During the past decade broadcast technology shifted from analog towards digital. The shift to digital broadcast technology has increased the consumer's interest in more interactive applications beyond simple teletext solutions. These new technologies invited the viewer to play a more active or participatory role in TV. Broadcasters followed the consumer trends, and started to offer more solutions on program format level to offer a more participatory, inviting, and collaborative television experience. Program formats that enabled an increased participation gained popularity, and range far beyond reality, or voting program formats. Today two different major developments are noticeable: 1) research and development focused mainly on the development of proprietary television platforms that provide social interaction and collaboration between views; 2) industry on the other hand focused on the development of participatory broadcast content formats deployed on television platforms accompanying the main TV platform such as e.g. second screen principles or web based media forms to invite the audience to engage with content. In conclusion, today's TV platforms provide mostly only simple collaborative services attached to broadcast content, which are rather designed to view TV content passively than to actually participate in program formats. This poses a problem and prevents the development of more complex collaborative and social interaction, as on the one hand synchronization is lost, and on the other hand media disruption happens when the audience has to shift to parallel platforms. This thesis works exactly challenges this fact, and attempts to develop participatory program formats and platforms supporting collaborative and social activity. Linking content formats, platforms, and audience participation, and which technological solutions exist to create this link is major concern within the scope of this thesis. Thus this thesis investigated and provided solutions which 1) enable the development of more complex collaborative and social interaction on the platform TV; 2) synchronization models for content presentation, interaction, collaboration, secondary and tertiary screens, and streaming technologies; 3) includes metadata definitions to encode meta-information about the content structure, it's collaboration capabilities, and exchange format between consumer, broadcasters and other 3rd parties; 4) defines a Collaborative Broadcast Content Format (CBF) to enable this type of collaboration; 5) defines a generic reference architecture to integrate the CBF into a TV stream; 6) integrate the proposed reference architecture into the development of applications and services, including an editing environment to create collaborative content and its impact on the narrative; and 7) validate the applicability of the implementations with self-developed benchmarks. In short, the thesis focuses on bridging the gap between the wide variety of broadcast content formats and collaborative activity by providing the required technical solutions. To link those, a metadata format is developed to be included into the broadcast content format and processed on the consumer's side. The metadata trigger the collaborative activity and act as a coordinating unit between the collaborators. To conclude, this thesis demonstrated the feasibility, as well as it proposed a technical solution to tie broadcast platforms, content, and collaborative activity with the proposed reference architecture together. It clearly demonstrated, that the development of a technical solution fulfilling several broadcast related requirements is possible and feasible. It also demonstrated the real-time deployment of such services on practical examples and applications. As the broadcasting sector currently still undergoes a re-orientation phase in times of IPTV, Internet TV, and other distribution format, the results of the thesis enrich the possible future pathway of the medium TV by other forms of broadcast formats. If these will succeed, will remain with the consumer.