Digital Interactive

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The Jury

Anna Vošalíková (ČRO - Czech Republic), Anna-Mareike Krause (ARD - Germany), Giovanni Belli (A+E NETWORKS - Italy), Joji Joe Kanou (NHK - Japan), Kim Boseul (MBC - Korea, South), Agnieszka Siemiak-Harton (PR - Poland), Jacqueline Hlongwane (SABC - South Africa), Peter Wissmar (SVT - Sweden), Ke-Ren Wang (SRG SSR - Switzerland), Lydia Mossahebi (BBC - United Kingdom)

The President: Jacqueline Hlongwane (SABC - South Africa)

 

 

The Finalists


Czech Republic
ČRO Český Rozhlas

Šachová hra (Chess Game)

Direction: Tomáš Oramus, Katerina Rathouská. Sound Track: Jakub Kudláč. Producer: Katerina Rathouská. Coproducing Organisation: PlayByEars.

Chess Game is an interactive story told only through sound. The project was created to be fully accessible to the blind. Sight-impaired listeners participated in the preparation and the creators incorporated their suggestions and comments. Control is achieved by simply touching the mobile phone screen and the audio is binaural to create the illusion of a real space. The main theme of the game is to show how Alzheimer's affects our lives. Given its incurable nature and the enormous impact it has, not only on sufferers but also on those around them, we feel the need to raise awareness of this disease and to show what it means to live with it.

Jeu d'échecs est une histoire interactive racontée uniquement par le son. Le projet a été créé pour être entièrement accessible aux aveugles. Des auditeurs malvoyants ont participé à la préparation et les créateurs ont intégré leurs suggestions et commentaires. Le contrôle s'effectue en touchant simplement l'écran du téléphone portable et le son binaural crée l'illusion d'un espace réel. Le thème principal du jeu est de montrer comment la maladie d'Alzheimer affecte nos vies. Compte tenu de son caractère incurable et de l'impact énorme qu'elle a, non seulement sur les malades mais aussi sur leur entourage, nous ressentons le besoin de sensibiliser à cette maladie et de montrer ce que cela signifie de vivre avec.

Gioco degli scacchi è una storia interattiva raccontata unicamente attraverso il suono. Il progetto è stato creato per essere completamente accessibile ai non vedenti. Alcuni ascoltatori non vedenti hanno partecipato alla preparazione, e i creatori hanno incorporato i loro suggerimenti e commenti. Il controllo avviene semplicemente sfiorando lo schermo del cellulare e l'audio è binaurale per creare l'illusione di uno spazio reale. Il tema principale del gioco è mostrare come l'Alzheimer influenza la nostra vita. Data la sua incurabilità e l'enorme impatto che ha non solo su chi ne soffre, ma anche su chi lo circonda, sentiamo il bisogno di sensibilizzare l'opinione pubblica su questa malattia e di mostrare cosa significa conviverci.

Presented by: Kateřina Rathouská, Producer

Kateřina Rathouská currently works as a producer of fiction and nonfiction podcasts in the Department of Format Development at Czech Radio. She has been associated with this public media institution for nearly three decades. In the past, she has hosted live broadcasts, headed the Drama and Literature Department for several years and co-created numerous radio plays, many of which have received awards at various international festivals. In the field of innovation, she created the Minute Plays project, and in recent years has worked on the creation of fiction podcasts with elements of interaction and gamification, and the development of radio series for young audiences.

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Italy
RAI Radiotelevisione Italiana

La Divina Commedia, un viaggio immersivo nel Metaverso di Rai Cinema (The Divine Comedy, an Immersive Journey into Rai Cinema's Metaverse)

Producing Organisations: Rai Cinema, The Nemesis

On the occasion of Dantedì – the National Day dedicated to Dante Alighieri – Rai Cinema presented an innovative project dedicated to the Divine Comedy. In fact, the world of Dante took center stage in an interactive and immersive narrative. This project featured an edutainment gamification journey within a space dedicated to Inferno in Rai Cinema's metaverse on The Nemesis platform. Users, with the help of Dante's avatar, were able to explore a 3D recreation of Dante's Dark Forest, take part in quizzes, and unlock an exclusive preview of the short film Inferno, directed by Federico Basso.

À l'occasion de Dantedì - la journée nationale dédiée à Dante Alighieri - Rai Cinema a présenté un projet innovant consacré à la Divine Comédie. En effet, l'univers de Dante a été mis en scène dans un récit interactif et immersif. Ce projet comprenait un parcours de gamification ludo-éducatif dans un espace dédié à l'Enfer dans le métavers de Rai Cinema sur la plateforme The Nemesis. Les utilisateurs, à l'aide de l'avatar de Dante, ont pu explorer une reconstitution en 3D de la forêt obscure de Dante, participer à des quiz et découvrir en avant-première le courtmétrage Inferno, réalisé par Federico Basso.

In occasione del Dantedì, la Giornata Nazionale dedicata a Dante Alighieri, Rai Cinema ha presentato un progetto innovativo dedicato alla Divina Commedia. L'universo dantesco è stato il protagonista di un racconto interattivo e immersivo, con un percorso di edutainment e gamification all'interno di uno spazio speciale dedicato all'Inferno nel metaverso di Rai Cinema sulla piattaforma The Nemesis: con l'avatar di Dante, gli utenti hanno potuto esplorare la Selva Oscura riprodotta in 3D, rispondere a quiz e accedere alla visione in anteprima di un contenuto esclusivo, il cortometraggio Inferno di Federico Basso.

Presented by: Carlo Rodomonti, Head of Strategic and Digital Marketing, Rai Cinema

Manager specialized in marketing within the media and entertainment sector; lecturer in "Economics of Crossmediality" at the Master's in Image, Cinema, and Audiovisual at the Catholic University; Vice-President of the Union of Digital Editors and Creators at Anica. He has articulated experience in launching film products, organizing events, and integrated management of digital, social, and VR platforms. In his current role as Head of Strategic and Digital Marketing at Rai Cinema, he launched the first Italian VR app for film content and events, created the first network of VR cinemas in Italy, developed the Rai Cinema metaverse, and initiated a series of transmedia and innovative projects. Previously, he served as marketing manager at 01 Distribution and Medusa Cinema. He began his professional journey as a Marketing Assistant at Medusa Film.

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WINNERSpain
RTVE Radiotelevisión Española

Cómo el machismo marcó nuestra adolescencia (How Sexism Shaped Our Teenager Years?)

Project Manager: Paloma Torrecillas Sáenz. Direction: Juan Manuel Cuéllar Bermejo. Content Managers, Developers, Social Media Editor, Production, Photography: RTVE Lab. Producing Organisation: RTVE Lab.

How Sexism Shaped Our Teenage Years? is an interactive project that portrays the symbolic violence against women during those decisive years when men and women form their personalities and are particularly vulnerable to messages, stereotypes, ideas or values that perpetuate inequality. Users select their year of birth and travel back to discover what kind of media and cultural messages they received at the time. This project covers a wide period of the Spanish media, evaluating the messages transmitted during almost 50 years. The RTVE Lab decided to preserve the original form in which these messages were transmitted, the same style and the same narrative.

Comment le sexisme a-t-il façonné nos années d'adolescence ? est un projet interactif qui dépeint la violence symbolique à l'égard des femmes pendant ces années décisives où les hommes et les femmes forment leur personnalité et sont particulièrement vulnérables aux messages, stéréotypes, idées ou valeurs qui perpétuent l'inégalité. Les utilisateurs choisissent leur année de naissance et remontent le temps pour découvrir le type de messages médiatiques et culturels qu'ils ont reçus à l'époque. Ce projet couvre une large période des médias espagnols, évaluant les messages transmis pendant près de 50 ans. Le laboratoire de RTVE a décidé de conserver la forme originale sous laquelle ces messages ont été transmis, le même style et la même narration.

In che modo il sessismo ha plasmato la nostra adolescenza? è un progetto interattivo che ritrae la violenza simbolica nei confronti delle donne durante quegli anni decisivi in cui uomini e donne formano la loro personalità e sono particolarmente vulnerabili a messaggi, stereotipi, idee o valori che perpetuano la disuguaglianza. Gli utenti selezionano il loro anno di nascita e viaggiano indietro nel tempo per scoprire che tipo di messaggi mediatici e culturali hanno ricevuto all'epoca. Questo progetto copre un ampio periodo dei media spagnoli, valutando i messaggi trasmessi durante quasi 50 anni. RTVE Lab ha deciso di conservare la forma originale in cui questi messaggi sono stati trasmessi, lo stesso stile e la stessa narrazione.

Presented by: Isabella Rocafull, Journalist and social media content creator.

Originally from Venezuela, she studied law at the University of Salamanca, and has a master's degree in documentary and transmedia reporting. She has participated in the creation of the RTVE Innovation Lab's socials from scratch, creating viral content and giving the labs's interactive projects a second life in social media.

The Jury: Cómo el machismo marcó nuestra adolescencia (How Sexism Shaped Our Teenage Years), crowned as the victor of the Digital Interactive Category at the 75th Prix Italia in Bari, stands out as a testament to the profound capabilities of interactive media in the modern age. A brainchild of the RTVE Lab, it both illuminates and critiques the multifaceted dimensions of interactive digital creations. Indeed, the jurors had prolonged discussions on the nuanced understanding of interactivity, highlighting the intricate relationship between the user, content, editors and archives. This work isn't just merely a dialogue between the user and content but it is a multilayered interaction where users engage with historical media, editors weave through a vast archive to curate a unique experience, and the past is juxtaposed against contemporary issues in a powerful confrontation. Beyond its primary focus, the project also demonstrates a sustainable and reflective approach to using archives, prompting us, as media practitioners, to consider the vast and rapidly evolving nature of media production and to reflect on our role and the long-term impact of the stories that we tell as well as the images that we create and broadcast. By allowing participants of different generations to navigate the media environment of adolescent life over past decades, the project holds up a mirror to society and unravels longstanding gender biases embedded within the Spanish media landscape. Its potent spotlight on sexism, serves as a call to action, emphasising the profound social impact such projects can have. As we acknowledge its significance in challenging gender biases, we are optimistic about its blueprint being used to address a plethora of other social issues in the future. The decision to present media in its untouched form not only accentuates authenticity but also amplifies the conversation about the significant role and responsibility broadcasters have in shaping societal narratives and perceptions. How Sexism Shaped Our Teenage Years is an excellent example of public service media. It is a beacon of hope, underscoring the transformative power of media and its potential for social change.

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