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3.3 ENTERTAINMENT<br />

Entertainment programs, in particular game shows, are highly conducive to<br />

viewer interactivity because of their competitive nature. During a game show on<br />

television, iTV programming can allow viewers to play along by participating via a<br />

synchronous application on the Internet or by using a mobile device. Broadcasters can<br />

take the top iTV player scores and feed them back into the live TV broadcast in order to<br />

create a sense of community among players at home. This sense of community can be<br />

enhanced by allowing mobile players to chat with one another. Finally, a 24/7 version of<br />

the game can be made available to cultivate the community between broadcasts.<br />

Notably, a series of iTV events utilizing IQ tests (known as Test the Nation in<br />

many countries), enjoyed tremendous success around the world. During the live show,<br />

participants both live in the studio and at home could take an IQ test. Viewers at home<br />

were able to participate directly through set-top boxes, using mobile phones, on the<br />

Internet, or just using pen and paper. By the end of the show, viewers could calculate<br />

their own IQ scores. The event’s highest scorers, both in the studio and on the Internet,<br />

were identified. National IQ tests have been a huge success in every country they’ve been<br />

held, including the Netherlands, Belgium, Italy, France, the UK, Spain, Hungary, the<br />

Czech Republic, Turkey, Portugal, Norway, and New Zealand. For example, Test<br />

Australia: The National IQ Test 2002 was the highest rating program in Australia in<br />

2002. The German version drew over 11 million viewers, and the BBC’s National IQ<br />

Test (see Figure 3.3) attracted well over nine million viewers. In the U.S., FOX’s Test the<br />

Nation in 2003 drew over 10 million viewers. Approximately half a million people from<br />

all fifty states participated online.<br />

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