We believe it’s time for a new wave of mobile experiences.

The apps that currently dominate the charts are great at serving up content to kill time — you can watch a stream of your favorite gamer on Twitch, scroll through pictures on Instagram, or struggle through levels of Candy Crush. While these experiences can be entertaining, they are inherently isolating. Even “interacting” with others through liking or commenting on a post is an asynchronous experience. You aren’t communicating with someone in real time, but instead adding another layer to a feed of static content.

We see a big opportunity to take advantage of the true magic of smartphones: the ability to connect anyone, anywhere, in real time to enable live and shared experiences. These experiences will be time-constrained and synchronous (they happen at a specific time, with everyone playing at once), as well as meaningfully participatory (everyone can contribute in a way that impacts the overall experience). We see this as innately more compelling and “sticky” than much of what we see on mobile now, as these experiences create excitement and a sense of FOMO that static content can’t compete with.

We think the next wave of compelling mobile experiences will come at the intersection of live and interactive. The diagram above does not include video chat apps like Houseparty or Marco Polo, which we see more as communication (chatting with friends) than entertainment (broadcasting content for others).

A few examples of early implementations of this live and interactive trend, both in mobile and traditional media and gaming:

Chinese livestreaming apps allow anyone from normal teens to celebrities to broadcast their lives online and get digital gifts from fans.

Why mobile, and why now?

Though smartphones seem nearly ubiquitous now, they are actually fairly new — 2014 was the first year when more than 50% of Americans owned smartphones, according to Statista. Why is mobile the key to enabling these live and interactive experiences? We have a few ideas:

At various points in the game, HQ prompts you to share your score and invite friends to play. The app also makes it easy to send a referral code via social media or SMS.

What we’re looking for

As we think about which companies will define the future of this space, we’re excited by platforms with the following characteristics:

Mobile games use the principle of loss aversion to get users to buy more lives or tokens — if you don’t keep playing the game, you’ll lose all the progress you made!

Many users love that the leaderboard in Peloton’s live classes allows them to see how they stack up against other riders worldwide. We’re excited to see how Peloton continues to evolve this live experience.

Challenge in scaling an audience

The obvious challenge of live and interactive platforms is how to scale the number of participants while maintaining high quality content. Users want to feel like they are part of a big group — it’s not exciting and is slightly awkward to be one of a few people watching an Instagram livestream, for example. However, most users are unwilling to slog through poor quality or spammy content generated by thousands or even millions of other users.

This is a core problem for social networks, which has led to the rise of influencers. The bulk of the content on platforms like YouTube, Snapchat, Instagram is actually fairly low quality, and engagement is dominated by a small number of high-skill users. It’s relatively easy for these platforms to manage this because they are non-live — YouTube doesn’t have to decide to whether or not to feature your content while you are making your first video. The platform can watch the views, likes, and comments that you get and then start promoting your videos over time.

Live platforms don’t have this advantage, as the “director” of the experience has to make real-time decisions about what user-generated content is worthy of being broadcast to all participants. Ideally, these decisions will be automated — it’s not scalable to build a huge team of people who can review every piece of content in real-time — but also extremely accurate, as it could be disastrous to broadcast inappropriate or simply irrelevant content to millions of users. The stakes are especially high if there is only one stream on the platform. Bored users are likely to just fully exit the app, unlike on YouTube or Instagram where they can easily click to watch something else.

Admittedly, this is a problem we don’t yet have a perfect solution to. We suspect that the next wave of live, interactive platforms will have to somehow connect users to their real identities (to dis-incentivize bad behavior), automate content moderation, and potentially make users overcome certain barriers to earn the right to broadcast content (such as Reddit’s “karma”). However, we are confident that companies in this space will come up with creative solutions to this problem — if you are building something innovative in this space, let us know!

Thanks to Saar Gur for his feedback and contributions to this article!

Thanks for reading! We’d love your thoughts and feedback, and please let us know if you are working on something in this space. You can reach us at [email protected] and [email protected], or on Twitter @venturetwins.