Extremely Tedious Sampling Machines

The Delite-O-Matic Shows How Dedicated Humans Can Be

The snack food brand Fantastic Delites wanted to test just how far consumers were willing to go to get a free package of Delites, so it set up the Delite-O-Matic in a busy city street in Australia to find out.

The Delite-O-Matic is an interesting, interactive, sampling machine that will dispense a free package of Delites, but only if the consumer accepts the challenge of pushing a button a certain number of times as specified by the machine. It might ask you to push it 100 times, or even 750 times! Surprisingly, hundreds of people took on the task -- no matter how tedious and repetitive -- to get a free box of Fantastic Delites.

The innovative campaign was developed by Clemenger BBDO Adelaide, and it just goes to show that a simple concept (and relying on human nature) can really go a long way.

Gamification Sampling Machines
Creating interactive sampling machines that offer free products as rewards to consumers for completing a gamified challenge.
Repetitive Challenging Tasks
Developing marketing campaigns and products that challenge consumers to perform tedious and repetitive tasks in exchange for rewards.
Human Nature-inspired Marketing
Creating marketing campaigns that are inspired by human nature - specifically, the drive to complete challenging tasks for a reward.

Where This Applies

Food and Beverage
Creating interactive machines for food and beverage sampling that engage consumers in a gamified experience and encourage product trial.
Marketing and Advertising
Developing campaigns that tap into basic human nature and drive consumer engagement through challenging tasks in exchange for rewards or products.
Retail and Merchandising
Incorporating interactive machines that offer rewards for completing challenges into in-store experiences to engage consumers and drive product trial.
SCORE
6.0 out of 10
GENDER
50% Men50% Women
MARKETTop markets: Europe, Asia
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 75%
Activity 98%
Freshness 8%

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