03 February 2023 22:36


Second screen interactivity by broadcasters to significantly increase engagement with audiences

Broadcasters are increasingly using the mobile phone as a device to engage with their viewers, while they are watching television.

They are changing TV consumption from a ‘lean back’ to a ‘lean forward’ experience. Several cases have shown that interactivity increases time spent on linear television, as well as builds program loyalty. As broadcasters benefit from that, they can also use interactivity to build their viewer databases, which can be monetized with advertisers and be a means to demonstrate the power of the medium.

Mini Gupta, Partner, Media and Entertainment, EY India says “Brand collaboration through quizzes, puzzles, and many more methods is possible through second screen interactivity which helps TV broadcasters connect with the new generation of the digital consumers”. In addition, it provides an opportunity for brands to directly connect with television audiences in a non-intrusive manner.

Rahul Shah, Associate Partner – Media and Entertainment, EY India says “With more than 300 million smartphones present in India and the high response from second screen apps, interactivity presents broadcasters with an opportunity to provide advertisers with a TV plus digital offering and enable transaction opportunities with their customers.”

Second screen interactivity will not only help broadcasters understand their viewers better through the additional data that could be collected, but also help keep viewers more engaged helping drive the ratings for shows. Broadcasters and other content owners are expected to partner with tech / telco companies to create some ‘never seen before’ experiences for their viewers. If used wisely, second screen has the power to create its very own loyal viewers who can continue to engage even after the end of a show. It is no longer a just cost element but it has the potential to generate revenue and cut marketing costs by building a proactive engagement and gamification platform.

Read 1758 times Last modified on Friday, 19 October 2018 04:11
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