Pedro Almeida | Jorge Ferraz
Ana Pinho | Diogo Costa
CETAC.MEDIA | UNIVERSITY OF AVEIRO | PORTUGAL
1-2   3-3
            3-0

1-1   0-1
            7-0
2-1
      2-3
Explore the potential of ITV platforms to provide users with higher levels of
engagement and entertainment while watching their favourite shows

Identify game models that can be integrated with popular television programs
or live broadcast shows, namely crossed TV Games models

Evaluate the potential interest of (i)TV viewers for these models
Games that enroll viewers in complementary TV narratives?
     It requires much attention from viewers
     Hampers the ability to follow the game during a live show

The importance of promoting competition and different levels of difficulty

Time limits makes the game more appealing (as Diakopoulos and Chiu)

The willing to have user profiles for team and ranking support

The interactive content should add value to what is already offered by
television and not to override it

 POTENTIAL TO FEEL MORE INVOLVED WITH THE TV CONTENT AND WITH OTHERS
A functional IPTV box based prototype (Microsoft Mediaroom 2.0 (PF))

A social game, combining a quiz dynamics with a betting system, to be
integrated with popular television programs or live broadcast shows

A content related social game to engage users in 2 distinct modules:

     SYNCHRONOUS MODE

     ASYNCHRONOUS MODE
     + WEB BACKOFFICE
     (FOR CONTENT & USERS MANAGEMENT)
Evaluate the level of appropriateness of the features available to the user’s
expectation

Check the ability to incorporate the game in TV viewing habits

Understand, in the viewers’ perspective, the application capabilities for
engaging users with the television content

Identify the application strengths and weaknesses
Below 45 years old;

91% watched TV in a regular basis (at least once a day);

36% used interactive features (DVR, Pause TV, ..) once a day.




                                                   1 (most seen) 5 (less seen)
55% used the application at least once a week

Betting features were mostly used (64%) when the Biggest Loser was not being
broadcasted

27% of the users referred that at some time they turned on the TV set just to
make or track a bet.



        WOULD YOU LIKE TO USE IT IN THE FUTURE               ?
         73% AGREE

         27% STRONGLY AGREE
CREATING A FRIENDS LIST   (TEXT) CHATTING WITH FRIENDS
POSITIVE FEELINGS
                    TARGETED AT




                                                      ALLOWING
                                     SPECTATORS                    ENGAGEMENT
    PLEASURE
  COMPETITION
                                  CONTENT PROVIDERS              LOYALTY TO SHOWS
SOCIAL CHALLENGES
KNOWLEDGE TESTING
                                     OPERATORS                      MARKETING
     PRIZES
Pedro Almeida (almeida@ua.pt)
Jorge Ferraz (jfa@ua.pt)
Ana Pinho
Diogo Costa


HTTP://SOCIALITV.WEB.UA.PT
CETAC.MEDIA | UNIVERSITY OF AVEIRO

Social iTV Games

  • 1.
    Pedro Almeida |Jorge Ferraz Ana Pinho | Diogo Costa CETAC.MEDIA | UNIVERSITY OF AVEIRO | PORTUGAL
  • 2.
    1-2 3-3 3-0 1-1 0-1 7-0 2-1 2-3
  • 6.
    Explore the potentialof ITV platforms to provide users with higher levels of engagement and entertainment while watching their favourite shows Identify game models that can be integrated with popular television programs or live broadcast shows, namely crossed TV Games models Evaluate the potential interest of (i)TV viewers for these models
  • 8.
    Games that enrollviewers in complementary TV narratives? It requires much attention from viewers Hampers the ability to follow the game during a live show The importance of promoting competition and different levels of difficulty Time limits makes the game more appealing (as Diakopoulos and Chiu) The willing to have user profiles for team and ranking support The interactive content should add value to what is already offered by television and not to override it POTENTIAL TO FEEL MORE INVOLVED WITH THE TV CONTENT AND WITH OTHERS
  • 9.
    A functional IPTVbox based prototype (Microsoft Mediaroom 2.0 (PF)) A social game, combining a quiz dynamics with a betting system, to be integrated with popular television programs or live broadcast shows A content related social game to engage users in 2 distinct modules: SYNCHRONOUS MODE ASYNCHRONOUS MODE + WEB BACKOFFICE (FOR CONTENT & USERS MANAGEMENT)
  • 16.
    Evaluate the levelof appropriateness of the features available to the user’s expectation Check the ability to incorporate the game in TV viewing habits Understand, in the viewers’ perspective, the application capabilities for engaging users with the television content Identify the application strengths and weaknesses
  • 17.
    Below 45 yearsold; 91% watched TV in a regular basis (at least once a day); 36% used interactive features (DVR, Pause TV, ..) once a day. 1 (most seen) 5 (less seen)
  • 18.
    55% used theapplication at least once a week Betting features were mostly used (64%) when the Biggest Loser was not being broadcasted 27% of the users referred that at some time they turned on the TV set just to make or track a bet. WOULD YOU LIKE TO USE IT IN THE FUTURE ? 73% AGREE 27% STRONGLY AGREE
  • 20.
    CREATING A FRIENDSLIST (TEXT) CHATTING WITH FRIENDS
  • 22.
    POSITIVE FEELINGS TARGETED AT ALLOWING SPECTATORS ENGAGEMENT PLEASURE COMPETITION CONTENT PROVIDERS LOYALTY TO SHOWS SOCIAL CHALLENGES KNOWLEDGE TESTING OPERATORS MARKETING PRIZES
  • 23.
    Pedro Almeida (almeida@ua.pt) JorgeFerraz (jfa@ua.pt) Ana Pinho Diogo Costa HTTP://SOCIALITV.WEB.UA.PT CETAC.MEDIA | UNIVERSITY OF AVEIRO