Lunchtime(THE Agreement rate game )
Immersive Content
- Year of Production
- 2024
- Detailed Genre
- Broadcasting
Video
Summary
<Lunchtime> is a lunchtime-specific real-time participatory content based on the Thankage platform, Megatalk Korea's independent "Agreement Rate game" system. It is a real-time participation program based on "Agreement Rate" tailored to office workers and students that answers public thoughts and consensus on everyday topics, away from existing quiz shows that determine the superiority and inferiority of knowledge.
The Agreement rate game is not a game with a fixed answer, but a game that matches the ratio of people who think the same as me
It consists of a fact quiz with a correct answer and a Agreement rate quiz that matches the consent rate of others, and the closest you get to the Agreement rate within the margin of error, the higher the score
Currently, we have BM patents in Korea and the United States
The main content is as follows
Planning Intention: We would like to provide a place for easy communication for anyone to participate by using lunch time in a busy daily life. The purpose is to relieve stress through the process of predicting and empathizing with other people's thoughts and to convey a sense of community and the value of communication during a short break.
Key Targets: Targets all age groups with smartphones, especially for office workers, college students who enjoy lunchtime breaks, and users who prefer immediate communication and rewards in mobile environments.
How to proceed: When the host asks empathetic questions such as lunch menus, work lives, and daily issues, participants vote for their choice.
Enter the overall percentage of consent for a particular item as a result of the vote by predicting it as a number.
The participants who predict the closest to the actual result win and provide real-time rewards.
Program objectives: To derive meaningful lifestyle statistics by converting the public's real-time collective intelligence into data, establish a pleasant communication culture through gamification, and present a next-generation media service model
The Agreement rate game is not a game with a fixed answer, but a game that matches the ratio of people who think the same as me
It consists of a fact quiz with a correct answer and a Agreement rate quiz that matches the consent rate of others, and the closest you get to the Agreement rate within the margin of error, the higher the score
Currently, we have BM patents in Korea and the United States
The main content is as follows
Planning Intention: We would like to provide a place for easy communication for anyone to participate by using lunch time in a busy daily life. The purpose is to relieve stress through the process of predicting and empathizing with other people's thoughts and to convey a sense of community and the value of communication during a short break.
Key Targets: Targets all age groups with smartphones, especially for office workers, college students who enjoy lunchtime breaks, and users who prefer immediate communication and rewards in mobile environments.
How to proceed: When the host asks empathetic questions such as lunch menus, work lives, and daily issues, participants vote for their choice.
Enter the overall percentage of consent for a particular item as a result of the vote by predicting it as a number.
The participants who predict the closest to the actual result win and provide real-time rewards.
Program objectives: To derive meaningful lifestyle statistics by converting the public's real-time collective intelligence into data, establish a pleasant communication culture through gamification, and present a next-generation media service model
Company Profile
Broadcasting Game Startup Immersive Content
MEGATALKKOREA
Live Event Platform Company
Clients: KBS, JTBC, EBS, Event Agencies, Local Governments, Universities, Corporations
Technology: Real-time participation platform technology for up to 1 million concurrent users
Business: Interactive broadcasting technology/planning/production, event management, advertising, public opinion poll programs, market research, digital town hall meetings.
Based on a platform where anyone can participate in gamified quizzes and polls in real-time using their smartphones, we are pursuing a global "Agreement Rate Game" content business that prevents confirmation bias and resolves social conflicts through our unique technology.
Clients: KBS, JTBC, EBS, Event Agencies, Local Governments, Universities, Corporations
Technology: Real-time participation platform technology for up to 1 million concurrent users
Business: Interactive broadcasting technology/planning/production, event management, advertising, public opinion poll programs, market research, digital town hall meetings.
Based on a platform where anyone can participate in gamified quizzes and polls in real-time using their smartphones, we are pursuing a global "Agreement Rate Game" content business that prevents confirmation bias and resolves social conflicts through our unique technology.
