Hologram Christmas Surprise

On November 18, Deutsche Telekom created a multi-city, multi-media spectacular featuring Maria Carey in hologram form! People in Germany, Croatia, Macedonia, Montenegro and Poland believed they were witnessing Maria Carey live. After 10 minutes the Mariah hologram exploded into the sky and revealed the surprise. 😎 Mariah then reformed to lead all five countries in a rendition of the traditional carol “Silent Night”, then finishing with the all-time favorite “All I want for Christmas is You”.

The concert was attended by more than 12,000 people, and was seen by an additional 27,000 people across the globe via the live internet stream on lifeisforsharing.tv.

During the event, each city was satellite linked to the other, to enable interaction. People at the concert were also given a QR code that took them to a smartphone app of a candle flame.

T-Mobile: Angry Birds Live

Angry Birds, rebuilt at human scale

In mobile-first consumer marketing, the strongest activations often take a screen-based behavior and make it public, physical, and shareable. T-Mobile’s Angry Birds Live is a clean example of that move.

T-Mobile, together with Saatchi & Saatchi, capitalized on the Angry Birds fever with a viral video titled Angry Birds Live.

In a square in Barcelona, they created a human-scaled mockup of Angry Birds. Lucky participants used the game on a smartphone to launch birds on their castle-smashing journey. The experience included authentic sound effects and exploding pigs, and the size of the crowd made it clear the spectacle worked.

How the smartphone became the controller for a real set

The mechanism was simple and instantly legible. The smartphone stayed the input device, but the output moved into the real world.

That pairing did two things at once. It kept the interaction familiar for participants, and it made the result visible for everyone watching. One person played. Everyone else experienced the payoff.

Why the spectacle pulled a crowd

People do not gather around an app. They gather around consequences.

Angry Birds already trained players to anticipate impact. By scaling the environment up and making destruction physical, the activation delivered the same emotional beat as the game, but with stronger social proof because it happened in front of a crowd.

What T-Mobile was really buying with this idea

The business intent was to borrow cultural momentum and convert it into attention that looked earned, not bought.

The activation created a story people wanted to film, share, and talk about. The brand got reach through the crowd, the recordings, and the viral video itself, rather than relying on a traditional media push alone.

What to steal for your next live activation

  • Move the payoff into public view. One participant can drive the action, but the outcome should entertain many.
  • Keep the interaction familiar. When the input is already known, more people are willing to step in.
  • Design for consequence. Sound, impact, and visible change make an experience watchable, not just playable.
  • Build for filming. If the best moments are obvious on camera, distribution happens naturally.

A few fast answers before you act

What was T-Mobile’s Angry Birds Live?

A live brand activation in Barcelona that recreated Angry Birds at human scale, with participants using a smartphone to launch birds at a physical set.

What was the core mechanism?

A familiar mobile game interaction controlled real-world outcomes, turning individual play into a public spectacle.

Why did it attract such a large crowd?

Because the results were physical, loud, and visible. People gathered around impact and consequence, not a screen.

What business goal did this support?

Capturing cultural momentum and converting it into earned attention, shareable content, and viral reach.

What is the main takeaway for brands?

Make one person’s action entertaining for many, and design the payoff to be obvious, physical, and easy to record.

T-Mobile Netherlands: The Rematch

A tiny final that deserved a real crowd

In European telco marketing, the strongest brand stories often make connectivity feel human: it is not about coverage maps, it is about helping people reconnect what mattered.

Martijn, a 39-year old carpenter, attempted to bring back his football team from 1997 for a rematch of a 13-year old championship final that was then witnessed by a grand crowd of three people.

This time, he wanted his entire village to be there to see him win. A dream enabled by T-Mobile Netherlands.

How the rematch premise worked

The mechanism was classic. Take an unfinished personal story, add a clear goal, then remove the practical barriers that made it impossible before.

Reuniting a team after 13 years is not just a scheduling challenge. It is a social one. Finding people, persuading them, coordinating them, and turning “we should” into “we did.” T-Mobile positioned itself as the enabler that made that coordination real.

Why the story lands emotionally

The psychological pull is simple: redemption.

The original match mattered deeply to the people who lived it, but it happened almost unnoticed. Three spectators is not a crowd. It is practically private. The rematch reframed the same sporting moment as something the whole village could witness, validate, and share.

It also taps into identity. A village team is not just sport. It is belonging. Bringing everyone back together turns an individual need into a community event.

The business intent behind enabling the dream

T-Mobile was not selling minutes or data here.

The intent was to associate the brand with making real-life reconnection possible. Helping people organize, mobilize, and show up. In a category where offers are easy to copy, emotional ownership is the differentiator.

What to steal for your next brand film

  • Start with a concrete, human objective. A rematch with a real stake beats any abstract message.
  • Make the “before” painfully small. Three spectators sets up a powerful contrast for the payoff.
  • Let the brand enable, not star. The hero is the person. The brand removes friction.
  • Scale the moment socially. A private memory becomes a public event. That is where shareability comes from.

A few fast answers before you act

What is T-Mobile Netherlands’ The Rematch about?

A 39-year old carpenter reunites his 1997 football team for a rematch of a 13-year old championship final that only three people watched at the time.

What is the core mechanism of the idea?

Identify an unfinished personal story, then use the brand to remove coordination barriers so the dream can happen at scale.

Why does it resonate with viewers?

It is a redemption story with community payoff. The same moment gets the crowd and recognition it never had.

What business goal does this serve for a telco?

Owning the emotional territory of reconnection and coordination, rather than competing only on interchangeable plans and pricing.

What is the main transferable takeaway?

Make the brand the enabler of a human goal, and build the narrative around contrast: what it was then versus what it becomes now.