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Gameshow Live gets its kit on

Gameshow Live gets its kit on

August 2019

Kicker 2.png

After several successful months since its launch on the German market, the mobile-first gameshow Quipp - powered by Monterosa and produced by ProSiebenSAT.1 - is expanding into sports, in particular football, in collaboration with Kicker, Germany’s biggest football publisher.

The live multiplayer gameshow, focused on football knowledge, will kick off every Saturday at 6pm after the Bundesliga games have been played, and also on Tuesdays and Wednesdays to coincide with the Champions League. Each show will carry a prize of €1000 for the players with the sharpest football brains.

This extension of Quipp’s schedule, in collaboration with Kicker, is further evidence of both the creative and commercial potential of the format as well as the flexibility of Monterosa’s platform and Gameshow Live product. Our only question is what is coming next? A) Movies B) Music or C) Classical Composers of the 18th Century

Read more about the new Quipp/Kicker collaboration here (in German).

5 reasons why interactive video is about to explode

5 reasons why interactive video is about to explode

August 2019

People love to interact with their favourite TV shows and live events in their millions. Last month at Monterosa, we handled billions of votes for the MTV Millennial Awards and over 3.5 million users of the Love Island UK app - just two examples out of many.

Most of this interaction happens on smartphones, inspired by persuasive calls-to-action from the TV show that encourages users to download an app or visit a particular website. 

These engagements are designed for the committed and passionate fans that want to put themselves at the heart of the action, make decisions and get real-time exclusive content. It takes some effort to get involved and there is a degree of friction. But how big could those numbers be if the interaction was an integrated part of the watching experience itself? Apple’s Eddy Cue predicts that the future of TV is much more interactive. 

“Cue said he could see a TV environment where content makers are creating a more interactive TV app, and where viewers watch the program on their Apple TV, iPad, or phone, using the remote or simply the touchscreen to interact with a show.”  - The Verge

Of course, this is the long-held promise of interactive video, where participation is integrated seamlessly into, or around the video. 

We’ve seen a string of demos and tests of interactive video over the last decade - whether that’s red button technology or the myriad startups offering watch-and-buy solutions. While those of us from gaming backgrounds have been inspired by the great potential, there have been several factors holding these technologies back from mainstream success: 

  1. Not enough people were watching mainstream content on connected devices

  2. Interactive layers have been obstructive to the viewing experience

  3. Creative executions have failed to inspire audiences with genuine need or pay-off

But we’re now in a world of Twitch extensions, of TikTok lip syncing, where millions of people daily create interactivity on their Instagram stories. Younger viewers watch a growing portion of their TV on connected devices. We believe the moment has arrived where the problems can be overcome and that a new generation of interactive options will become a fundamental part of every OTT platform, every TV app both live and on-demand.


Here are 5 reasons why:

1. Video just works. Finally!

Talk to any broadcaster or OTT about interactive overlays five years ago and they would wince. “We’re working on making the quality better!”, they would say. Those hard yards have now paid off and the standard of mass video delivery is generally excellent, reliable and slick. Now the focus is on differentiation via better user experiences that increase loyalty and engagement. 

2. Platform consolidation and standardisation

As video providers have consolidated and trends shifted to standardisation, we now see a smaller number of best-in-breed providers and increasing modularity in the tech stack. It’s much easier to introduce new SDKs or plug-ins when dealing with a lower number of video player variants and behaviours. This makes introducing interactivity lower friction and easier to maintain. 

3. Because mobile-first gameshows and interactive social video happened.  

Facebook, Instagram, Twitter and Twitch all provide users with ways to interact with live video via commenting, polling and other mechanics.


Following the lead set by HQ Trivia, mobile-first gameshows like Quipp in Germany and Austria (powered by Monterosa for ProSiebenSAT1), and many other versions globally have normalised interactivity with video.
Within drama, Netflix are experimenting with Bandersnatch, and organisations like the BBC are building branched-narrative creator tools. 

This trend will continue, not as a replacement for lean-back consumption, but a new option that will be driven by the major tech platforms and will put pressure on traditional broadcasters of entertainment and sports to keep up. The cost of not allowing viewers to be part of the action will be measured in subscription churn rates and declining viewer numbers!

4. Because the business models stack up

Ancillary digital activity around TV formats and sports have often struggled to get traction and produce positive ROI due to the friction involved in participation. Traditionally it has been too much effort to type in a URL or download an app for a small moment of interactivity. Only the big moments of decision-making or fully integrated gameshow play-along have driven sufficient take-up to generate profits. 

By reducing friction of new app downloads and overlaying interactivity tastefully, response rates will go up and the business models associated with competitions, voting and sports betting become more effective. No longer will positive ROI depend on the “big interactive hit”, it will become business-as-usual. 

5. Because it’s fun and creativity is everything.

Saving the best for last, let’s not forget that creativity and the resulting enjoyment of great content is the biggest driver of trend and adoption. There is a wow factor with interactive video that once you experience it, leaves you wanting more. Giving your opinion on whether a penalty was correctly given with hundreds of thousands of other football fans by simply tapping on the livestream on your mobile phone - seeing the result in real time, then hearing the commentators refer to the live results - that’s fun. 

Voting for your favourite contestant with virtual ‘claps’ as she or he is singing. Getting ball position/speed information in real-time while you watch a golf tournament. The possibilities are many and will only increase as more creativity is poured into the area.

We have proven time and time again that when the creators of the content themselves - the writers, producers and directors - are involved, interactivity rates soar. For instance within Love Island, Monterosa powers the Watch & Shop service which has generated £15 million in gross revenues. The success is partly down to our own integration of impulse buying to the show’s app, but also linked to the way producers integrate products into the show meaningfully. 

When the creator of Million Pound Drop embraced play-along as a core part of the format, we broke records for live participation and defined a new generation of copycat formats trying to reproduce the success. 


If you hadn’t guessed by now, we at Monterosa are big believers in the power of interactive video. And our LViS | Interaction Cloud - already used to power mass interaction for premium broadcasters, sports organisations and brands around the world - is the most powerful and creatively versatile platform on which to build an interactive video strategy. Integrating seamlessly with whichever video solution you are currently using, our technology and track record of success combined are a potent combination.

If you are as excited by the possibilities of interactive video as we are,
drop us an email and let’s get started, we’ve got some very exciting developments to share.


Monterosa marks continued growth with hiring of industry leader Peter Cassidy

Monterosa marks continued growth with hiring of industry leader Peter Cassidy

London, 2nd August 2019


With four years of growth across its UK and International Broadcaster client base, Peter Cassidy joins Monterosa to continue the global expansion of the Entertainment sector.

The industry-defining Audience Interaction company Monterosa, who counts ITV, CBS, BBC, Viacom and Banijay Group amongst its growing Broadcaster client base, has marked its mission to lead the interaction and fan engagement space with the hiring of Peter Cassidy.

From Bafta winning work with Endemol and Channel 4 for Million Pound Drop, to creating ecommerce opportunities for Love Island and ITV, to the Screens Up AR App for Nickelodeon, Monterosa is at the forefront of creating innovative and valuable interactive experiences for clients to engage their audiences.

Peter Cassidy, Director of Global Entertainment said “I’m very excited to be joining Monterosa at a moment when audience interaction is fulfilling its promise as an integral part of the entertainment experience. Connecting audiences and making them feel part of their favourite events and shows has long been a passion of mine and I look forward to working with broadcasters worldwide to find ever more innovative ways to make that happen.”

Ben Barker, Monterosa’s Chief Commercial Officer commented “We are excited by Peter’s appointment as a leading figure within the Entertainment industry. Peter brings a wealth of production and broadcaster experience to continue our growth in the UK and Internationally. With Audience Interaction and the focus on OTT platforms for media businesses, Peter joins at an incredibly exciting time for Monterosa as we continue to define the way audiences and fans interact with their favourite programmes.”

Featured in Broadcast: Monterosa hires entertainment chief


Love Island 2019: the biggest summer yet of interactive love

Love Island 2019: the biggest summer yet of interactive love

July 2019

As the number of people who say “nah it’s not my kind of thing” has diminished, Love Island’s popularity has increased. With ITV2’s ratings breaking records at over 6 million, 2019 was the year Love Island officially crossed over.

Yet again our app was regularly the most downloaded app in the UK, as fans vote on their favourite, or least favourite couples and reach for a way to carry their summer obsession around in their pocket.

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Under the hood, our Interaction platform LViS provides the content team on set with a unique way to create, test and publish two-way interactive content in real-time. The LViS cloud infrastructure is a special mesh that gives the app immense scalability, the kind that copes with millions of people interacting all at the same time. Reliability is the boring side of mainstream entertainment, but when it matters it really matters.

The Monterosa ecommerce machine scaled in a different way this year. We created the pioneering Watch & Shop service to make TV shows shoppable. As a result we have shown the world how to combine entertainment and direct-to-consumer impulse purchasing, in the process kicking off one of the biggest product crazes of the last three years: the famous personalised Love Island water bottle - more than half a million units sold.


This year we expanded our range to include personalised suitcases and a fantastic new makeup range Loveburst, made by Established - the New York beauty design outfit that designed Fenty Beauty and Marc Jacobs. Vogue, Glamour and almost every influencer that tried it has been blown away by the quality - achieved because we invested in very high quality Italian formulas.


Monterosa-powered Quipp becomes market leading mobile gameshow in Germany and Austria

Monterosa-powered Quipp becomes market leading mobile gameshow in Germany and Austria

July 2019


Quipp is the mobile Gameshow created by German Broadcaster ProSieben and Monterosa. Every evening players from each country compete against each other to win real cash prizes.

Launched in late 2018, the mobile-first gameshow has fought off stiff competition to successfully become the market leader in both Germany and Austria, hitting the No. 1 spot for most downloaded Trivia game on several occasions.

The Gameshow is produced with a simple but effective green screen production setup, streamed using low latency video that helps to synchronise questions to the stream. Players benefit from features including sharing codes for extra lives and a new set of social play features launching soon.


The product is powered by Monterosa’s interaction platform LViS and our Gameshow Live solution. The capabilities of the platform include overlaying layers of interactivity on video, running shows in multiple languages concurrently, setting up rehearsals and of course, managing cash payouts securely.

In partnership with ProSieben we have developed the technology as an innovation partnership between the broadcaster and Monterosa’s interactive video team.

To find out how you can benefit from our platform and interactive video solutions, please get in touch.

The Monterosa Liverpool hub, one year on

The Monterosa Liverpool hub, one year on

Monterosa is on a steep growth curve as we expand our footprint around the world, providing audience interaction technology to some of the biggest names in entertainment and sport. This year alone we’ve generated 12 billion interactions through our platform and experiences.

With our Minsk office fillling up quickly and the usual challenges with London recruitment, in 2018 we proudly opened our new engineering hub in Liverpool.

A year on and the growing team has been a pivotal part of delivering interactive products for TV shows and sporting events including This Morning, X Factor, Jockey Club, Nickelodeon USA and, of course, Love Island. No other company in the region, or probably the UK can claim to have created so many No. 1 apps; I think we’ve clocked up 12!


The most topical right now is of course Love Island. Every time a fan votes on the show or buys one of our personalised Love Island water bottles, that experience was primarily made by our fantastic team in Liverpool. 

“Why Liverpool and not Manchester?” - it’s a question I’m asked almost every week, I’ll do my best to answer.

We chose to expand in Liverpool for several reasons. The city has an amazing history in gaming and invention, choosing to do things differently and often doing things better. Console gaming as we know it was pioneered in Merseyside with companies like Psygnosis, later becoming part of Sony (and where I did my first work experience games testing Lemmings!), proving that you don’t have to be in London or Silicon Valley to be a leading global force in tech and gaming. 

Alongside music, sport is in the DNA of the area, with three amazing football teams (yes Tranmere, you too), and some of the most exciting athletes in recent times coming from Merseyside - Katerina Johnson-Thompson, Sam Quek, Trent name just a few.

Through regeneration the city has become one of the UK’s best places to live, with everything London can offer plus a heavy dose of unique Liverpool culture. In tech it’s a challenger city to both Manchester and Leeds, yet the pioneering, individual spirit is unmatched. We decided we would prefer to be a bigger part of a smaller movement than blend into the background. 

There is an immense pool of Merseyside talent working in the city or currently commuting to Manchester or Salford. Nobody enjoys the motorway traffic, so we offer local talent a far more convenient location right on the river, next to the famous Cunard building in the shiny new development on Mann Island. And for those like me who moved to London in search of a career in tech and entertainment, there’s now a place back home that delivers world class technology to all corners of the world. We’re looking forward to welcoming people back to Merseyside, where for £400k you can get a magnificent house, rather than a small flat in the outskirts of London.

But truthfully the foundation of our Liverpool office is that it’s home to me. I was born within spitting distance from our office and grew up in Birkenhead. After so many years working in London, up and down every few weeks, to open our office here is an ambition fulfilled and I’m proud that Monterosa can contribute a small part to the city’s future in tech, entertainment and sport.

Tom McDonnell / Co-founder, CEO Monterosa


Keep your audience engaged before and after live events with a fan-first digital strategy

Keep your audience engaged before and after live events with a fan-first digital strategy


When it comes to media consumption, we’ve all heard it enough times: digital will become as important as linear in the coming years.

This puts a lot of pressure on sports organisations to think more creatively and diversify the content they create to retain their audiences’ attention.

Will one-off campaigns really be effective enough? PR stunts with buzz that dies down quickly, experiential campaigns that just don’t have the same reach as digital, or even live social media options that don’t facilitate an ongoing relationship in the same way owned platforms can.

The sports industry has an opportunity now to engage fans before and after live events, becoming a bigger part of their daily or weekly routines. We’re always advocating for strategies that create a real connection with your audience - fan-first approaches that are built on regular engagement and ensure you remain relevant.

Source: PwC’s Sports Survey 2018

Source: PwC’s Sports Survey 2018

PwC’s 2018 Sports survey reiterated two key trends in consumer behaviour:

  1. Video consumption is not slowing down, and fans expect this type of rich engaging content outside of live sporting events

  2. Ambassadors are as important as ever, but so is the ability for fans to feel part of the action and participate

The rise in interactivity provided by tech firms, coupled with the availability of live streaming driven by OTT, have enabled new innovative formats for sports organisations to bring fans together.

Some of the most effective approaches to fan engagement, from competitions to quizzes, don’t need to be static or one-way anymore. These can now be turned into live mobile experiences (think HQ Trivia!) that build stronger connections with audiences - combining low latency streaming with real-time fan interactions into an owned platform.

Sports organisations have a huge head-start compared to most. You just need to think about maximising existing assets to create a unique experience to you and your fans:

  • What ambassadors or talent do you have available?

  • What topical content would really hit home with your fan base?

  • How often do your fans want to engage? Daily? Weekly?

  • What are you driving your audience to - a live event, a subscription?

You can then align prizes, rewards and sharing opportunities to your objectives - whether that’s promoting brand partners or your own subscription targets.

Before you know it, you’ll have a new and engaging way to reactivate existing audiences that have become passive, and build on existing audience data with live contextual data. All whilst creating new opportunities for brands to maximise their sponsorship.

German network ProSieben launched this new innovative format to achieve its goals and develop a compelling set of commercial opportunities for brand partners. Live trivia app Quipp helps them capture attention and reactivate existing audiences with a live interactive quiz, broadcast daily at 8pm across Germany and Austria.




World Cup fans deserve world-class experiences

World Cup fans deserve world-class experiences


The 2019 World Cup calendar is shaping up to be an exciting one, with the Cricket, Rugby, FIFA Women’s Football, FIBA Basketball AND Netball World Cups all happening across just seven months between May and November.

This is a great opportunity for sports organisations and sponsors to engage fans before, during and after each event with amazing interactive experiences, finding new ways to entertain passionate audiences and attract new fans.

We’ve pulled out some of our favourite fan engagement examples, powered by our award-winning LViS platform and implemented across multiple countries, brands and channels.

Maximising Rights - EA SPORTS 2018 FIFA World Cup

The FIFA World Cup Predictor was central to EA SPORTS FIFA’s engagement strategy this summer and we’re thrilled to see so many fans around the world interact with both experiences.
— Jon Cole, Global Community Engagement Strategist, EA SPORTS

Brand Activation - Carlsberg UEFA Euro 2016

The team at Monterosa helped Carlsberg reinvent fan interaction for UEFA Euro 2016. Their understanding of how fans interact around major sporting events, combined with their technology platform LViS, made Monterosa a critical partner in delivering the most engaging digital platform we have ever undertaken, with incredible results.
— Richard Whitty, Senior Marketing Manager, Football at Carlsberg Group

Attracting New Fans - Vodafone Qatar Football Fever

We’re extremely happy with how the Football Fever campaign has performed, interacting with millions of Qatari football fans, creating real moments of genuine engagement and boosting our brand positioning with a national audience. With Monterosa’s LViS platform we were able to rapidly launch some amazing digital experiences that our customers loved, helping us to own the football conversation for the duration of the World Cup. We look forward to using their fantastic tool to create even more exciting moments with fans in Qatar.
— Nick Gorgoglione, Head of Brand & Communications, Vodafone Qatar

If that’s not enough to get the creative juices flowing, we’re taking bets on which World Cup will have its own live mobile gameshow. Who will come up with a game-changing use for interactive video (think live video stream combined with layers of interactivity on top)?

Who’ll launch the most innovate sports app? There’s so much that can be learnt from the entertainment industry, with big names like Nickelodeon and ITV changing the way they connect with audiences through TV-AR and Instant Commerce.

If you’re looking for a scalable interaction platform that can power awesome fan engagement solutions, then get in touch.




Monterosa and EA SPORTS smash 2018 FIFA World Cup Predictor targets

Monterosa’s LViS interaction platform was selected by EA SPORTS to power their global World Cup prediction experience, smashing engagement targets with over 850,000 fans across the planet interacting with the brand during the month-long competition.

The launch of the EA SPORTS World Cup Predictor coincided with the release of the free in-game FIFA 18 World Cup update, designed to extend the conversation with football fans and create a genuine position for EA SPORTS throughout the competition.

In the run up to the tournament’s big kick-off, EA SPORTS asked fans to predict the top two teams from each Group, continuing through the official World Cup format to predict their overall World Cup 2018 winner. At each step, fans were able to review EA SPORTS’ own prediction, from a pre-simulated tournament they had carried out within FIFA 18 World Cup update, highlighting official FIFA and popular FIFA Ultimate Team visual assets.

Once predicted, fans had the option to first share their result with friends and family through integrated social sharing with Facebook, Twitter and WhatsApp platforms, then enter a prize draw for the chance to win a package of EA SPORTS rewards. This extension to the experience proved successful as dwell time with each fan lasted over 16 minutes, more than 100,000 result cards were shared and in excess of 100,000 fans entered the prize draw.

The experience evolved as the tournament began, moving to a daily conversation with fans who carried out an innovative ‘Tinder style’ swipe through a shortlist of players to select their Man of the Match, connecting directly with EA SPORTS’ FIFA Ultimate Team feature to reveal in-game upgrades to chosen players each evening. This regular activity allowed EA SPORTS to continue to blur the lines between the real and virtual games.

Monterosa’s LViS interaction platform was at the heart of the delivery, providing the scale, security and internationalisation (the Predictor was available in 12 different languages) to successfully power always-on interactivity with a massive global audience. The platform’s accessibility and real-time nature allowed EA SPORTS’ Social team to react to tournament events and fan reactions, rapidly tailoring the Man of the Match shortlist to suit.

Jon Cole, Global Community Engagement Strategist at EA SPORTS commented “The FIFA World Cup Predictor was central to EA SPORTS FIFA’s engagement strategy this summer and we’re thrilled to see so many fans around the world interact with both experiences. Without Monterosa’s LViS platform and their experience of exciting global audiences, we wouldn’t have been able to deliver the quality of interaction we did, across 12 languages, to help continue the influence of EA SPORTS FIFA on the World’s Game.”

Ben Barker, Commercial Director at Monterosa commented “We knew coming into the FIFA World Cup that EA SPORTS had ambitious targets to meet, and therefore seeing 12 markets activate our World Cup Predictor and smashing the targets set has been tremendously rewarding for the team. Multi-market campaigns used to be expensive, and time consuming, but the configurability within our platform LViS eliminates these factors for brands looking to maximise global sponsorship.



MIP Preview: Gameshow Live! allows broadcasters and content producers to make next-gen live mobile gameshows


To coincide with this year's MIP in Cannes, we're thrilled to preview details of our new solution for interactive mobile gameshows, Gameshow Live! 

Check it out here. 

Combining our award-winning interaction platform LViS with low latency streaming and a fantastic array of trivia formats, we're rolling out the solution to help broadcasters, content producers and brands deliver top notch interactivity for live mobile users.

How it works

How it works

Initially GSL will be available to a limited number of clients. If you would like to register your interest or meet up at MIP, please get in touch.





The Jockey Club’s ‘Race On’ app the first in British sport to offer mobile ticketing for general admission



Mobile ticketing now available at The Jockey Club’s 15 racecourses nationwide

268-year-old organisation welcomes nearly two million people a year to events including The Cheltenham Festival, the Randox Health Grand National and The Investec Derby

Racegoers at this week’s Cheltenham Festival have become the first people in Britain to use app-based mobile tickets for general admission to a sports event, after The Jockey Club launched the feature as part of its new ‘Race On’ app.

The Race On app has been developed to enhance the customer experience at the 348 racedays The Jockey Club stages annually across its 15 racecourse venues nationwide, which welcome nearly two million spectators each year, as well as for those people following the races from off-course.

As well as offering mobile tickets to those purchasing general admission and with an easy share option to send on to members of their party, the app also offers a series of other features. These include a live race card, instant results, competitions to play against fellow racegoers – including a five horse selector to engage people in the sport, maps of facilities and ‘Golden Moments’ that provide prizes including visits to the parade ring to see the horses up close and even presenting trophies on some racedays. It is now freely available to download for Apple and Android devices.

In addition to The Cheltenham Festival, which welcomes more than 250,000 people over four days this week, other events staged by The Jockey Club include the Randox Health Grand National Festival, The Investec Derby Festival, the QIPCO Guineas Festival and the Moët & Chandon July Festival.

The Jockey Club took the decision to offer mobile tickets following extensive trials. Many Britons already use app-based tickets for the likes of air travel, for example, while in sport a number of US stadia have introduced the practice. Other types of mobile tickets, including as PDFs sent by email or text, have been used to access various UK events.

Paul Fisher, Chief Executive of Jockey Club Racecourses, said “So much of what we do is about listening to how we can make a person’s raceday experience even better and we’re constantly innovating to do so.

“I’m very proud The Jockey Club has achieved another first in sport by introducing mobile ticketing through our app, along with its many other launch features, from at-a-glance runners and riders information to competitions to play with your friends or family and against other racegoers.

“And because we’re always in listening mode, the features on the app today are just the start. We are already working with our partners Monterosa on future developments as part of a long-term relationship, so the plan is for Race On to keep getting better.”

The mobile app has been developed in partnership with leading fan technology firm, Monterosa, which has created apps for ITV’s Love Island, X-Factor, The Voice, ITV Racing and I’m a Celebrity Get Me Out of Here, as well as for Team GB and Visa for the 2018 Olympic Winter Games; adidas; BBC; EA Sports; NFL; Sky and World Rugby.

Ben Barker, Commercial Director of Monterosa, said “Monterosa is very proud to be working with The Jockey Club to deliver the Race On app that forms a key part of the vision for digital engagement with racegoers. Focused on enhancing the raceday experience with mobile ticketing, digital race cards, a free play prediction game, the latest racing content and an ambitious, innovative roadmap, Race On will change how The Jockey Club will be able to interact with racegoers.”

Mobile tickets will be available through the Race On app for all of The Jockey Club events for customers purchasing tickets that do not require a ‘swing badge’. The Jockey Club recognises the popularity of swing badges and the role they play in providing access to different facilities at racecourses. Therefore swing badges will continue to be delivered to customers in the normal way.

The Jockey Club’s racecourses are Aintree, Carlisle, Cheltenham, Epsom Downs, Exeter, Haydock Park, Huntingdon, Kempton Park, Market Rasen, Newmarket July Course, Newmarket Rowley Mile, Nottingham, Sandown Park, Warwick and Wincanton.


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How we launched 7 massive fan engagement apps in 5 languages, in just 6 weeks


It's been quite the start to 2018 at Monterosa, with the launch of new fan engagement apps in France, UK, Denmark, Sweden and Finland.

  • Team GB Olympics App with the British Olympic Association
  • Seul contre Tous (All Against One) with France 2
  • X Factor Denmark with DR
  • Denmark's Got Talent with TV2
  • Dancing on Ice with ITV in the UK
  • Survival of The Fittest with ITV
  • Cue The Music in Finland with TV5 (Discovery)
  • Grand Prix (Eurovision) Denmark with DR
  • Så ska det låta with SVT

All of them have hit Top 10 spots in the local App Store/Play Store, with X Factor, Got Talent and Grand Prix all achieving impressive #1's in Denmark. 

What's the secret to delivering such an array of successful, high-volume engagement apps in multiple languages? Of course, our talented and expert team, but also the robust performance and versatility of Monterosa's "LViS" interaction platform, on top of which our native app product, Fan Companion is deployed.

The powerful combination provides a set of benefits for sports and entertainment organisations:

  • Rapid deployment
  • Robust infrastructure for demanding peaks of traffic
  • Array of interactive 'Elements' like Trivia, Raters, Predictions 
  • Gamification
  • Secure vote management and user verification
  • Integration with CMS, Video Platforms, Ad servers and TV graphics

Stay tuned to hear more about our major international app releases this year, throughout Europe and beyond!


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Thinking of making your own HQ Trivia? 5 things you should think about first

Monterosa started its life creating one of the first interactive TV shows “Test The Nation” for the BBC (remember that?!). Since then we have made interactivity for countless TV formats, the most successful of which was Million Pound Drop — kindly provided us with a shiny BAFTA for the office.

Setting yourself up for success with live interactive formats — whether in the single-device format of HQ or in the realms of TV shows or live events, involves a combination of imagination, business-sense, technology and pure expertise. Not every attempt will be a hit, but by preparing the ground for a great audience experience and massive scale, you’re avoiding embarrassment and giving yourself a chance at the big time.

You wouldn’t be reading this if you weren’t already familiar with the global phenomenon that is HQ Trivia., so I’ll jump straight in.

If you’re thinking about making your own version, there are a set of tech and creative considerations you should think about before you kick off. Here are five of them (we’ll leave business model and production teams for another time):

  1. Gameplay
  2. Platform choice
  3. Sync
  4. Security
  5. Live Workflow


Team GB, Visa & Monterosa launch new interactive fan engagement app for PyeongChang Winter Olympic Games




Visa utilises Monterosa’s Sport Companion app to power live interaction with fans whilst Team GB competes at the 2018 PyeongChang Olympic Winter Games

The British Olympic Association, Visa and Monterosa have worked together to deliver the new official Team GB app designed to enhance the supporting experience for fans across the UK during PyeongChang 2018.

Launched in the build-up to the Games, the new, free app provides fans with all the latest news and medal standings from the competition, the event schedule highlighting all Team GB activity and an area that focuses on the sports and Team GB athletes participating in South Korea.

Like the 2016 Rio Olympic Games app, which was also made available in partnership with Visa, the 2018 Olympics Winter Games app will bring Team GB fans closer to all the action in PyeongChang through real-time updates and results. Visa has sponsored the Olympic Games since 1986, and during this time, has grown alongside the Olympic Games into the leading innovative payment technology brand in the world.

Furthermore, by utilising Monterosa’s native app product, Sport Companion, fans can interact with Team GB throughout the Games via a series of trivia challenges, audience polls and voting elements appearing regularly alongside social media posts from the Team and athletes.

The British Olympic Association have combined the Sport Companion functionality with Monterosa’s fan interaction platform LViS to bring a media rich experience to both fans watching at home and those that have travelled to support the team from the slopes. Monterosa’s LViS platform is the defacto solution for sports rightsholders, broadcasters and brands who are looking to engage and interact with fans around the world in multiple languages and at scale.

British Olympic Association, Commercial Director Tim Ellerton said: “We are constantly looking at ways to engage with our fans and the app that Visa created during Rio 2016 was a huge success, which provided brilliant up to the second updates and information. Working with Monterosa we’re excited to develop and extend the scope of what the app can offer to fans and it is great to be able to share the app today in the build-up to PyeongChang 2018.” 

Suzy Brown, UK and Ireland Marketing Director at Visa, said: “The vision we have at Visa is to be the best way to pay and be paid, for everyone, everywhere, so are very aware that more and more people are embracing mobile technology for everything from paying for their daily commute to getting live updates on their favourite sports. The app is great for anyone wanting to follow Team GB in PyeongChang and will bring supporters closer to the action in real time. We particularly urge fans to download the app to follow the progress of Team Visa athletes Billy Morgan and Elise Christie who will be aiming to win in South Korea.”

Ben Barker, Commercial Director, Monterosa said: “We are really excited to be working with the BOA and Visa to provide a leap forward in the fan experience for what we all hope will be a ground-breaking Olympic Winter Games for Team GB. Utilising our Sports Fan Companion app product, we'll be letting Team GB fans get under the skin of the athletes, schedule their daily viewing and create really sharable experiences”.

The Team GB: Winter Games app is now available for free download on mobile and tablet from the Apple App Store and Google Play Store.


How we're powering global voting for EA SPORTS Premier League Player of the Month

Congratulations to Harry Kane, Harry Kane is September's Premier League Player of the Month

Congratulations to Harry Kane, Harry Kane is September's Premier League Player of the Month

The new EA SPORTS Premier League voting experience powered by Monterosa Fan Voice and LViS Platform.


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Jonathan Casbon


How we're powering global voting for EA SPORTS Premier League Player of the Month

Last weekend we helped EA SPORTS™ capture the attention of hundreds of thousands of Premier League fans. Social channels were awash with branded meme cards as the public chose their EA SPORTS Premier League Player of the Month for September.

It was a big month for EA SPORTS FIFA fans; a month in which FIFA18, the latest instalment of the FIFA gaming series was released, seeing the continuation of Alex Hunter in The Journey: Hunter Returns and the creation of the #ElTornado skill that is sure to be replicated millions of times on playgrounds, pitches and flatscreens around the world.

It was also a month that saw EA SPORTS engage with Monterosa to deliver the official EA SPORTS Premier League Player of the Month vote for the 2017/18 season. The vote, now hosted at, is the first time the official vote has been made available for fans on the Lead Partner’s channels.

Utilising our LViS platform and Fan Voice voting product, FIFA fans can now review the shortlist of nominated players alongside official stats and videos, vote for their favourite, share their selected vote with friends on social media via a tailored meme generator and submit their online gamer details to enter a monthly prize draw to win in-game FIFA 18 prizes, further integrating the FIFA Ultimate Team (FUT) mode which has become so popular amongst gamers across the globe.

We are really excited to be embarking on this new project with EA SPORTS, a brand at the heart of fan engagement with football fans around the world. Make sure you don’t miss out on sharing your opinion when the vote opens again for October’s award, at


How do you make a successful TV show chatbot?

How do you make a successful TV show chatbot?

When it comes to mass-market adoption, bots are still in their infancy, but their potential across industries from customer service to eCommerce and entertainment is hard to deny. 

Entertainment has attracted the attention of bot makers. For instance, 'Assistant'-style bots like Crypt TV provide a way to consume niche content (not that niche, it's the 5th most popular Facebook Messenger bot!). The ability to bring a fun, conversational voice to help the audience interact with entertainment content seems like a no-brainer. However, the reality has been a little different, with few success stories in TV so far. 

But....we think we might be onto something with our new "71°N Bot" for Norwegian broadcaster, TVNorge.

A quiz-based gaming format, after the first two episodes of the new series we've seen some astonishing results:

  • A quiz completion rate of over 90%

  • 95% repeat usage

  • 5% of the TV audience have interacted so far

How did we get here?

Players get Right and Wrong (Riktig and Feil) GIFs after each quiz question, teasing funny content from the upcoming episodes

Players get Right and Wrong (Riktig and Feil) GIFs after each quiz question, teasing funny content from the upcoming episodes

We were tasked by TVNorge (part of Discovery Networks), to create a form of interaction that broke new ground, and built on the ongoing success of the format. It's a show that's been on air since 1999, officially making it the world's longest-running reality TV show!

The "71°N" contestants are highly competitive, as are Norwegian TV audiences. We wanted to challenge fans weekly, testing their knowledge about the show, and about Norway as a whole. Next, we had to consider where a fan challenge could, and should, live. Our suite of interactive products includes apps, web apps and chatbots.

App v Bot


We needed something scalable, engaging yet quick to deploy, so our chatbot product FanBot seemed a perfect solution. Apps have their place with TV, we create many of them, but in this case we all wanted to try something light and new that might pioneer a new approach as a blueprint for the future.  

One benefit of Facebook Messenger is that the learning curve is minimal; buttons, controls, typing, layout are familiar to most users. It's the most-used messaging app in Scandinavia, popular with all ages.

A personalised results animation is generated for players after each quiz they complete, showing their Facebook profile picture, name, quiz score and leaderboard position

A personalised results animation is generated for players after each quiz they complete, showing their Facebook profile picture, name, quiz score and leaderboard position

Retention as a key challenge

Getting people going is always the hardest stage - so we wanted to create an easy-to-understand concept with a conversational game flow that would guide the user seamlessly from start to finish without instructions. 

But the key challenge surrounding chatbots is their high drop-off rates, so we knew we needed to include mechanisms that would keep people engaging with the bot and playing the game both during and between the weekly episodes.

One component of our concept is the all-important Leaderboard, transforming what's already a shared viewing experience into a highly competitive one.

As well as fans answering various quiz questions to earn points, we knew we had to devise something else to keep them hooked. How could create more separation of leaderboard points, while giving super-fans a ‘leg-up’ the leaderboard, and reward them for their dedication to the show?

The Kicker

Luckily, we have LViS our powerful interaction platform widely used by TV companies around the world. LViS lets us rapidly create ideas such as special, limited-lifespan bonus questions and boost codes that award users extra points.

To fuel anticipation, we built a feature that pushes out alerts and then rewards users who answer quickest with more points than those who take longer. A sliding scale points-weighting mechanism that keeps fans on their toes and the show front-of-mind throughout the week. 

A special code is revealed during each episode via TV graphics, rewarding loyal and keen-eyed fans with extra points

A special code is revealed during each episode via TV graphics, rewarding loyal and keen-eyed fans with extra points

Bonus Codes for Brands

The broadcaster can also send out bonus codes which give fans additional points and other rewards. These are assets that could become sponsor-owned in future shows.

Stay tuned for more updates as the series continues. And if you fancy trying out your Norwegian language skills, give the 71°N Bot a try!



Love island taps fan buzz with new reactive mobile shopping experience


We are using cutting-edge technology to create a shop that means fans can be “wearing” that the Islanders have said within hours of them saying it.

Monterosa partners with ITV2 to launch first-ever ‘reactive’ mobile shop for Love Island. The shop lives inside the Love Island companion app and gives fans instant access to slogan T-shirts and personalised water bottles from the show, as it airs.

ITV2’s Love Island is back and already making headlines. Its all-new companion app created by Monterosa features a world first real-time, in-app retail experience. Dubbed “Watch & Wear”, the pioneering Shop enables viewers to buy fashionable T-shirts and vests featuring slogans from the Islanders.

Each ‘fast fashion’ slogan T-shirt will be sold in a ‘flash sale’ for a period of time starting from the moment the contestant says the words that appear on the T-shirt.  Both women's and men's T-shirts and vests, in a variety of sizes will be available for £15 plus postage within the UK. The shop also stocks the iconic Love Island water bottles, which can be personalised with up to 11 characters for £15. Purchases will be made safely and securely and include frictionless payments with Apple Pay.

Will Van Rest, Director of Commerce & Ventures, ITV Online: This is an exciting and bold step for ITV; harnessing the buzz that is created around a show like Love Island by using cutting-edge technology to create a shop that means fans can be “wearing” that the Islanders have said within hours of them saying it. Not only that but you’ll be able to keep your fluids up this summer with exclusive, personalised water-bottles – now there’s something to celebrate.”

Tom McDonnell, CEO, Monterosa: “The Love Island audience is young, committed and the companion app’s success proves how digitally engaged they are. This is an audience that buy their fashion online, and on mobile. ITV’s ambition and faith in Monterosa has made this agile, reactive retailing experience possible.”

The Love Island app is available to download now from the Apple App Store and Google Play.

ITV signs multi-year deal with Monterosa as preferred partner for programme companion apps

Monterosa ITV Press Release.jpg
Monterosa is already a trusted partner providing some of our biggest show apps and I’m pleased that ITV’s digital team will be working with them on a series of major projects in the coming years.
— William van Rest, Online Editorial Director, ITV Digital Studios

We are delighted to announce that ITV has signed a multi-year deal with us to create a range of apps for its key formats. It comes hot on the heels of the highly successful I'm a Celebrity…Get Me Out of Here! (2016) app, the all-new ITV Racing app and last month’s newly launched Britain’s Got Talent app.

The deal will see Monterosa create new apps for the upcoming series of Love Island, starting Monday 5th June, and later in the year for The X Factor and I’m Celebrity. 

The apps will be powered by our award-winning LViS platform and innovative Fan Companion product. Fan Companion is an all-in-one native app experience that enables fans to interact with a show format throughout the week. It drives loyalty and provides a proven way to maximise the true value of fan data.

In the last 12 months Monterosa has powered over 515 million fan interactions and scored nine #1 apps in France, Portugal, Sweden, Chile and the UK - including I’m a Celebrity and Britain’s Got Talent for ITV.

William van Rest, Online Editorial Director, ITV Digital Studios: Monterosa is already a trusted partner providing some of our biggest show apps and I’m pleased that ITV’s digital team will be working with them on a series of major projects in the coming years. In selecting a preferred partner, we recognised Monterosa’s mix of creativity, technical and commercial capabilities with the reliability of the LViS platform which handles the huge number of fans that our shows attract.

Tom McDonnell, CEO, Monterosa: “ITV audiences love to interact with TV formats both live and between shows and we’re proud to have achieved many millions of app installs in the last 6 months alone. With this new commitment, we’re looking forward to evolving ITV’s fan interaction strategy by providing the best voting, play-along games and exclusive content to fans, and new digital activation for sponsors for new and existing shows.”

We'll be creating new apps for the upcoming series of Love Island, starting Monday 5th June, and later in the year for The X Factor and I’m Celebrity. 

The ITV Racing and Britain’s Got Talent apps are both available to download now from the App Store and Google Play, with others to follow later in the year.

We hit half a billion interactions in the last 12 months, but what does it mean?


500 million interactions

We hit half a billion interactions in the last 12 months, but what does it mean?

Recently we recorded our 500 millionth interaction within 12 months, which is about a ten-fold increase on the same time last year. It’s big number, but what does that actually mean? It means people have voted, played, shared or otherwise actively engaged half a billion times with experiences provided by Monterosa and powered by our LViS platform in the last year, all over the world. 

People from 195 countries have participated through a blend of web-based apps such as Carlsberg and UEFA’s Euro2016 Goal of The Tournament, chatbots such as BBC Earth's Happybot, and native apps such as ITV’s I’m a Celebrity. In fact, we’ve achieved 12 #1 apps in France, Portugal, Sweden, Chile and the UK.

A lot of fun, but what is the purpose of all that interaction? That really depends who you are.

For fans: it means getting closer and having an impact on the TV shows, sports or topics you’re passionate about. It’s about getting something you couldn't get elsewhere by participating and being a part of the action. 

For brands: it’s about going beyond badging to genuinely contribute to the fan experience while benefitting from intense engagement, longer dwell times and the opportunity to invoke transactions and data capture.

For sports teams, leagues and governing bodies: it’s about making the fan experience better while providing compelling digital assets to global sponsors. It means owning and controlling the data, providing a way to communicate and market to your audience.

For broadcasters: it’s about providing both live and 24/7 engagement around your TV formats and sporting events, keeping show brands front of mind and giving brands a stepping stone to mobile, more than just a logo on TV. In a world where Google and Facebook dominate digital marketing investment, broadcasters need to offer brands for more than brand presence. They must be able to offer brands a way to engage then interact with fans directly.