Select your localized edition:

Close ×

More Ways to Connect

Discover one of our 28 local entrepreneurial communities »

Be the first to know as we launch in new countries and markets around the globe.

Interested in bringing MIT Technology Review to your local market?

MIT Technology ReviewMIT Technology Review - logo

 

Unsupported browser: Your browser does not meet modern web standards. See how it scores »

Watching TV has always been a social experience, although today’s users are more likely to post about the big game on Twitter than to gather with family on the couch. Startups and established companies alike are developing new ways to take advantage of this social side to watching video.

Last week, Facebook launched a live streaming application that plugs into its social network and lets viewers interact with each other, and content producers, while watching. Several other companies are developing similar offerings that they hope will keep users around longer, and help advertisers target groups with particular interests.

A New York startup called Qlipso already goes further than Facebook. It offers a range of social features including voice and video chat, and 3-D avatars that let users make gestures while watching online video. A “virtual economy” will also reward users for participation with virtual cash that can be used to buy items for their avatars, such as articles of clothing.

Earlier this year, Qlipso bought the online video site Veoh and its audience of roughly 13 million unique viewers a month. (A lawsuit with Universal Music Group had drained Veoh’s finances, even though the startup won the legal battle.) Qlipso CEO Jon Goldman says that ever since Qlipso’s social features were integrated into Veoh, users have been spending twice as much time watching videos–an average of 20 minutes per session, up from 10 minutes per session.

More established companies are working on similar offerings. Tunerfish, Comcast Interactive Media’s social discovery engine, lets users share information about what they’re watching and what they think of it before, during, and after a show. And YouTube has experimented with features that let users see who is watching a video and chat with them.

Goldman says Qlipso aims to replicate online what people do naturally around television content, while making it easy for a mainstream audience to participate without having to download extra software or learn new skills. Goldman, who has a background in the video game industry, relied heavily on that experience to direct Qlipso’s design. After seeing how engaged and loyal users get in social gaming environments such as World of Warcraft, Goldman wanted to apply that to a more casual experience. The use of avatars and voice chat, for example, were both inspired by the belief that these technologies make users more loyal to a game community.

“The key thing is figuring out how to do it all in the browser,” Goldman says. Qlipso runs a 3-D animation engine on top of its flash video, meaning that users don’t have to download any software to use a 3-D avatar. The company also has to be sure that users who are interacting have synchronized video streams, so that their comments make sense in context. The company has found that viewing groups form based either on real-life friendships, or shared interests.

0 comments about this story. Start the discussion »

Credit: Qlipso

Tagged: Web, social networks, advertising, online video, social TV, Audience

Reprints and Permissions | Send feedback to the editor

From the Archives

Close

Introducing MIT Technology Review Insider.

Already a Magazine subscriber?

You're automatically an Insider. It's easy to activate or upgrade your account.

Activate Your Account

Become an Insider

It's the new way to subscribe. Get even more of the tech news, research, and discoveries you crave.

Sign Up

Learn More

Find out why MIT Technology Review Insider is for you and explore your options.

Show Me