process led to 12 prototypes, four of which became successful retail products. It highlights the power of co-creating directly with the target audience, even young children, to build something they'll love.

The company's core philosophy is not to create entertaining games, but to create "games that make the people you're playing with entertaining." This principle guides their design to focus on facilitating interaction and connection, treating the game as a catalyst for a social experience rather than the experience itself.

The company's second and third games failed commercially, forcing a tough analysis. They realized Exploding Kittens worked because it was simple, fast, and intensely social. The flops were too complex or lacked interaction. This painful experience helped them codify the formula for their next hit, "Throw Throw Burrito."

The game's original name was the generic "Bomb Squad." Co-creator Matt Inman argued that being scared of a bomb is obvious, but being scared of "cute, adorable, fuzzy little kittens" is absurd and memorable. This simple, clever rebranding was a critical ingredient for the game's massive success.

When their Kickstarter momentum slowed, the team ignored monetary goals. Instead, they created "achievements"—absurd, collaborative tasks for the community. This transformed the campaign into a game, re-engaging the audience and driving growth by prioritizing community over cash.

Larroudé won Brand of the Year with a campaign featuring a model and a muppet bought on Amazon. Competitor On Running later launched a similar campaign with Roger Federer and Elmo. This proves that a compelling creative concept can outperform a massive celebrity marketing budget.

To market Halo 2, Elon Lee’s agency created an alternate reality game where thousands of payphones worldwide rang simultaneously. Answering them revealed audio snippets of the game's backstory, turning a marketing campaign into a global, interactive theatrical event that generated massive cultural buzz.