MEGATALK.KR
BroadcastingImmersive Content
- Website : megatalk.kr
- Location : 1304 40 Cheonggyecheon-ro, Jung-gu, Seoul, Republic of Korea
Interactive Platform for Talk show and Event.
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.
Megatalk Korea develops cutting-edge platforms that support large-scale, real-time gamification quizzes and voting for broadcasting and live events. Our proprietary technology, officially certified by the Institute of Information & Communications Technology Planning & Evaluation (IITP), is capable of handling 1,000,000 concurrent users seamlessly.
At the heart of our content strategy is the "Agreement Rate Game," a unique psychological format where success depends on how accurately participants can predict the collective mind of others. Beyond simple entertainment, this "psychological sport" u
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.
Megatalk Korea develops cutting-edge platforms that support large-scale, real-time gamification quizzes and voting for broadcasting and live events. Our proprietary technology, officially certified by the Institute of Information & Communications Technology Planning & Evaluation (IITP), is capable of handling 1,000,000 concurrent users seamlessly.
At the heart of our content strategy is the "Agreement Rate Game," a unique psychological format where success depends on how accurately participants can predict the collective mind of others. Beyond simple entertainment, this "psychological sport" u
Video
Business Description
2025.10 Producded JTBC <Average Couple> ( KOCCA Production Support Project)
2025.03 Registered U.S. BM Patent for "Interactive Talk Game Method"
2025.02 Moved into Korea Creative Content Agency (KOCCA) CKL Enterprise Center
2025.01 Officially Launched "DdangG" Agreement Rate Game
2024.11 Discussion on Collaboration with U.S. Break Through Now Media
2024.11 Venture Business Certification Call
2024.10 Produced Season 2 of "Woo Hyun-jung's Lunch Time" and Voting Game Show "Current Affairs Balance"
2024.09 Produced 8 Episodes of Emotion Quiz Show "Heo Jun's Donguibogam" Viewing the World with Agreement Rates
2024.08 Produced 24 Episodes of Daily Broadcast "Kim Jin-soo's Current Affairs Balance"
2024.06 Planned and Developed "Current Affairs Balance" Platform, a Current Affairs Talk Show
2024.05 Presented Research Results on Confirmation Bias at the Korea Policy Association Regular Academic Conference
2024.02 Participated as a Founding Member of KOCAF (Korea Contents Academy Forum)
2023.08
2025.03 Registered U.S. BM Patent for "Interactive Talk Game Method"
2025.02 Moved into Korea Creative Content Agency (KOCCA) CKL Enterprise Center
2025.01 Officially Launched "DdangG" Agreement Rate Game
2024.11 Discussion on Collaboration with U.S. Break Through Now Media
2024.11 Venture Business Certification Call
2024.10 Produced Season 2 of "Woo Hyun-jung's Lunch Time" and Voting Game Show "Current Affairs Balance"
2024.09 Produced 8 Episodes of Emotion Quiz Show "Heo Jun's Donguibogam" Viewing the World with Agreement Rates
2024.08 Produced 24 Episodes of Daily Broadcast "Kim Jin-soo's Current Affairs Balance"
2024.06 Planned and Developed "Current Affairs Balance" Platform, a Current Affairs Talk Show
2024.05 Presented Research Results on Confirmation Bias at the Korea Policy Association Regular Academic Conference
2024.02 Participated as a Founding Member of KOCAF (Korea Contents Academy Forum)
2023.08