Live production interactive and social services are currently used on occasion as a one-way broadcast integrated with graphic systems for viewer display. Engagement and feedback are through the internet. Broadcasters monitor social feeds for curation and decisioning for what goes to air.
Goals and Objectives
As live production transitions to OTT with back-channel feedback, consumers will have the viewing option to select between full screen video (traditional TV) or interactive social and fan views where the screen is made up into sections displaying video, data, gaming, betting, ecommerce, and other media types similar in nature to a multimedia website but with more viewing area real estate.
Cloud-based interactive polling and gaming, social engagement tools, personalized group video, audio, data, and chat for social and/or fan and fantasy gaming gatherings with friends, data service feeds for immediate details on news, sports, or other events as being viewed or personalized preferences such as stock tickers; ecommerce shopping experience while viewing programming
Use Case Summary
Use cases include enhanced sports viewing with player tracking, statistics, fantasy gaming (fantasy team league and player tracking), and betting; news applications with personalized updates by local, regional, or national events based on predefined personalized preferences; live game show participation, real-time financial news updates and stock tickers, and ecommerce association with programming and/or shopping preferences; and complete ad viewing, to request for detailed data and ecommerce, allowing for immediate view to purchase advertising.