EBS Live Boni Hani
Broadcasting
- Year of Production
- 2016
- Content Type
- Kids Education
- Platform
- TV Channel
- Target Age
- Kids
- Quantity
- 90(min) 500Quantity Input
Summary
<Boni Hani> is EBS's representative 'Children's Two-way Live Program' consisting of fun animations and colorful segments that enhance creativity and personality. It is a pioneering model of participatory entertainment that goes beyond simple viewing and creates programs together by communicating with children's viewers in real time through various means of communication such as phone calls, real-time bulletin boards, and SNS. Mega Talk Korea played a key role in providing 'two-way mobile interaction solutions' that allowed viewers to participate in the broadcast in real time.
The main contents are as follows
Planning Intention: We would like to provide useful information and pleasure at the level of children's eyes, and provide active mission performance experience and a sense of accomplishment to children's viewers through participation in live broadcasts.
Key Targets: A key target for preschoolers and lower grades of elementary school students, including parents and family-level viewers who want to enjoy creative content with their children.
How to Host: Two characterized MCs, Bonnie and Hani, lead the mission with lively hosting in the studio. Viewers take quizzes and participate in the game through real-time phone connections or mobile apps. In particular, corners such as the "Spinning Wheel" are typical ways in which viewers' direct participation leads to results. Through two-way communication, the reaction and opinions of viewers who come up in real time are immediately reflected on the broadcast screen to break the boundaries between the performers and viewers.
Program objectives: To cultivate the creativity and sociality of children's viewers, to establish a participatory children's broadcasting model that overcomes the limitations of one-way broadcasting, and to establish a sustainable educational business model.
The main contents are as follows
Planning Intention: We would like to provide useful information and pleasure at the level of children's eyes, and provide active mission performance experience and a sense of accomplishment to children's viewers through participation in live broadcasts.
Key Targets: A key target for preschoolers and lower grades of elementary school students, including parents and family-level viewers who want to enjoy creative content with their children.
How to Host: Two characterized MCs, Bonnie and Hani, lead the mission with lively hosting in the studio. Viewers take quizzes and participate in the game through real-time phone connections or mobile apps. In particular, corners such as the "Spinning Wheel" are typical ways in which viewers' direct participation leads to results. Through two-way communication, the reaction and opinions of viewers who come up in real time are immediately reflected on the broadcast screen to break the boundaries between the performers and viewers.
Program objectives: To cultivate the creativity and sociality of children's viewers, to establish a participatory children's broadcasting model that overcomes the limitations of one-way broadcasting, and to establish a sustainable educational business 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.