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EMMY WINNER: Outstanding Creative Achievement in Interactive Media, 2015 Live in ~24 of the top 25 U.S. local broadcast markets "Megaphone is a $100,000 revenue tool for us" - WRTV Powering polls, contests & trivia for CBS, NBC, CNN, Univision & more The world's first Participation Entertainment Studio EMMY WINNER: Outstanding Creative Achievement in Interactive Media, 2015 Live in ~24 of the top 25 U.S. local broadcast markets "Megaphone is a $100,000 revenue tool for us" - WRTV Powering polls, contests & trivia for CBS, NBC, CNN, Univision & more The world's first Participation Entertainment Studio
Company Profile / Media Technology
Megaphone TV logo

Megaphone TV

The participation entertainment studio that turns the people watching into the people playing.

Pictured: the logo of a 16-person New York shop that quietly holds an Emmy and reaches most of America's local TV markets. Small badge, loud signal.

2008Founded
1Emmy Win
~24/25Top US Markets
$9.69MTotal Raised
// Who they are now

The remote control got a second job

Somewhere right now a local news anchor is reading out a poll question, and within seconds a graphic on screen ticks upward as thousands of viewers vote from their couches. The sponsor's logo sits in the corner. Nobody changed the channel. That small loop - watch, tap, see the result on air - is the business Megaphone TV is in.

Megaphone TV calls itself the world's first Participation Entertainment Studio, which is the kind of phrase that usually means very little. Here it means something specific: a platform broadcasters bolt onto live shows so the audience can vote, play, enter contests, submit photos and answer trivia in real time. The company is small - around 16 people in Lower Manhattan - and yet its software runs across roughly 24 of the top 25 local U.S. broadcast markets, plus national and international networks. It is the rare media-tech firm you have probably used without knowing its name.

Television spent decades perfecting the art of talking. Megaphone TV is interested in the part where the audience talks back.- The premise, in one line
// The problem they saw

A one-way medium in a two-way world

For most of its life, TV asked nothing of you. You sat, it broadcast, the relationship ended there. That worked fine until the phone in your hand started offering something the television couldn't: a way to respond. Suddenly the most engaging screen in the room was the small one, and broadcasters were watching attention - and the ad dollars attached to it - drift toward apps and social feeds.

This is the tension Megaphone TV exists to resolve. Live broadcast still gathers enormous, simultaneous audiences. But a simultaneous audience that can't do anything is a fragile asset. Engagement had quietly become the currency, and traditional TV was holding the wrong wallet. The fix wasn't to make viewers watch harder. It was to give them a button.

Engagement turned out to have a price tag. The interesting part is that broadcasters were happy to pay it.- On why participation became a product
// The founders' bet

From a game studio to the Emmy stage

Megaphone TV's founder and CEO, Dan Albritton, did not arrive from television. He arrived from games. Before Megaphone he co-founded iminlikewithyou / OMGPOP - the casual-games studio later swept up by Zynga - and his background runs through biomedical engineering at Columbia and Interactive Telecommunications at NYU. In other words, he sits at the odd intersection of TV production and game design, which is precisely the seam Megaphone works.

The bet, made around 2008, was simple to state and hard to prove: that turning passive audiences into active contributors during live segments would deepen the bond with broadcasters, lift retention, and - the part that mattered to the people signing checks - create new, sponsor-friendly inventory to sell. Make the show playable, and you make the ad break valuable in a way a thirty-second spot never could be.

A producer's instinct for what makes good television, wired to a game designer's instinct for what makes people press a button. That is the whole company.- On Dan Albritton's unusual resume
// The product

Five ways to make a viewer do something

Megaphone's platform is a toolkit of interactive segments, each designed to be wrapped in a sponsorship. None of it asks the audience to download anything exotic. The point is friction-free participation that a station's ad team can actually sell.

Polling

Question of the Day

Sponsored real-time polls that turn audience opinions into recurring advertising inventory.

Prizes

Contests & Giveaways

A secure, brand-safe contest platform advertisers can sponsor and run live on air.

Advertising

Interactive30s

Premium commercial spots enhanced with interactive elements viewers can engage with.

Gameplay

Trivia & Quizzes

Gamified live-broadcast segments that boost engagement and on-screen dwell time.

Community

UGC

Brand-safe collection and broadcast of viewer photos and video, with moderation built in.

On-air

Interactive Graphics

Nationwide live polling and on-air graphics integrated directly into the broadcast feed.

The common thread is that the audience does the work and the sponsor gets the credit - a tidy arrangement that has kept clients renewing.

A short history of pressing the button

2008
The studio begins. Megaphone TV is founded in New York around the idea of audience participation in live television.
2013
Series B. The company raises $4.3M, bringing total funding to roughly $9.69M.
2015
Emmy night. Bravo's The Singles Project, powered by Megaphone, wins the Primetime Creative Arts Emmy for Outstanding Creative Achievement in Interactive Media. AMC's Talking Dead earns a nomination.
2015
JTV Play launches. Jewelry Television rolls out an interactive engagement experience powered by Megaphone.
2018
On the circuit. CEO Dan Albritton demos the live polling suite at NAB and speaks at the TVoT conference.
2024
Repositioned. Megaphone reframes itself as the #1 interactive sponsorship platform for media companies of all sizes, adding Ad Growth Services and UGC.
// The proof

Names you know, doing things you didn't notice

The client list is the argument. Megaphone's interactive segments have appeared across local stations, regional sports networks and national broadcasters - the sort of roster a 16-person company isn't supposed to have.

CBSNBCCNNABCFOXBravoAMCUnivisionTelemundoParamountSinclairGrayNexstarTEGNASky ItaliaGlobo

The reach, by the numbers

// Approximate figures from public sources & company statements
Top US markets
~24 / 25
Total raised
$9.69M
Series B (2013)
$4.3M
Emmy wins
1 (of 3 noms)
Team size
~16
"Megaphone is a $100,000 revenue tool for us."- Jacki Petersson, WRTV

That is the line that explains the renewals. For a station, a poll isn't a gimmick - it's inventory. And inventory that books out tends to come back.

"The ROI has been fantastic."- Eric Jordan, NonStop Local
// The mission

Make live TV a two-way street

Strip away the product names and Megaphone's mission is consistent: turn passive audiences into active participants, and in doing so make the relationship between viewer and broadcaster worth more to everyone involved. The company describes its team as ad sales specialists, broadcast professionals, customer success fanatics, creative souls and determined developers - a mix that reflects a product living between a TV studio and a software shop.

It is, admittedly, an unglamorous mission stated plainly. There's no claim to reinvent television. The ambition is narrower and more honest: take the broadcast that already exists and give the audience something to do with it.

The goal was never to replace television. It was to let the people watching it finally answer back - and to bill for the privilege.- The mission, minus the marketing
// Why it matters tomorrow

The fight for the other screen

The battle for attention isn't slowing down, and the second screen in everyone's hand isn't going away. Broadcasters that can pull engagement back onto the broadcast - rather than ceding it to a feed - hold something durable. Megaphone's bet is that interactivity becomes a standard layer of live TV, not a novelty bolted on for sweeps week. Streaming platforms only widen the surface area for the same idea.

Whether a 16-person studio is the one to own that layer at scale is a fair question for any skeptic. What's not in question is that the company saw the shape of the problem early, won an Emmy proving the concept, and got most of America's local markets to press the button.

Five things worth knowing

  • The founder helped build OMGPOP - the studio Zynga later acquired - before starting Megaphone.
  • The Emmy was, in effect, awarded for getting people to tap their couch during a live show.
  • Headquarters sits at 7 World Trade Center in Lower Manhattan.
  • Roughly 16 people support clients across most of the top 25 U.S. local markets.
  • Its software pairs a game designer's logic with a TV producer's eye - by design.

Back to that anchor reading the poll question. A decade ago, the audience would have heard it, maybe muttered an answer at the screen, and moved on. Now the bar fills, the sponsor smiles, and the broadcaster has a number to sell. The show didn't get louder. The audience did. That is the small, specific change Megaphone TV set out to make - and, button by button, made.