MTV Under The Thumb: second-screen TV for Europe

A social TV app that moves with you

MTV’s Under The Thumb is positioned as an interactive platform that changes how Europe’s digital teenagers watch and share entertainment across devices.

One product, three viewing modes

When you’re out and about, MTV shows can be streamed on demand on your phone.

When you’re at home, the app turns into a remote control by pairing with a browser on a PC, laptop, or connected TV, so you can drive playback on a bigger screen from your phone.

When you’re feeling social, it syncs viewing with friends so you can watch the same show and chat together in real time, even when you are in different places.

In European youth entertainment, the second screen is where attention, conversation, and control converge.

Why the mechanism is the message

The “platform” claim only holds if the app earns repeat use in different contexts. Under The Thumb does that by bundling three habits into one interface: portable streaming, at-home viewer control, and co-viewing chat. That combination turns a media brand into something closer to a routine than a channel.

Standalone takeaway: Under The Thumb combines on-the-go streaming, at-home second-screen control, and real-time co-viewing chat in one app, so the same service stays useful across the day.

Launch momentum, before the ads even land

The app is unveiled at the Mobile World Congress in Barcelona. In the launch window, it is described as spreading fast among tech and TV audiences, with download velocity reported as strong even before MTV’s supporting advertising campaign fully kicks in.

For more visit www.mtvunderthethumb.com.


A few fast answers before you act

What is MTV Under The Thumb?

It is a social TV app for MTV that combines on-demand mobile streaming, second-screen remote control for larger displays, and co-viewing with chat.

How does the dual-screen remote feature work?

The phone pairs with a browser on a PC, laptop, or connected TV. Your phone then controls playback on the bigger screen while the service continues to run through the app experience.

What does “co-viewing” mean in this context?

Co-viewing means friends watch the same content at the same time while chatting in-app, with viewing synchronized so the conversation matches the moment on screen.

Why is this a smart move for a youth entertainment brand?

It follows real behavior. People watch in short bursts on mobile, shift to bigger screens at home, and want to talk while they watch. The app is designed to keep MTV present across all three situations.

What should product teams copy from this model?

Design for context switching. Make the same service valuable in multiple moments of the day, and give users clear viewer control plus a lightweight social layer that does not interrupt playback.

ZugSTAR: Interactive Live Video Conferencing in AR

The future of video conferencing is almost here. Zugara Streaming Augmented Reality (ZugSTAR) is described as a technology that lets people in different locations share an augmented reality experience through a browser-based video conferencing system.

The promise is simple. You do not just see and hear each other. You collaborate on the same interactive layer, with 3D objects and effects that both sides can reference in real time.

What ZugSTAR is trying to change

The mechanism is a shared AR overlay inside a live video call. Instead of treating the camera feed as the whole experience, the system adds a synchronized layer that both participants can see and respond to. The result is closer to “co-present” interaction than a standard webcam call.

In global distributed teams across marketing, product, training, and sales, the biggest conferencing gap is not bandwidth. It is shared context.

Why this matters beyond novelty

This kind of shared overlay can make collaboration more concrete. A product can be demonstrated in 3D, a concept can be pointed at, and a workflow can be rehearsed visually. In theory, this reduces the need for physical proximity by making “show me” possible without shipping people or prototypes.

Definition-tightening: the differentiator is not “video conferencing”. It is synchronized interaction. Both sides are meant to experience the same AR layer at the same time, so the call becomes a workspace, not only a conversation.

Where it could be useful

  • Sales demos. Show products and configurations as interactive visuals instead of static slides.
  • Training. Walk through procedures with step-by-step overlays that feel more like guided practice.
  • Remote assistance. Use shared visuals to clarify instructions when words are not enough.
  • Creative collaboration. Iterate on concepts that benefit from spatial context and rapid visual feedback.

What to steal for your own collaboration design

  • Make the shared layer the point. If the overlay is optional decoration, it will not change outcomes.
  • Keep interaction low-friction. The first useful action should happen in seconds.
  • Design for “pointing” and “confirming”. The fastest collaboration loops are highlight, discuss, agree.
  • Measure success as reduced back-and-forth. The win is fewer misunderstandings, not more effects.

A few fast answers before you act

What is ZugSTAR in simple terms?

It is a browser-based video conferencing concept that adds a synchronized augmented reality layer, so both participants share the same interactive visuals during the call.

How is this different from a normal video call?

A normal call shares audio and video. This approach aims to share an interactive visual workspace on top of the video, not just the camera feed.

What is the main business benefit of shared AR in conferencing?

Better shared context. When people can see and reference the same visual layer, explaining, demonstrating, and deciding can become faster.

Where does this approach struggle?

When setup friction is high, hardware requirements are unclear, or the interaction is not stable enough for real work. If it feels fragile, teams fall back to screenshare.

What should you evaluate first if you consider something like this?

Whether the shared overlay reduces misunderstandings in your core use case. If it does not, it is entertainment, not collaboration.