Privacy policy
Last updated: 29 October 2026
This policy explains how personal data is processed when you use the letchatplay.com website, with its news and their RSS feeds; the app at app.letchatplay.com, with its two apps, Quiz Games and Interactive Games; the broadcast screen, the mobile screen, the support board and the contact form. The addresses pgbroadcast.com, app.pgbroadcast.com, www.pgbroadcast.com, quizbroadcast.com, app.quizbroadcast.com and www.letchatplay.com only send visitors on to these. It is the information notice required by Türkiye’s Personal Data Protection Law No. 6698 (“KVKK”) and also covers cookies and browser storage. It applies to:
- visitors to the website
- broadcasters who create an account or use Let Chat Play
- viewers who write, answer or send gifts in a TikTok LIVE broadcast that uses Let Chat Play
- people who write to us through the contact form
This policy is published in several languages; if a translation differs from the Turkish text, the Turkish text prevails.
1. Data controller and contact
The data controller for the processing described here is the operator that provides the Let Chat Play service from Türkiye (the “Operator”, “we”). You can reach us, including for requests under the KVKK, through the contact form.
2. Roles for broadcaster and viewer data
Let Chat Play processes data in two different roles:
- As data controller: we decide the purposes and means of the data we process to run broadcaster accounts, provide the website and the app, keep the service secure, answer messages sent through the contact form, measure use, and keep the global round boards that combine the points of every channel.
- As data processor: we process viewers’ usernames, display names, profile pictures, chat messages, answer results, entries, points and gift records from a broadcaster’s LIVE broadcast on that broadcaster’s behalf, to run the quizzes, cups and polls they start. As a rule, the broadcaster who runs them is the data controller for this data.
The broadcaster is responsible for telling the viewers on their broadcast about the quiz or the game and for settling requests viewers make to them; we carry out the technical steps these requests need at the broadcaster’s request. Data being publicly visible on TikTok does not in itself remove the protection of the KVKK.
3. Broadcaster account and settings
When you create an account and use Let Chat Play, we process:
- your email address
- a one-way hash of your password; we never store the password itself
- when the account was created, and the times of registration and sign-ins — for those before 27 October 2026, each with the service it was on, QuizBroadcast or the PG Broadcast race, and whether it was a single sign-on; no IP address is kept with these
- your chosen language and account plan
- the country you are from, which you choose when you sign up
- your TikTok username, if you enter it
- in Quiz Games, question and countdown times; your idle and ticker messages; each app’s design of the broadcast screen, including whether the supporter boards are shown; and your logo
- the app on air: the one you last switched to on the management screen, which your broadcast link shows
- the secret key in your broadcast link and, for an account that held a link in both QuizBroadcast and the PG Broadcast race before 27 October 2026, the key of the second link, which leads to the same broadcast screen until you make a new link
- each broadcast session in which you connect to live chat: the TikTok username it was connected to, the type of connection, its start, last-seen and end times, and why it ended
- when you ask for a password reset, only a hash of the reset key, when it was issued, when it expires (60 minutes later) and when it was used
- a random identifier for each sign-in, with when it was created and the day it was last used, so that signing out can end that sign-in
The password reset email contains only the reset link and is sent through Amazon SES.
One account runs both apps: the same email address and password sign you in, and your language, country, account plan, TikTok username, logo, idle and ticker messages, saved polls and broadcast link are the same in Quiz Games and Interactive Games. A password reset signs the account out on every device. Each app keeps its own design of the broadcast screen and its own records: Quiz Games your question sets and rounds, Interactive Games your cups.
4. Broadcaster content
- the name, language, questions and accepted answers of question sets you upload; the uploaded file itself is not kept, the questions in it are parsed and saved
- the logo uploaded on Pro accounts
- the polls you save: the question, the answers, how viewers vote (by typing a letter or by sending gifts) and the timer
- a record of each quiz round: the question set’s name, the questions asked, the correct answers, the timings and the results
- a record of each cup in Interactive Games — one track and the three races run on it, one arena and the battle fought on it, one course and the three runs rolled down it, one sky and the three launches flown under it, one battlefield and the three tank races run on it, one course of lanes and the three lane runs run on it, or one set of hills and the three obstacle dashes run over it: the game and the kind of cup, whether it has sound, whether a car race’s track has obstacles, the respawn, turbo and trap settings and, for a tank race, its own gift wings and turbo settings and the gift shot, mine and repair settings, for a lane runner its All-terrain setting and for an obstacle dash its banana, dogs, coffee, pump and sheep settings (off, or the diamonds a racer’s gifts during a race must reach), for an archer duel the time between its volleys, the number of seats and the auto-start setting you chose, the track, the arena, the course, the sky, the battlefield, the course of lanes or the hills (the random number it was made from, its shape and, for an arena, the wind its battle opens in, for a sky, its kind and the winds of each launch), its status, how many of its races, runs or launches were played or whether its battle was, and when it started and ended; while the cup is unfinished, also its entrants and their results, described below
You can delete a question set, a poll or your logo, clear your messages and remove your TikTok username yourself in the app; on a plan that includes the designer you can also reset each app’s design to the default. The result records of past rounds still contain the question asked and its correct answer after the question set is deleted.
5. Viewer chat, answer, entry and gift data
In a LIVE broadcast that uses Let Chat Play, chat and gift events arrive through the connection service Euler Stream. Each event carries the viewer’s TikTok username (or, if there is none, their numeric TikTok ID), display name, message or gift, time and the address of their TikTok profile picture. Of the broadcast’s events, Let Chat Play reads only chat messages and gifts.
In Quiz Games, we do not save chat messages: a message is only compared with the accepted answers of the open question and shown live on the broadcaster’s management screen. What we do save permanently is:
- question results: the winning viewer’s username and display name — in most-correct rounds, those of every viewer who answered correctly — the question’s accepted answer (not the text the viewer typed; in closest-guess rounds, the number read from the viewer’s guess), answer time, place and points
- in team rounds, the team a viewer joined and when; in last-one-standing rounds, when a viewer joined and was eliminated; in rounds started with the best friend option, the TikTok username the broadcaster entered for it; in 1 vs ALL rounds, the TikTok username of the challenger the broadcaster named
- gift records, whichever app is on air: the sender’s username (or numeric TikTok ID) and display name, the gift and its name, how many were sent, the value of one in diamonds as reported by TikTok, the time, the app and the round or cup it arrived during, if any, the team in a team round, and an identifier of the gift event, so that it is not counted twice; a gift sent to someone else in the LIVE — the other side of a match, for example — is not recorded
- for a bonus question, the thanked gifter’s username, display name, diamond total and the address of their TikTok profile picture
- round boards: the points a viewer earns on a broadcaster’s channel day by day, and the overall total of their points across all channels; the overall total does not record which channel the points were won on
During a poll, viewers vote by typing a letter or by sending gifts. Who chose which answer is held only in the server’s memory while the poll is open and is forgotten when it closes; only the totals stay on screen, and no vote is saved. A gift sent as a vote is recorded like any other gift. From the gift records Let Chat Play keeps two supporter boards: the biggest gifters of the show in progress, held in the server’s memory until nothing is on air and no gift has arrived for six hours, and the biggest gifters across all of the broadcaster’s broadcasts, in both apps, read from the saved gift records. In closest-guess rounds, each viewer’s number guess on the open question is held only in memory; only the guesses that win a place are saved, with the question result. Let Chat Play does not collect payment for gifts and has no access to viewers’ payment details.
In Quiz Games, depending on the look the broadcaster chooses, the broadcast screen shows other viewers the winners’ display names, scoreboards, the channel’s ranking and the top players of the round boards, including the global board across all channels. Every signed-in broadcaster can also see the username, display name and points of the top viewers on the global round boards; the channel where the points were won is not shown. A 1 vs ALL round also shows, from its first card, the display name and username of the viewer the broadcaster named as its challenger. A closest-guess round also shows the number each placed viewer guessed. A round with one winner ends on a card that shows their display name, username and profile picture.
The bonus card shows the thanked gifter’s display name, username and profile picture. Our server fetches the picture from TikTok’s image servers; TikTok sees our server’s IP address, not the viewers’.
In Interactive Games, a chat message made only of numbers is an entry: in a car race, two to five numbers build the viewer’s car; in an artillery duel or a tower duel, two numbers — an angle and a power — aim the viewer’s tank, and in a tower duel the word red or blue, in English or in the show’s language, picks the viewer’s side; in an archer duel, one number from 0 to 100 sets how far the viewer’s arrows fly, and the same word red or blue picks their side; in mini-golf, the same two numbers swing at the viewer’s ball; in a marble run, two to five numbers make the viewer’s marble; in a rocket launch, two to five numbers build the viewer’s rocket; in a walker race, two to five numbers build the viewer’s walker; in a tank race, two to four numbers build the viewer’s tank; in a lane runner, one number, 1, 2 or 3, picks the lane the viewer’s bot runs in; in an obstacle dash, one number, 0, 1 or 2, is the stance — a run, a jump or a duck — the viewer’s runner holds until they type another. An Archer War Arena is an archer duel fought by two armies of archers standing in formation: everything this policy says of an archer duel — what a chat line sets, what is kept, the pictures fetched, what a gift does, what is shown and withheld, a removed viewer, the simulation — holds for it too, with an archer in place of a box and a shield held over a column of archers rather than in front of a box. For each viewer who types an entry during a cup, Let Chat Play keeps their TikTok username (or numeric TikTok ID), their display name, the numbers of their latest entry, when they first typed one and so their place in the typing order, whether the broadcaster removed them, and the address of their profile picture. All of it is held in the server’s memory while the cup runs. So that a cup survives a restart of the server, all of it but the picture’s address is also written into the cup’s record, with each race’s distances — a demolition derby’s points, a hill climb’s heights, a cargo run’s crate-metres, a tank race’s distances with how many tanks each tank destroyed — the battle’s points, the health each tank was left with and the volley it was knocked out in, and in a tower duel each tank’s side and the damage it dealt, or in an archer duel each player’s side and the damage their arrows dealt, or the hole’s points, the strokes each ball took into the cup or how far from it each ball lay, or each run’s points, the time each marble took to the bottom and how far down it got, or each launch’s heights or distances and how each rocket’s flight ended, or each walk’s distances, how many times each walker fell and how each walk ended, or each lane run’s distances and whether the Sweeper caught each bot, or each obstacle dash’s distances, how many times each runner fell and whether the boulder flattened it, and removed from it when the cup ends — after its third race, run, launch or walk, its battle or its hole, when the broadcaster ends it, or when it has waited twenty minutes in its lobby or between its races, runs, launches or walks, paused or not, with the broadcaster doing nothing. Until then, a cup that is paused, or waiting to be resumed after a restart, keeps it there. Interactive Games never writes a picture’s address to the database.
In a tower duel, Let Chat Play also keeps which side each viewer is on: the one they typed or, the first time they aim or send a gift during the cup without having typed one, the side with fewer viewers — so a viewer who only sends a gift is given a side too. An archer duel keeps it the same way before its battle; a viewer who first joins once the battle has started, by typing a number or sending a gift, is put on a side drawn at random. It is held in the server’s memory, written into the cup’s record with the rest and removed from it when the cup ends.
In a lane runner, a lane that a viewer with a bot in the run types while it runs is also held in the server’s memory as their pick for the next beat, up to four seconds away, and shown over their bot until then; on the beat their bot moves to it, and the move is kept with the run, in the server’s memory and on the screens that draw it, until the run ends. Neither the pick nor the moves are written to the database; the lane itself is, as the viewer’s latest entry.
In an obstacle dash, each stance a viewer with a runner in the run types while it runs is held in the server’s memory with the moment it counts from, a second later, and kept with the run, in the server’s memory and on the screens that draw it, until the run ends; over their runner the screen shows the stance it holds. None of that is written to the database; the latest stance is, as the viewer’s latest entry.
A rocket launch and a cargo run also keep an all-time best record for each broadcaster: for an altitude cup the three highest flights, for a range cup the three furthest, and for a cargo run the three most crate-metres driven in a single race, ever set on their show, one for each viewer. Each place holds the TikTok username (or numeric TikTok ID) and display name of the viewer who set it, the numbers they played, the height, distance or crate-metres and when it was set. It is written to the database when a launch or a race earns it, kept after the cup ends, and deleted when better results push it out of the three, when the broadcaster removes that viewer from a cup, or when the account is closed.
In Interactive Games, any other chat message is not saved, nor who wrote it. Each message heard while a cup or a poll is running is passed live to the management screen’s chat feed, and kept nowhere else on the server.
In Interactive Games, to show a viewer’s picture on the broadcast screen, the server downloads it from TikTok the first time a screen asks for it — only while that viewer’s car, tank, ball, marble, rocket, walker, bot or runner, an archer duel’s boxes, or a tower duel’s thanks for their gift, is on that broadcaster’s screen, and in an archer duel only for the first 200 players to join it — and serves it to the screen itself, so the picture’s address never reaches a screen. In either app, a downloaded picture is served from the server’s memory for up to ten minutes and may be kept by the screen’s browser for as long; the server drops it when it is next asked for after that, when it needs the room, and when it restarts, and never writes it to disk. A screen shows the first letter of the viewer’s display name instead of a picture it cannot get.
In a tower duel’s battle, a gift also acts in the game. From its value the server works out what it does — the airstrikes it calls for the sender’s side, whether it repairs the sender’s tank, the shields and extra shells it gives that tank for the next volley, and whether it brings the sender’s knocked-out tank back — and holds in its memory, until the battle ends, what each tank carries into the next volley and the coins a knocked-out tank’s gifts have counted towards bringing it back; none of it is saved beyond the gift record. Let Chat Play never draws at random what a gift does. Each such gift is thanked on the broadcast screen for six seconds with the sender’s display name, profile picture and side and what the gift did, never what it was worth; the thanks is held in the server’s memory only while it shows. The broadcast screen also names what a gift does in the battle by a TikTok gift’s picture and a few words, with no number (described below).
In an archer duel, a gift before the battle gives a viewer who has no box yet one on the side with fewer players. During the battle a gift acts in the game: from its value the server works out what it does — extra arrows and shields for the sender in the next volley, healing their boxes, extra boxes or, for a player whose boxes have all fallen, how far it brings them towards a comeback, which comes at 50 coins — and holds the coins each viewer has sent in the battle, and how far each knocked-out player is towards a comeback, in its memory until the battle ends; none of it is saved beyond the gift record. Let Chat Play never draws at random what a gift does. The broadcast screen shows what a viewer’s gift did, never what it was worth, and names what a gift does in the battle by a TikTok gift’s picture and a few words, with no number (described below).
In Interactive Games, the gift records also decide who gets a seat in a cup’s races, its battle, its hole, its runs, its launches, its walks, its lane runs or its obstacle dashes. Of the viewers who typed an entry in the cup, any who are among the three biggest gifters of the show in progress come first, then those who sent a gift since the previous cup ended, each by the diamonds they sent, then everyone else in the order they first typed. A seat taken for a cup’s first race, run, launch or walk is kept for all three, and one taken for a battle or a hole for the whole of it, unless the broadcaster removes the viewer. In a tower duel each side holds up to half the seats, given in that order among its own viewers. An archer duel has no seat limit: every viewer who joins plays, and the gift records decide nothing about who does.
In a car race whose cup has respawn on, each gift a racer sends while a race on a track is run counts by itself, never added to the gifts before it: one worth the diamonds the broadcaster set, 10 unless they chose otherwise, brings that racer’s car back once it is out of the race, flying it ahead of the field as the broadcaster’s Wings button flies it — in a race’s last fifteen seconds only level with the leader — though no car takes off in a race’s last five seconds, and a car still racing or already coming back is not respawned. With turbo on, a gift worth the turbo’s diamonds, 1 unless the broadcaster chose otherwise, that gives no respawn speeds that racer’s car up for two seconds, a turbo for every gift, so ten one-diamond roses are ten turbos; with trap on, a gift worth the trap’s diamonds, 5 unless the broadcaster chose otherwise, throws a trap in front of the leading car other than the racer’s own, which stops the first other car to reach it for three tenths of a second, once. A gift worth more than one gives the one the broadcaster set highest — respawn, then a trap, then a turbo when two are the same — or the next down if that one cannot be given. A car’s wings and turbos run one after another, and a racer’s traps are thrown a second apart. Nothing is counted toward them, so nothing about a racer’s gifts is kept for them; a demolition derby gives no respawn, turbo or trap.
In a tank race each gift a racer sends during a race gives their tank one boost, by what that one gift is worth against the diamonds the broadcaster set, unless they chose otherwise 1 for a shot fired at once, 5 for a turbo a second long, 10 for a mine dropped in front of the tank in front, 20 for wings and 50 for a repair: the one set to the highest amount the gift is worth, or the next down if that one cannot be given. Wings bring a destroyed tank back with at least half its health; a mine goes off once, under the first tank to drive over it but the gifter’s own, taking 5 of its health and throwing it back, and a racer whose own tank is in front or out of the race cannot drop one; a repair gives back half its health, up to full, and brings a destroyed tank back where it stopped. Nothing is counted toward them, so nothing about a racer’s gifts is kept for them.
In a lane runner each gift a racer sends during a run gives their bot one boost, by what that one gift is worth against the diamonds the broadcaster set, unless they chose otherwise 1 for a turbo two seconds long and 10 for All-terrain, which lays track over the next bad stretch of the bot’s lane: the one set to the highest amount the gift is worth, or the other if that one cannot be given. A bot the Sweeper has caught is given neither, and a bot’s turbos run one after another. Nothing is counted toward them, so nothing about a racer’s gifts is kept for them.
In an obstacle dash each gift a viewer sends during a run gives one bonus, by what that one gift is worth against the diamonds the broadcaster set, unless they chose otherwise 1 for a banana peel thrown in front of the leading runner other than the sender’s own, 5 for three dogs that hold up for two seconds the three leading runners but the sender’s own, 10 for a coffee that speeds the sender’s runner up for three seconds, 20 for a pump that brings the sender’s runner back in front of the boulder once it is flattened, once a run, and 50 for a flock of sheep that runs back through the field: the one set to the highest amount the gift is worth, or the next down if that one cannot be given. A viewer with no runner in the run can send the peel, the dogs and the sheep. One sender’s peels, dogs and sheep land a second apart, so while a run is under way Let Chat Play holds in the server’s memory, by the sender’s TikTok username, when their last one lands, and lets it go when the run ends. Nothing is counted toward them, so nothing else about a viewer’s gifts is kept for them.
6. What the screens show
The broadcast screen is part of your stream, so everyone watching sees what it shows: your messages, your logo on a plan that includes one, a poll’s question and totals, and the round or cup on air. What a quiz shows is described above.
In Interactive Games, for each viewer with a seat the broadcast screen shows their display name — their TikTok username, if they have no display name — their profile picture, the numbers they typed and the car, the aimed tank, the ball, the marble, the rocket, the walker, the tank, the bot or the runner those numbers make; of the next ten waiting for a seat, their display names alone. It shows each race with every car carrying its driver’s picture and display name and, for six seconds as each car goes out of a race, its driver’s picture and display name and how it went out — flipped, stuck, off the track or its load lost — then the distances, the cup’s standings and, at the end, its top three and whoever drove its longest single race, with their picture and display name. In a hill climb it shows heights in place of distances, and whoever climbed highest in a single race in place of the longest. In a demolition derby it shows points in place of distances and no longest race, and, as each car goes out, in place of its card, the display name of the driver whose car knocked it out beside its own, and how many cars each driver has knocked out. In a cargo run it shows the crates on each car’s roof and, in place of distances, its metres once for every crate still aboard and how many are still aboard, and, for four seconds before each race, the all-time best record — for each of the three viewers who drove the most crate-metres in a single race on your show, their display name, numbers, crate-metres and the day.
In an artillery duel the broadcast screen shows the battle with every tank over its driver’s picture and, while the arena has room, under their display name, its gun — and, while the chat aims, a line along it — at their latest aim, its health and a mark once its driver has aimed for the coming volley, beside a board of the tanks by their drivers’ display names, latest aims and health; then, at the end, the cup’s standings by each tank’s points — with the tanks still standing level at first if you called a draw — and its top three, with their picture and display name. In mini-golf it shows the hole with every ball drawn as its player’s picture and, while the green has room, display name, beside a board of the leading balls by their players’ display names, the swing each takes next and how far each lies from the cup; then, at the end, the cup’s standings by each ball’s points, with the strokes it took into the cup or how far from it it lay, and its top three, with their picture and display name.
In a tower duel the broadcast screen shows the battle as an artillery duel’s, every tank in its side’s colour beside its side’s tower, with each side’s name and the airstrikes it has waiting, on a tank whose viewer’s gifts gave it a shield or extra shells for the next volley that shield and how many shells, and a board of each side’s tanks; for every gift sent during the battle it shows, for six seconds, the sender’s display name and picture, their side and what the gift did — extra shells, a shield, a repair, an airstrike, a tank back in the battle — never the gift or what it was worth; then, at the end, the side that won, the cup’s standings by side and by the damage each tank dealt, its top three and the winning side’s top gunner, with their picture and display name. In an archer duel it shows the field: each side’s tower and its health, and a box for every player, with their picture — for the first 200 to join; later players have the first letter of their display name — its health, a bow, and, as it arrives, their display name; every volley’s arrows and the damage each hit does, the wind, the arrows’ speed and how many arrows the towers fire; for three seconds, the display names of the players a volley knocked out; and under the field, by display name, each side’s five players who have dealt the most damage. What a gift did shows on the field — a gold bow on a box with extra arrows to loose, a shield in front of a box, a box coming down on a parachute, IS BACK over a player brought back — never the gift or what it was worth; then, at the end, the side that won, the cup’s standings by side and by the damage each player’s arrows dealt, its top three and the winning side’s top archer, with their picture and display name. An Archer War Arena shows what an archer duel does, each player an archer standing in one of two formations, and after every volley replays it, each side in turn, with the display names of that side’s players over their archers and the display name of the player whose arrows did the most in it.
In a marble run the broadcast screen shows each run with every marble carrying its viewer’s picture and display name, beside a board of the leading marbles by their viewers’ display names, with how far down each is or the time it took to the bottom; then each marble’s points, the cup’s standings and, at the end, its top three, with their picture and display name. In a rocket launch it shows the sky’s winds, then, for four seconds before each launch, the all-time best record — for each of the three viewers who flew the show’s highest or furthest rockets, their display name, the rocket’s height or distance, its numbers and the day it flew, with no picture — then each launch with every rocket carrying its driver’s picture and, when there are few enough rockets, display name, beside a board of the leading rockets by their drivers’ display names and how high or far they have flown; then each rocket’s height or distance, the cup’s standings and, at the end, its top three and, in a range cup, whoever flew its longest single launch, with their picture and display name. In a walker race it shows each walk with every walker carrying its viewer’s picture and, over it, their display name and how many times it has fallen, beside a board of the leading walkers by their viewers’ display names, how far each has walked and its falls; then each walker’s distance, the cup’s standings and, at the end, its top three and whoever fell the most over the cup, with their picture and display name.
In a tank race the broadcast screen shows each race with every tank carrying its driver’s picture and, over it, their display name, its health and how many tanks it has destroyed; as a tank is destroyed, for six seconds, its driver’s picture and display name and the display name of the driver whose shell destroyed it; what a gift did shows on the tank — wings, a turbo’s flame, a shot, a repair’s +50 — never the gift or what it was worth; then the distances and tanks destroyed, the cup’s standings and, at the end, its top three and its top gun — whoever destroyed the most tanks over the cup or, if nobody destroyed one, whoever drove its longest single race — with their picture and display name. In a lane runner it shows each run with every bot carrying its viewer’s picture and, over the leader and the bots nearest the Sweeper, their display name; over a bot, the lane its viewer picked for the next beat; as a bot is caught, for six seconds, its viewer’s picture and display name and where it was caught; what a gift did shows on the bot — a turbo’s flame, All-terrain wheels — never the gift or what it was worth; beside it a board of the leading bots by their viewers’ display names and how far each has run; then the distances, the cup’s standings and, at the end, its top three and whoever ran its longest single run, with their picture and display name. In an obstacle dash it shows each run with every runner carrying its viewer’s picture on its head and, over the leader and the runners nearest the boulder, their display name; over a runner, the stance it holds; as a runner is flattened, for six seconds, its viewer’s picture and display name and where it was flattened; what a gift did shows in the run — a peel, the dogs, a runner’s coffee, a runner pumped back up, the flock — never the gift, who sent it or what it was worth, though a coffee or a pump shows on the sender’s own runner; beside it a board of the leading runners by their viewers’ display names, how far each has run and how often it fell; then the distances and falls, the cup’s standings and, at the end, its top three and whoever fell the most over the cup, with their picture and display name.
While a car race, a tank race, a lane run, an obstacle dash, a tower duel or an archer duel is under way, the broadcast screen names, for thirteen seconds at its start and every fifteen seconds after, what a gift does in it: for each, a TikTok gift’s picture and a few words, with no number and nothing about any viewer. A viewer you remove is taken off the screen for the rest of the cup; a car of theirs already racing stays in that race to its end with no name or picture, a marble of theirs rolls on to the run’s end with none, a tank of theirs fires its last shell with none and leaves the battle when it lands, a ball of theirs already rolling rolls to rest with none and leaves the hole, a rocket of theirs already flying finishes its flight with none, a walker of theirs walks on to the walk’s end with none, a tank of theirs in a tank race drives on to the race’s end with none, a bot of theirs runs on to the lane run’s end with none, a runner of theirs runs on to the obstacle dash’s end with none, and an archer duel’s boxes of theirs leave the field.
If your plan includes the designer and you switch the supporter boards on — they are off by default — the broadcast screen also shows the display names and diamond totals of the five biggest gifters of the show in progress while a round or a cup is on screen, and of all your broadcasts between them. In Interactive Games it never shows the text of a chat message.
The mobile screen, which you share while you go live from a phone, shows the broadcast screen and its own controls, and nothing more from the chat.
Your management screen also shows the latest chat messages and gifts as they arrive, each with its sender’s display name, the supporters of the show in progress, and the round or cup on air. For a cup it lists each entrant’s display name and TikTok username, their numbers and car, aim, swing, marble, rocket, walker, tank, lane or moves — in a tower duel their side and the shield and extra shells their tank carries into the next volley too, and in an archer duel their side, how many boxes they have, the damage their arrows dealt and, once knocked out, how far their gifts have brought them towards a comeback — their seat or place in the queue, and the diamonds they sent in the show and since the previous cup, with each race’s, the battle’s, the hole’s, each run’s, each launch’s, each walk’s, each lane run’s or each obstacle dash’s results and the cup’s standings. It is yours alone unless you show it to someone.
7. Contact form and support board
When you write to us through the contact form, we save:
- your name, email address and message
- the page language and the time it was sent
- a shortened hash of your IP address made with a secret key — for an IPv6 address, of the network it belongs to (its first 56 bits); the IP address itself is not kept in this record
- a hash of the message text, to notice when the same message is sent again
We use this data to answer your message and to prevent abuse of the form. We read messages in the Operator’s administration tool and reply from our domain’s Google Workspace email account. The five most recent messages also appear on a status page that only the Operator’s own account can open. We are not notified by email when a message arrives, and the server logs record only that one did, not what it says.
The contact page keeps nothing in your browser of its own; like every page of the website, it loads Google Analytics, which receives the visit but nothing you type in the form, and its requests are recorded in the server logs like any other. When you start filling in the form, it asks Let Chat Play’s server for a signed ticket — the time it was issued, and nothing about you — which the form sends back with your message, so that messages sent by automated scripts can be told apart. Messages the form’s checks take for automated ones are discarded without being saved.
The support board is a page of the app, reached from the dashboard once you are signed in, where you can ask us a question and read the questions that have been answered. When you ask one, we save:
- your question, the language of the page you asked it on, and the time
- your account, so that the board can show you your own questions while they wait for an answer
- a shortened hash of your IP address made with a secret key — for an IPv6 address, of the network it belongs to (its first 56 bits) — which is deleted a day later; the IP address itself is not kept in this record
While a question waits for an answer, you see it, and so do the accounts that answer the board’s questions, those on the God Mode plan, without your name or email address. When one of them answers it, we save the answer, the time and the account that gave it; that account is removed from the record when it is closed. Once it is answered, the question and its answer are on the board for every broadcaster signed in to Let Chat Play who reads the board in that language, with neither your name nor the answerer’s; so do not put personal data in a question. An account that answers may also delete a waiting question: its text is deleted at once, and the rest of its record a day later. You can ask three questions a day, and ten can be asked a day from one network. The board’s records are kept beside the account record described above. There is one board for the whole service, which also holds the questions asked on the boards of QuizBroadcast and of the PG Broadcast race before 27 October 2026. The server logs record that a question was asked, answered or deleted, with its number, never what it says.
8. Server logs
For every request, the website and app servers record the date and time, the address requested — for the broadcast screen, an address that contains the key of your broadcast link, which the app’s own record masks — the IP address, browser details, the referring page, the response status and duration and, when you are signed in, the broadcaster’s account number. The app also records events such as sign-ins, password reset requests and chat connection failures under the account number, never the email address. We use these logs to run the service, find errors and prevent abuse; they are kept in Amazon CloudWatch Logs and deleted automatically after 30 days.
Once a minute the server also writes counts and timings of its own work to these logs — how many chat connections and requests it served, how many rounds and contests each app runs and how they ended, how many chat lines and gifts each app was handed, how busy the server is — which Amazon CloudWatch keeps as metrics for up to 15 months. They are totals, never by account, broadcaster or viewer, and hold no account number, username, IP address or message.
Passwords, session cookies, secret keys, correct answers and viewer identities are removed from the application logs, and so are viewers’ messages and pictures. For rate limiting, IP addresses are held only briefly in the server’s memory, for an hour at most.
10. Google Analytics
We use Google Analytics to measure how the website and the app are used. It runs on every page of letchatplay.com but its “not found” page, and on the app’s sign-in and dashboard page, its app chooser and its management, settings, help, video tutorial and support board pages; it does not run on the broadcast screen, the mobile screen, the password reset page or the page that completes a single sign-on.
At present Google Analytics loads when a page opens; there is no separate cookie consent step. Google processes the page visited, the time, the referring page, the browser and device type, an approximate location derived from the IP address, and the identifier in the analytics cookie. We do not send Google Analytics your email address, TikTok username, questions or answers, anything you type in a form, or anything about viewers.
You can block Google Analytics with your browser’s tracking protection, a content blocker or Google’s opt-out browser add-on; this does not affect your use of the site or the app. Event data in Google Analytics is kept for the period set in the Analytics property, at most 14 months.
11. Purposes and legal bases
We collect personal data by electronic means: from what you enter in the app and on the website and what your browser sends while you use them, and — for viewers — from TikTok LIVE through the connection service. We process it on these legal bases:
- Establishing and performing the contract (KVKK Art. 5/2-c): opening and running your account, storing your question sets, settings, polls and cups, connecting to live chat, matching answers, determining the winner and the score, reading the entries, dealing the seats and running the games, recording gifts and keeping the supporter boards, providing the broadcast, management and mobile screens — in Interactive Games with the viewers’ cars, tanks, balls, marbles, rockets, walkers, bots or runners, names and pictures on the broadcast screen — applying plan features, running the support board and sending password reset emails.
- Legal obligation (KVKK Art. 5/2-ç): responding to requests from competent authorities and answering requests under the KVKK.
- Establishing, exercising or defending a right (KVKK Art. 5/2-e): reviewing and preserving records in disputes and cases of abuse.
- Legitimate interest (KVKK Art. 5/2-f): keeping the service and accounts secure, preventing automated attacks and abuse of the form and the support board, finding errors, answering messages sent through the contact form, measuring the website and the app with Google Analytics, and keeping the global round boards that combine the points of every channel.
For viewer data we process on a broadcaster’s behalf, the broadcaster who runs the quiz, cup or poll determines the legal basis. Your right to object to processing based on legitimate interest is described below.
13. Transfers outside Türkiye
Let Chat Play is run from Türkiye, but its data is hosted outside Türkiye: application data, server logs and backups are in AWS’s Frankfurt (Germany) region. Euler Stream and Google, including YouTube, may process data outside Türkiye, in other countries including the United States.
These transfers fall under Article 9 of the KVKK. You can ask through the contact form which provider data is transferred to, to which country and on which transfer basis.
14. How long we keep data
- Session cookie and the server’s session record: 30 days from last use and at most 90 days from sign-in; expired sessions are deleted automatically.
- Account, settings, sign-in, cup and broadcast session records: for as long as the account is open.
- Password reset records: a reset link works for 60 minutes, and its record is deleted automatically once it has expired, the next time a reset is asked for.
- Sign-in identifiers: until you sign out, reset your password or leave the sign-in unused for 32 days.
- Question sets, polls, messages, logo and design: until you delete them or the account is closed.
- Quiz Games’ viewer data, including round results, team and elimination records and round boards, and the gift records of both apps: there is currently no automatic deletion period; the data is kept until it is deleted on request or when the broadcaster’s account is closed. The global round board across all channels is not tied to a broadcaster account, so it is deleted on request.
- Chat messages: not saved, except what Quiz Games keeps of a correct answer and what Interactive Games keeps of an entry, as described above.
- A cup’s entrants — each one’s username, display name, latest numbers, place in the typing order and whether they were removed — and their results: in the server’s memory while the cup runs, and in the cup’s record until the cup ends, as described above.
- A rocket launch’s and a cargo run’s all-time best records — the player’s username, display name, numbers, height, distance or crate-metres and date, for the three best players: until better results push them out, the broadcaster removes that viewer, or the account is closed, as described above.
- Viewers’ profile pictures and their addresses: in the server’s memory only, never saved, but for the address of a bonus question’s thanked gifter’s picture, which Quiz Games keeps with the round’s results. In Interactive Games an address is held with the cup’s entrants until the cup leaves the screens — when the next cup or poll starts, about five minutes after it ends, or when the server restarts; a downloaded picture is served for up to ten minutes, as described above.
- Poll votes: held in memory until the poll closes.
- Supporters of the show in progress: held in memory until nothing is on air and no gift has arrived for six hours.
- Contact form messages: after they are answered, until the Operator deletes them.
- Support board questions and answers: for as long as the account that asked is open, answered or not; the hash of the network a question came from, a day; a deleted question’s record, a day after it was deleted. An answer stays on the board when the account that gave it is closed.
- Server logs: 30 days; the metrics written to them, 15 months.
- Google Analytics event data: as set in the Analytics property, at most 14 months.
- Backups: the databases — Let Chat Play’s and the account file, but not the session records — are backed up every night and a backup is kept for at most about 120 days; deleted data can remain in older backups until that period ends.
Where there is a legal retention obligation, an ongoing investigation or a legal claim, the relevant data may be kept for as long as needed with access restricted. A deletion on TikTok does not by itself remove a record that had already reached Let Chat Play.
15. Security
We apply technical and organisational measures in proportion to the risk:
- all connections to the website and the app are encrypted with TLS
- passwords are hashed one way; password reset keys are stored only as hashes and reach the server only in the body of a request, never in a web address it records
- a password reset link works once and for 60 minutes, and completing a reset signs out every session
- the session cookie cannot be read by scripts in the page and is sent only over encrypted connections, and every sign-in starts a new session
- the databases are kept on an encrypted disk, and backups in encrypted storage closed to public access
- each broadcaster’s data is separated by account in the database queries
- the Operator’s administration tool, which reads the account records and contact messages, is not reachable from the internet, only through an encrypted tunnel
- the Operator’s status page, which lists broadcasters by TikTok username or, where there is none, email address, with when Let Chat Play first saw their account, how many rounds and cups they started, how many sign-in sessions they hold and whether they are live, and shows the five newest contact messages with their senders’ names and email addresses, opens only for the Operator’s own signed-in account; anybody else is answered “not found”
- correct answers and management information are never sent to the broadcast screen
- in Interactive Games, chat messages, the diamonds each viewer sent and the state of the chat connection are never sent to the broadcast screen either
- viewers’ picture addresses never leave the server, and a picture is served only behind the key in the broadcast link, while it is on that broadcast’s screen
- you can renew the key in your broadcast link at any time, and the old link stops working at once
- sign-in, registration, password reset and contact form requests and support board questions are rate-limited, as are the app’s other API requests
No internet system is absolutely secure. Keep your password and your broadcast link secret, and tell us straight away about any suspicious access. If we learn of a personal data breach, we make the notifications the KVKK requires.
16. Automated matching and winners
Quiz Games compares chat messages by software with the accepted answers the broadcaster defined and marks the first correct answer to reach the server as the winner. In closest-guess rounds it reads a number from each viewer’s first message that contains one, and marks the guess closest to the answer as the winner, the earlier of two equally close guesses. In most-correct rounds it also scores every other correct answer that reaches the server before the question’s time runs out. In multiple-choice most-correct rounds only a viewer’s first message that names one of the options counts as their answer, right or wrong. Network and platform delays can affect the result.
In Interactive Games, two things are worked out automatically, by fixed rules that are the same for everyone: which viewers get a seat, in the order described above, and how each race, battle, hole, run, launch, walk, lane run or obstacle dash goes. In a car race, that is how far each car drives — a physics simulation of the numbers its viewer typed, on the cup’s track, which has no finish line and grows harder from 300 metres on and, unless the broadcaster turns them off, holds one obstacle in its first 100 metres (on a loop track, right after its opening loop), stopping the cars on one side of the number it tests — a low tunnel a tall car, a ford a low one, a weak bridge a heavy one — until the car is stuck, overturned or fallen off, or 60 seconds are up — and the cup’s winner is the viewer whose car drove furthest over its three races. In a cargo run, each car carries the crates its viewer’s sixth number asks for, from one to six, a crate that falls off is lost, and the cup’s winner is the viewer whose car scored the most metres, counted once for every crate still aboard at the end of each race, over its three races. In a demolition derby, the cars share one bowl and push each other: a car is out once it is stuck, overturned or over the bowl’s rim, the rival whose car last drove into it shortly before is named as having knocked it out, the last car still moving wins the race, and a car scores a point for every rival it outlasts — of the cars still in when the time is up, the one that knocked out more outlasts the other; the cup’s winner is the viewer whose car scored the most points over its three races, or, if every other car is removed after the first race, the viewer whose car is left. In a hill climb, the track is one hill that gets steeper and steeper, with boulders and gaps on it that every cup lays anew, a car scores the height it climbed before it stalled, slid back, stuck on a boulder, fell into a gap or the 60 seconds were up, and the cup’s winner is the viewer whose car climbed highest over its three races. In an artillery duel, it is where each tank’s shells land and what they strike — a simulation of the aims its viewers typed, in the arena’s wind — and a tank scores a point for every rival it outlasts. The cup is one battle, fought until one tank or none is left standing, and its winner is the viewer whose tank scored the most: the last one standing or, if the last tanks are knocked out together, the one of them that had the most health as they fired, and of those level on that too, the one whose viewer first typed an aim — unless the broadcaster calls the battle a draw, which names no winner and puts the tanks still standing level at first. In a tower duel, it is where each tank’s shells land and what they strike, as in an artillery duel, how the blocks of the two towers break and fall — a physics simulation — and what the gifts sent during the battle did: the airstrikes they called, the repairs, shields and extra shells they gave their senders’ tanks and the tanks they brought back. A side loses when its tower’s crown falls below half the tower’s height or off its foundation, or when its last tank is out, both sides at once being a draw; the winning side’s viewers come first, each side’s ranked by the damage their tank dealt, and of those level, the one who first joined the cup. The cup is one battle, and its winner is the winning side’s viewer whose tank dealt the most — unless the battle is a draw, or the broadcaster calls one, which names no winner. In an archer duel, it is where each arrow lands and what it strikes — a simulation of the number each player typed, the broadcaster’s arrow speed and each volley’s wind — the arrows the towers fire, at distances drawn at random, the side drawn at random for a viewer who joins once the battle has started, and what the gifts sent during the battle did: the extra arrows, the shields, the health, the extra boxes and the players brought back. A side loses when its tower falls or its last box does, both sides at once being a draw; the winning side’s players come first, every player ranked by the damage their arrows dealt, the towers’ arrows counting for nobody, and of those level, the one who first joined the cup. The cup is one battle, and its winner is the winning side’s player whose arrows dealt the most — unless the battle is a draw, or the broadcaster calls one, which names no winner. In mini-golf, it is where each ball rolls and whether it drops into the cup — a simulation of the swings its viewer typed, struck three times at most, a ball in the water going back to where it was struck — and a ball scores a point for every rival it beats: one in the cup beats every ball out of it, the fewer strokes it took the better and, of two in on the same stroke, the first to drop; the rest are ranked by how near the cup they lie, and of those level, the one whose viewer first typed a swing comes first. The cup is one hole, and its winner is the viewer whose ball scored the most. In a marble run, it is how each marble rolls down the cup’s course — a physics simulation of the numbers its viewer typed, among the other marbles, until it reaches the bottom, has not moved half a metre in five seconds, or 60 seconds are up — and a marble scores a point for every rival it beats to the bottom, those that do not get there ranked by how far down they got; the cup’s winner is the viewer whose marble scored the most over its three runs. In a rocket launch, it is how high each rocket climbs, in an altitude cup, or how far from the pad it lands, in a range cup — a simulation of the numbers its viewer typed, in the winds of the cup’s sky, until it tops its climb or lands or 60 seconds are up — and the cup’s winner is the viewer whose rocket climbed highest, or landed furthest, over its three launches. In a walker race, it is how far each walker gets across the cup’s terrain — a physics simulation of the numbers its viewer typed, which grows harder from 50 metres on, a walker that falls over getting back up two seconds later, until it has not moved half a metre in eight seconds or 60 seconds are up — and the cup’s winner is the viewer whose walker walked furthest over its three walks; the walker that fell the most is named the cup’s clumsiest, which decides nothing. In a tank race, it is how far each tank drives across the cup’s battlefield — a physics simulation of the numbers its viewer typed, which has no finish line and grows harder from 300 metres on, in which every tank fires by itself at the nearest tank ahead of it in range, a hit taking health and slowing its target and a mine hurting the first tank over it, and of the gift shots (for the tank in front, a shield that turns a hit into a short slowdown and breaks on the second), turbos, mines dropped in front of the tank in front, wings and repairs its viewer’s gifts set off — until the tank is stuck, overturned, fallen off, drowned or destroyed, a destroyed tank keeping the distance it had, or 100 seconds are up; the cup’s winner is the viewer whose tank drove furthest over its three races, and the tank that destroyed the most is named the cup’s top gun, which decides nothing. In a lane runner, it is how far each bot runs down the cup’s course of three lanes — a simulation of the lanes its viewer typed, which has no finish line and grows harder from 300 metres on, a bot moving to its viewer’s latest lane on the beat every four seconds, and of the turbos and All-terrain its viewer’s gifts set off — until the Sweeper behind the bots catches it, a caught bot keeping the distance it had, or 90 seconds are up; the cup’s winner is the viewer whose bot ran furthest over its three runs. In an obstacle dash, it is how far each runner gets over the cup’s hills — a simulation of the stances its viewer typed, which has no finish line and brings its obstacles in bigger sets from 300 metres on, the runner holding each stance until its viewer types another and the wrong stance at an obstacle, running included, being a fall, and of the peels, dogs, coffees, pumps and sheep the viewers’ gifts set off — until the boulder behind the runners flattens it, a flattened runner keeping the distance it had, or 90 seconds are up; the cup’s winner is the viewer whose runner ran furthest over its three runs, and the runner that fell the most is named the cup’s clumsiest, which decides nothing. These decide a game and nothing more: any prize is the broadcaster’s alone, as the terms of use say, and the broadcaster can remove a viewer from a cup and cut short the time a volley or a stroke gives viewers to aim. A poll only adds up votes.
This result is a quiz or game score; it is not used for any decision about you that has legal effects. The broadcaster who gives a prize is responsible for checking the result and considering objections. If you believe a result produced solely by automated processing has gone against you, you can ask us for a human review.
17. Children
Let Chat Play accounts are only for people aged 18 or over. Younger viewers can, however, write in a TikTok LIVE chat; the broadcaster is responsible for setting age-appropriate rules for their audience and any prize. If you believe a child’s data is being processed unlawfully, tell us through the contact form.
18. Your rights
Under Article 11 of the KVKK you have the right to:
- learn whether your personal data is processed
- request information about it if it is
- learn the purpose of the processing and whether the data is used accordingly
- know the third parties in Türkiye or abroad to whom it is transferred
- ask for it to be corrected if it is incomplete or inaccurate
- ask for it to be deleted or destroyed where the conditions of Article 7 of the KVKK are met
- ask for corrections, deletions or destruction to be notified to the third parties the data was transferred to
- object to an outcome against you that results solely from analysis by automated systems
- claim compensation if you suffer damage because of unlawful processing
If you are in the European Economic Area or the United Kingdom, you may also have rights under the General Data Protection Regulation (GDPR) to access your data; to have it corrected, erased, restricted or ported; to object to processing based on legitimate interest; and to complain to the data protection authority of your country.
Where other laws require us to keep data, or a request would infringe the rights of others, we may not be able to meet a request in full or in part; in that case we explain why.
19. How to make a request
Send your request through the contact form, starting the message with “KVKK request”. State your name, your request, your Let Chat Play account’s email address or the relevant TikTok username if there is one, and the approximate date and broadcast the request concerns. If you apply on someone else’s behalf, a document showing your authority is needed. Do not send identity documents we have not asked for; if needed, we will tell you a secure way to verify your identity.
The app has no button to close your account yet: ask through the contact form. Closing it closes it for both apps, and we then delete what each of them keeps for it. Deleted data can remain in backups for the period given above.
Requests are settled free of charge as soon as possible according to their nature, and within 30 days at the latest; if handling a request involves an additional cost, the fee in the tariff of Türkiye’s Personal Data Protection Board may be charged. If your request is refused, you find the answer insufficient, or it is not answered in time, you can complain to the Board within the periods set by the KVKK.
If you are a viewer and your request concerns an answer, score, entry or gift record from a broadcast, the fastest route is to contact the broadcaster who ran that quiz or cup first. If you cannot reach the broadcaster, or your request concerns the global round boards, you can contact us directly. Before disclosing broadcast data about someone, we verify that the identity, broadcast and record match.
20. Changes
We update this policy when the service, the data flows, our providers or the law change. The date of the last update is shown at the top of the page. We announce a change that materially affects your rights or the purposes of processing on this site, and by email where appropriate, before it takes effect.
On 27 October 2026 QuizBroadcast and the PG Broadcast race became one service, PG Broadcast, with two apps, Quiz Games and Interactive Games, and QuizBroadcast accounts became PG Broadcast accounts. Your broadcast links, designs, idle and ticker messages, the quiz’s timers, saved polls, question sets and questions, question packages and paid package grants were carried over. Rounds, cups and their results, gift records, round boards, all-time records, broadcast session records and sign-in sessions started afresh, so everyone signed in again. The two support boards became one. PG Broadcast has since been renamed Let Chat Play; accounts, broadcast links and data stayed as they were. On 29 October 2026 it moved from pgbroadcast.com to letchatplay.com, and everyone signed in again; the old addresses send visitors on to the new ones.