AT&T U-verse challenged us to create a unique second screen experience for the 2013 NCAA Basketball Tournament. Second screen experiences are everywhere but we wanted to make something where the content on television actually affected the content in your hands, rather than just augmenting it. We created HORSE, a memorable online experience that helped U-verse customers enjoy March Madness by becoming a part of the action.

Launch the campaign
Published
October 2013
Topics

The Story

AT&T U-verse challenged us to create a unique second screen experience for the 2013 NCAA Basketball Tournament. Second screen experiences are everywhere but we wanted to make something where the content on television actually affected the content in your hands, rather than just augmenting it. We created HORSE, a memorable online experience that helped U-verse customers enjoy March Madness by becoming a part of the action.

Websockets (and appropriate fallbacks) were a key technology to make this second experience come to life. Each time a NCAA player scored or missed a shot, users were updated in real time with the new information, no matter what kind of device or browser was used.

The Technology

The Results

U-verse HORSE surpassed mobility benchmarks in every category and showed us that a second screen experience and its live TV counterpart can be dynamic. Hardcore NCAA fans and casual viewers alike played the game and challenged their friends across multiple platforms.

350

Cups of coffee consumed

1000

Shots taken during testing

100

Winning shots

Launch Date 20 March 2013