The Rival
Broadcasting
- Year of Production
- 2017
- Content Type
- Entertainment
- Platform
- TV Channel
- Target Age
- Family
- Quantity
- 60(min) 8Quantity Input
Video
Summary
<The Rival> is the first participatory science education program in Korea designed by YTN Science and produced by combining the technology of 'Smart Mob Studio' by a technology company Megatalk korea. It is a large two-way mobile quiz show that combines 'ultra-connected and ultra-low latency' technology, which is the core of the 5G communication network, with the humanities concept of 'Collective Intelligence'. It is a participatory entertainment program in which tens of thousands of viewers who have accessed it in real time directly participate in the problem-solving process and results beyond the confrontation within the studio. In a game structure where competition and cooperation coexist, participants of different ways of thinking solve science and knowledge-based missions together, proving the value of collective intelligence created by 'the power of thinking together'.'
The main content is as follows.
Planning Intent: In an era of rapid transition to a science and technology-oriented society, we want to visually show how 'the power of collective intelligence' rather than individual knowledge can be the answer to problem solving through the entertainment game structure. Through a game show format that utilizes competition and cooperation at the same time, <The Rival> dramatically organizes the process by which people with different mindsets and knowledge reach a single answer. It naturally conveys the value of scientific thinking, logical reasoning, and collaboration, and aims to strengthen the identity of the YTN science channel of 'thinking fun' and 'knowledge-participating content.'
Main Targets: Young and young people who are interested in science, technology, and knowledge content, intellectual entertainment viewers who enjoy expanding their thinking skills through quizzes and discussions, and family-level viewers who prefer educational and affordable content. It is also a program that expands the target beyond simple information delivery to education officials, content planners, and format researchers who are interested in collective intelligence and problem-solving structures.
How to proceed: Selected school representatives participate directly from the on-site studio, and viewers participate in real-time through a mobile app. The competition consists of several stages, each of which differentiates the score based on the level of difficulty. After each stage is scored, the team with the highest total score becomes the final winner.
Program Objectives: Aim to intuitively communicate the efficiency and value of collective intelligence to the public through a game show format. Encourage viewers to participate in thinking, not consumption, by allowing them to experience like a play through scientific thinking and logical judgment
The main content is as follows.
Planning Intent: In an era of rapid transition to a science and technology-oriented society, we want to visually show how 'the power of collective intelligence' rather than individual knowledge can be the answer to problem solving through the entertainment game structure. Through a game show format that utilizes competition and cooperation at the same time, <The Rival> dramatically organizes the process by which people with different mindsets and knowledge reach a single answer. It naturally conveys the value of scientific thinking, logical reasoning, and collaboration, and aims to strengthen the identity of the YTN science channel of 'thinking fun' and 'knowledge-participating content.'
Main Targets: Young and young people who are interested in science, technology, and knowledge content, intellectual entertainment viewers who enjoy expanding their thinking skills through quizzes and discussions, and family-level viewers who prefer educational and affordable content. It is also a program that expands the target beyond simple information delivery to education officials, content planners, and format researchers who are interested in collective intelligence and problem-solving structures.
How to proceed: Selected school representatives participate directly from the on-site studio, and viewers participate in real-time through a mobile app. The competition consists of several stages, each of which differentiates the score based on the level of difficulty. After each stage is scored, the team with the highest total score becomes the final winner.
Program Objectives: Aim to intuitively communicate the efficiency and value of collective intelligence to the public through a game show format. Encourage viewers to participate in thinking, not consumption, by allowing them to experience like a play through scientific thinking and logical judgment
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.
