International Interactive Emmy Award Winners Announced

At the MIPTV conference in Cannes earlier this month, the
International Academy of Television Arts & Sciences announced the
winners of its International Interactive Emmy Awards (note: the
awards, which were organized in partnership with Reed MIDEM, were
hosted by UK comedian, Brian Conley). The winners (together with
descriptions of their winning projects, provided by the International
Academy) were:

  • Best Interactive Program: Finland's Invisio for "Staraoke" ("'Staraoke'
    is an interactive cross-media concept, which combines a TV show for
    kids with a karaoke-type PC game and a Web community. The
    Staraoke PC game is a singing game where the player controls the
    game character on the screen with the pitch of his/her voice. The
    software recognizes the pitch and gives points accordingly. Kids are
    instructed to download a demo of the Staraoke game from the show's
    Web site, record their performance, and send the file to the show's
    producers. Every third competitor of the Staraoke TV show is chosen
    from online submissions.")
  • Best Interactive Channel: the UK's JD Project Ltd. for WeDigTV
    ("WeDigTV is the world's first TV2 network. TV2 is a platform which
    allows viewers to dictate the terms of their interactive video experience.
    By delivering seemingly linear broadcasts to the user that are in fact
    fully interactive, TV2 makes the format-type show compelling and
    relevant in an age of true video-on-demand. In each show, the user is
    able to engage with the host and ultimately decide the fate of their
    experience within the show itself. WeDigTV brings the user as close as
    possible to being in the contestant's chair without actually sitting
    there.")
  • Best Interactive Television Service: Sweden's Sveriges Television
    and The company P for "The Truth about Marika" ('The Truth About
    Marika' is a participation drama--a production created to enrich a drama
    series through the participation of viewers. The story takes place on
    television, national radio, the Internet and mobile phone. Every week
    theories are discussed live in a show that has been enhanced with
    participatory content that exposes the truth about Marika in the end.
    Viewers are directly involved in the plot and its conclusion. Mobile
    phones become an important tool in the twilight zone between fiction
    and reality and bring the story out on the street into a fiction without
    limits." For more on "The Truth About Marika,"
    see [itvt]'s recent
    interview in Issue 7.74
    with Magnus Eriksson and Christian Bjorkman
    of Mindark, the company behind the virtual world, Entropia, which also
    played an important role in the alternate reality game that enhanced the
    show.)