The Rival
Broadcasting
- Year of Production
- 2020
- Content Type
- Entertainment
- Platform
- TV Channel
- Target Age
- Family
- Quantity
- 60(min) 1Quantity Input
Summary
<The Rival> is the first large-scale two-way mobile quiz show in Korea that combines the 'ultra-connected and ultra-low latency' technology, which is the core of the 5G communication network, with the humanities concept of Collective Intelligence. Beyond just the competition between celebrities in the studio, it is a next-generation technology-participating entertainment in which tens of thousands of viewers who access in real-time completely break the boundaries between broadcasting and viewers by deciding the correct answer to the mission or intervening in the results.
The main content is as follows.
Planning Intention: In the era of the 4th Industrial Revolution, we want to visually prove 'public wisdom superior to individuals'. Fragmented individual viewers are connected to a mobile network to integrate them into one huge 'collective intelligence' and convey how technology evolves human communication through entertainment fun.
Key Targets: 2040 MZ generation who is proficient in participating in mobile games and live quizzes and enjoys rewards-based content, family-level viewers who want to share knowledge and fun together, global content buyers and tech enthusiasts interested in two-way broadcast solutions and new technology-based content formats
How to Host: Rivalry System: The studio features two teams of celebrities (e.g., Team Brain vs. Team Intuitive) for high-level missions and quiz competitions. Viewers access the broadcast in real-time through a dedicated mobile app. When a cast member fails to solve a problem under certain circumstances, the audience's "majority" is chosen as the correct answer, or the results of the viewers' vote determine the difficulty of the mission. Tens of thousands of choices are aggregated in just 0.1 seconds and exposed through real-time infographics on the screen. This gives viewers an "ultra-low latency experience" where their choices are immediately reflected on the broadcast.
Program goal: Establish a standard model for interactive broadcasting that overcomes the limitations of existing one-way broadcasting, demonstrate real-time data processing technology in a large-scale simultaneous access environment, and create new advertising and reward business models through viewer participation
The main content is as follows.
Planning Intention: In the era of the 4th Industrial Revolution, we want to visually prove 'public wisdom superior to individuals'. Fragmented individual viewers are connected to a mobile network to integrate them into one huge 'collective intelligence' and convey how technology evolves human communication through entertainment fun.
Key Targets: 2040 MZ generation who is proficient in participating in mobile games and live quizzes and enjoys rewards-based content, family-level viewers who want to share knowledge and fun together, global content buyers and tech enthusiasts interested in two-way broadcast solutions and new technology-based content formats
How to Host: Rivalry System: The studio features two teams of celebrities (e.g., Team Brain vs. Team Intuitive) for high-level missions and quiz competitions. Viewers access the broadcast in real-time through a dedicated mobile app. When a cast member fails to solve a problem under certain circumstances, the audience's "majority" is chosen as the correct answer, or the results of the viewers' vote determine the difficulty of the mission. Tens of thousands of choices are aggregated in just 0.1 seconds and exposed through real-time infographics on the screen. This gives viewers an "ultra-low latency experience" where their choices are immediately reflected on the broadcast.
Program goal: Establish a standard model for interactive broadcasting that overcomes the limitations of existing one-way broadcasting, demonstrate real-time data processing technology in a large-scale simultaneous access environment, and create new advertising and reward business models through viewer participation
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.
